diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..39fb081 --- /dev/null +++ b/.gitignore @@ -0,0 +1,9 @@ +*.iml +.gradle +/local.properties +/.idea/workspace.xml +/.idea/libraries +.DS_Store +/build +/captures +.externalNativeBuild diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..be1976b --- /dev/null +++ b/.gitmodules @@ -0,0 +1,10 @@ +[submodule "ImguiDemoSdl/src/main/cpp/deps/imgui"] + path = ImguiDemoSdl/src/main/cpp/deps/imgui + url = https://github.com/ocornut/imgui +[submodule "ImguiDemoSdl/src/main/cpp/deps/glm"] + path = ImguiDemoSdl/src/main/cpp/deps/glm + url = https://github.com/g-truc/glm +[submodule "ImguiDemoSdl/src/main/cpp/deps/SDL"] + path = ImguiDemoSdl/src/main/cpp/deps/SDL + url = https://github.com/sfalexrog/SDL + branch = cmake_fixes diff --git a/ImguiDemoSdl/CMakeLists.txt b/ImguiDemoSdl/CMakeLists.txt new file mode 100644 index 0000000..f8e6e8b --- /dev/null +++ b/ImguiDemoSdl/CMakeLists.txt @@ -0,0 +1,44 @@ +# For more information about using CMake with Android Studio, read the +# documentation: https://d.android.com/studio/projects/add-native-code.html + +# Sets the minimum version of CMake required to build the native library. + +cmake_minimum_required(VERSION 3.4.1) + +# Creates and names a library, sets it as either STATIC +# or SHARED, and provides the relative paths to its source code. +# You can define multiple libraries, and CMake builds them for you. +# Gradle automatically packages shared libraries with your APK. + +add_library( # Sets the name of the library. + native-lib + + # Sets the library as a shared library. + SHARED + + # Provides a relative path to your source file(s). + src/main/cpp/native-lib.cpp ) + +# Searches for a specified prebuilt library and stores the path as a +# variable. Because CMake includes system libraries in the search path by +# default, you only need to specify the name of the public NDK library +# you want to add. CMake verifies that the library exists before +# completing its build. + +find_library( # Sets the name of the path variable. + log-lib + + # Specifies the name of the NDK library that + # you want CMake to locate. + log ) + +# Specifies libraries CMake should link to your target library. You +# can link multiple libraries, such as libraries you define in this +# build script, prebuilt third-party libraries, or system libraries. + +target_link_libraries( # Specifies the target library. + native-lib + + # Links the target library to the log library + # included in the NDK. + ${log-lib} ) \ No newline at end of file diff --git a/ImguiDemoSdl/build.gradle b/ImguiDemoSdl/build.gradle new file mode 100644 index 0000000..4230568 --- /dev/null +++ b/ImguiDemoSdl/build.gradle @@ -0,0 +1,50 @@ +apply plugin: 'com.android.application' + +android { + compileSdkVersion 25 + buildToolsVersion "25.0.2" + defaultConfig { + applicationId "me.sfalexrog.imguidemo" + minSdkVersion 14 + targetSdkVersion 25 + versionCode 1 + versionName "1.0" + testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner" + externalNativeBuild { + cmake { + cppFlags "-std=c++11" + targets "demo" + } + } + } + buildTypes { + release { + minifyEnabled false + proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' + } + } + externalNativeBuild { + cmake { + path "src/main/cpp/CMakeLists.txt" + } + } + + sourceSets { + main { + // We're using SDLActivity from SDL sources, not copying that to our source tree + java.srcDirs += ['src/main/cpp/deps/SDL/android-project/src'] + // Instead of copying data files from the native project, we just add its data + // as another asset directory + assets.srcDirs += ['src/main/cpp/data'] + } + } +} + +dependencies { + compile fileTree(dir: 'libs', include: ['*.jar']) + androidTestCompile('com.android.support.test.espresso:espresso-core:2.2.2', { + exclude group: 'com.android.support', module: 'support-annotations' + }) + compile 'com.android.support:appcompat-v7:25.3.1' + testCompile 'junit:junit:4.12' +} diff --git a/ImguiDemoSdl/proguard-rules.pro b/ImguiDemoSdl/proguard-rules.pro new file mode 100644 index 0000000..4819a98 --- /dev/null +++ b/ImguiDemoSdl/proguard-rules.pro @@ -0,0 +1,25 @@ +# Add project specific ProGuard rules here. +# By default, the flags in this file are appended to flags specified +# in /opt/android/sdk/tools/proguard/proguard-android.txt +# You can edit the include path and order by changing the proguardFiles +# directive in build.gradle. +# +# For more details, see +# http://developer.android.com/guide/developing/tools/proguard.html + +# Add any project specific keep options here: + +# If your project uses WebView with JS, uncomment the following +# and specify the fully qualified class name to the JavaScript interface +# class: +#-keepclassmembers class fqcn.of.javascript.interface.for.webview { +# public *; +#} + +# Uncomment this to preserve the line number information for +# debugging stack traces. +#-keepattributes SourceFile,LineNumberTable + +# If you keep the line number information, uncomment this to +# hide the original source file name. +#-renamesourcefileattribute SourceFile diff --git a/ImguiDemoSdl/src/androidTest/java/me/sfalexrog/imguidemo/ExampleInstrumentedTest.java b/ImguiDemoSdl/src/androidTest/java/me/sfalexrog/imguidemo/ExampleInstrumentedTest.java new file mode 100644 index 0000000..b80b7b7 --- /dev/null +++ b/ImguiDemoSdl/src/androidTest/java/me/sfalexrog/imguidemo/ExampleInstrumentedTest.java @@ -0,0 +1,26 @@ +package me.sfalexrog.imguidemo; + +import android.content.Context; +import android.support.test.InstrumentationRegistry; +import android.support.test.runner.AndroidJUnit4; + +import org.junit.Test; +import org.junit.runner.RunWith; + +import static org.junit.Assert.*; + +/** + * Instrumentation test, which will execute on an Android device. + * + * @see Testing documentation + */ +@RunWith(AndroidJUnit4.class) +public class ExampleInstrumentedTest { + @Test + public void useAppContext() throws Exception { + // Context of the app under test. + Context appContext = InstrumentationRegistry.getTargetContext(); + + assertEquals("me.sfalexrog.imguidemo", appContext.getPackageName()); + } +} diff --git a/ImguiDemoSdl/src/main/AndroidManifest.xml b/ImguiDemoSdl/src/main/AndroidManifest.xml new file mode 100644 index 0000000..7cadd61 --- /dev/null +++ b/ImguiDemoSdl/src/main/AndroidManifest.xml @@ -0,0 +1,24 @@ + + + + + + + + + + + + + + + diff --git a/ImguiDemoSdl/src/main/cpp/CMakeLists.txt b/ImguiDemoSdl/src/main/cpp/CMakeLists.txt new file mode 100644 index 0000000..cbdb3ac --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/CMakeLists.txt @@ -0,0 +1,70 @@ +# Cmake file for a sample cross-platform project with dear imgui. +# The aim here is to have most of the stuff (including cmake files) +# be the same throughout platforms. + +cmake_minimum_required(VERSION 3.1) + +project(imgui_demo) + +set(CMAKE_CXX_STANDARD 11) +set(CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/cmake) + +find_package(SDL2 REQUIRED) + +# This is an adaptation of the ImGui demo, with some geometry (a teapot) +# rendered in order to check the ImGui implementation. Teapot is taken +# from Google NDK samples. + +set(IMGUI_PATH deps/imgui) +set(IMGUI_IMPL_PATH src/imgui_impl) + +# Since we're drawing something that's not just a triangle, we're gonna +# want a library that deals with vectors and matrices. glm is the obvious +# choice. + +add_subdirectory(deps/glm) + +# Use GLES2/GLES3 implementations for Android, GL3 for everything else + +if (ANDROID) + set(GL_PROFILES "GL_PROFILE_GLES2" "GL_PROFILE_GLES3") +else() + set(GL_PROFILES "GL_PROFILE_GL3") +endif() + +file(GLOB IMGUI_FILES + ${IMGUI_PATH}/*.cpp + ${IMGUI_IMPL_PATH}/*.cpp +) + +file(GLOB DEMO_FILES + src/*.cpp +) + +if (NOT ANDROID) + set(GLLOAD_PATH src/glload) + file(GLOB GLLOAD_FILES + ${GLLOAD_PATH}/*.c) +endif() + + +set(DEMO_SOURCES ${IMGUI_FILES} ${DEMO_FILES} ${GLLOAD_FILES}) + +# Build as a library for Android, as an executable otherwise + +if (ANDROID) + add_library(demo SHARED + ${DEMO_SOURCES} + ) +else() + add_executable(demo + ${DEMO_SOURCES} + ) +endif() + +target_link_libraries(demo ${SDL2_LIBRARY} glm) +target_include_directories(demo PRIVATE ${SDL2_INCLUDE_DIR}) +target_include_directories(demo PRIVATE ${IMGUI_PATH}) +target_include_directories(demo PRIVATE ${IMGUI_IMPL_PATH}) +target_include_directories(demo PRIVATE ${GLLOAD_PATH}) +target_compile_definitions(demo PRIVATE ${GL_PROFILES}) \ No newline at end of file diff --git a/ImguiDemoSdl/src/main/cpp/cmake/FindSDL2.cmake b/ImguiDemoSdl/src/main/cpp/cmake/FindSDL2.cmake new file mode 100644 index 0000000..d6b70d6 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/cmake/FindSDL2.cmake @@ -0,0 +1,210 @@ +# Locate SDL2 library +# This module defines +# SDL2_LIBRARY, the name of the library to link against +# SDL2_FOUND, if false, do not try to link to SDL2 +# SDL2_INCLUDE_DIR, where to find SDL.h +# +# This module responds to the the flag: +# SDL2_BUILDING_LIBRARY +# If this is defined, then no SDL2main will be linked in because +# only applications need main(). +# Otherwise, it is assumed you are building an application and this +# module will attempt to locate and set the the proper link flags +# as part of the returned SDL2_LIBRARY variable. +# +# Don't forget to include SDLmain.h and SDLmain.m your project for the +# OS X framework based version. (Other versions link to -lSDL2main which +# this module will try to find on your behalf.) Also for OS X, this +# module will automatically add the -framework Cocoa on your behalf. +# +# +# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration +# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library +# (SDL2.dll, libsdl2.so, SDL2.framework, etc). +# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again. +# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value +# as appropriate. These values are used to generate the final SDL2_LIBRARY +# variable, but when these values are unset, SDL2_LIBRARY does not get created. +# +# +# $SDL2DIR is an environment variable that would +# correspond to the ./configure --prefix=$SDL2DIR +# used in building SDL2. +# l.e.galup 9-20-02 +# +# Modified by Eric Wing. +# Added code to assist with automated building by using environmental variables +# and providing a more controlled/consistent search behavior. +# Added new modifications to recognize OS X frameworks and +# additional Unix paths (FreeBSD, etc). +# Also corrected the header search path to follow "proper" SDL guidelines. +# Added a search for SDL2main which is needed by some platforms. +# Added a search for threads which is needed by some platforms. +# Added needed compile switches for MinGW. +# +# On OSX, this will prefer the Framework version (if found) over others. +# People will have to manually change the cache values of +# SDL2_LIBRARY to override this selection or set the CMake environment +# CMAKE_INCLUDE_PATH to modify the search paths. +# +# Note that the header path has changed from SDL2/SDL.h to just SDL.h +# This needed to change because "proper" SDL convention +# is #include "SDL.h", not . This is done for portability +# reasons because not all systems place things in SDL2/ (see FreeBSD). + +#============================================================================= +# Copyright 2003-2009 Kitware, Inc. +# +# Distributed under the OSI-approved BSD License (the "License"); +# see accompanying file Copyright.txt for details. +# +# This software is distributed WITHOUT ANY WARRANTY; without even the +# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +# See the License for more information. +#============================================================================= +# (To distribute this file outside of CMake, substitute the full +# License text for the above reference.) + +# Modified by sfalexrog to accomodate Android builds. SDL2_LIBRARY +# will be a target which you'll want to link against. It will be built +# statically, mostly because that would save you from needing to +# also add SDL2MAIN_LIBRARY to your target, and will not require you to +# add SDL_android_main.c to your source sets. +# You can override this behavior by changing this file, but as far as +# I know having multiple shared libraries don't really give you any +# benefit on Android. + +if (ANDROID) + set(_SDL_SOURCE_SEARCH_PATHS + SDL + deps/SDL + external/SDL + libs/SDL + ) + + # This is a hack to allow find_path to actually search for headers and sources + set(_SDL_CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ${CMAKE_FIND_ROOT_PATH_MODE_INCLUDE}) + set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE "NEVER") + + find_path(_SDL2_SOURCE_DIR SDL.c + HINTS + ${_SDL_SOURCE_SEARCH_PATHS} + PATH_SUFFIXES src + PATHS ${_SDL_SOURCE_SEARCH_PATHS} + ) + + set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ${_SDL_CMAKE_FIND_ROOT_PATH_MODE_INCLUDE}) + + if (${_SDL2_SOURCE_DIR} STREQUAL "SDL2_SOURCE_DIR-NOTFOUND") + message(FATAL_ERROR "Could not find SDL2 source directory, cannot continue") + endif() + + get_filename_component(_SDL2_PROJECT_DIR ${_SDL2_SOURCE_DIR} DIRECTORY) + add_subdirectory(${_SDL2_PROJECT_DIR}) + + # You can't directly specify a target in target_link_libraries + # in ${}, but you can't specify a variable name without ${}, + # so here's a little hack to make ${target_name} behave like + # it should. + set(SDL2_LIBRARY SDL2-static SDL2main) + set(SDL2_INCLUDE_DIR ${_SDL2_PROJECT_DIR}/include) + +else() + + SET(SDL2_SEARCH_PATHS + ~/Library/Frameworks + /Library/Frameworks + /usr/local + /usr + /sw # Fink + /opt/local # DarwinPorts + /opt/csw # Blastwave + /opt + ) + + FIND_PATH(SDL2_INCLUDE_DIR SDL.h + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES include/SDL2 include + PATHS ${SDL2_SEARCH_PATHS} + ) + + FIND_LIBRARY(SDL2_LIBRARY_TEMP + NAMES SDL2 + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES lib64 lib + PATHS ${SDL2_SEARCH_PATHS} + ) + + IF(NOT SDL2_BUILDING_LIBRARY) + IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") + # Non-OS X framework versions expect you to also dynamically link to + # SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms + # seem to provide SDL2main for compatibility even though they don't + # necessarily need it. + FIND_LIBRARY(SDL2MAIN_LIBRARY + NAMES SDL2main + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES lib64 lib + PATHS ${SDL2_SEARCH_PATHS} + ) + ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") + ENDIF(NOT SDL2_BUILDING_LIBRARY) + + # SDL2 may require threads on your system. + # The Apple build may not need an explicit flag because one of the + # frameworks may already provide it. + # But for non-OSX systems, I will use the CMake Threads package. + IF(NOT APPLE) + FIND_PACKAGE(Threads) + ENDIF(NOT APPLE) + + # MinGW needs an additional library, mwindows + # It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows + # (Actually on second look, I think it only needs one of the m* libraries.) + IF(MINGW) + SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW") + ENDIF(MINGW) + + IF(SDL2_LIBRARY_TEMP) + # For SDL2main + IF(NOT SDL2_BUILDING_LIBRARY) + IF(SDL2MAIN_LIBRARY) + SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP}) + ENDIF(SDL2MAIN_LIBRARY) + ENDIF(NOT SDL2_BUILDING_LIBRARY) + + # For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa. + # CMake doesn't display the -framework Cocoa string in the UI even + # though it actually is there if I modify a pre-used variable. + # I think it has something to do with the CACHE STRING. + # So I use a temporary variable until the end so I can set the + # "real" variable in one-shot. + IF(APPLE) + SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa") + ENDIF(APPLE) + + # For threads, as mentioned Apple doesn't need this. + # In fact, there seems to be a problem if I used the Threads package + # and try using this line, so I'm just skipping it entirely for OS X. + IF(NOT APPLE) + SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT}) + ENDIF(NOT APPLE) + + # For MinGW library + IF(MINGW) + SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP}) + ENDIF(MINGW) + + # Set the final string here so the GUI reflects the final state. + SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found") + # Set the temp variable to INTERNAL so it is not seen in the CMake GUI + SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "") + ENDIF(SDL2_LIBRARY_TEMP) + + INCLUDE(FindPackageHandleStandardArgs) + + FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR) +endif() diff --git a/ImguiDemoSdl/src/main/cpp/data/Roboto-Medium.ttf b/ImguiDemoSdl/src/main/cpp/data/Roboto-Medium.ttf new file mode 100644 index 0000000..39c63d7 Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/data/Roboto-Medium.ttf differ diff --git a/ImguiDemoSdl/src/main/cpp/data/bump.jpg b/ImguiDemoSdl/src/main/cpp/data/bump.jpg new file mode 100644 index 0000000..ead1feb Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/data/bump.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/data/imgui.ini b/ImguiDemoSdl/src/main/cpp/data/imgui.ini new file mode 100644 index 0000000..54aa5ec --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/data/imgui.ini @@ -0,0 +1,15 @@ +[Debug] +Pos=60,60 +Size=400,400 +Collapsed=0 + +[ImGui Demo] +Pos=705,35 +Size=550,680 +Collapsed=0 + +[Teapot controls] +Pos=68,487 +Size=459,262 +Collapsed=0 + diff --git a/ImguiDemoSdl/src/main/cpp/data/skybox-negx.jpg b/ImguiDemoSdl/src/main/cpp/data/skybox-negx.jpg new file mode 100644 index 0000000..83003d9 Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/data/skybox-negx.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/data/skybox-negy.jpg b/ImguiDemoSdl/src/main/cpp/data/skybox-negy.jpg new file mode 100644 index 0000000..28994e1 Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/data/skybox-negy.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/data/skybox-negz.jpg b/ImguiDemoSdl/src/main/cpp/data/skybox-negz.jpg new file mode 100644 index 0000000..5fe1ce0 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commit b0c010e371cf54ac67f4143a831e31c665310658 diff --git a/ImguiDemoSdl/src/main/cpp/deps/glm b/ImguiDemoSdl/src/main/cpp/deps/glm new file mode 160000 index 0000000..e8e8d36 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/deps/glm @@ -0,0 +1 @@ +Subproject commit e8e8d3607ca505a264451a3f67c4e61c73f9559e diff --git a/ImguiDemoSdl/src/main/cpp/deps/imgui b/ImguiDemoSdl/src/main/cpp/deps/imgui new file mode 160000 index 0000000..b295e18 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/deps/imgui @@ -0,0 +1 @@ +Subproject commit b295e185ffae72e2f3edea83526b0324484f9f5b diff --git a/ImguiDemoSdl/src/main/cpp/src/TeapotNativeActivity.cpp.inactive b/ImguiDemoSdl/src/main/cpp/src/TeapotNativeActivity.cpp.inactive new file mode 100644 index 0000000..85bf80f --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/TeapotNativeActivity.cpp.inactive @@ -0,0 +1,426 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +//-------------------------------------------------------------------------------- +// Include files +//-------------------------------------------------------------------------------- +#include +#include + +#include +#include +#include +#include +#include + +#include "TeapotRenderer.h" +#include "NDKHelper.h" + +//------------------------------------------------------------------------- +// Preprocessor +//------------------------------------------------------------------------- +#define HELPER_CLASS_NAME \ + "com/sample/helper/NDKHelper" // Class name of helper function +//------------------------------------------------------------------------- +// Shared state for our app. +//------------------------------------------------------------------------- +struct android_app; +class Engine { + TeapotRenderer renderer_; + + ndk_helper::GLContext* gl_context_; + + bool initialized_resources_; + bool has_focus_; + + ndk_helper::DoubletapDetector doubletap_detector_; + ndk_helper::PinchDetector pinch_detector_; + ndk_helper::DragDetector drag_detector_; + ndk_helper::PerfMonitor monitor_; + + ndk_helper::TapCamera tap_camera_; + + android_app* app_; + + ASensorManager* sensor_manager_; + const ASensor* accelerometer_sensor_; + ASensorEventQueue* sensor_event_queue_; + + void UpdateFPS(float fFPS); + void ShowUI(); + void TransformPosition(ndk_helper::Vec2& vec); + + public: + static void HandleCmd(struct android_app* app, int32_t cmd); + static int32_t HandleInput(android_app* app, AInputEvent* event); + + Engine(); + ~Engine(); + void SetState(android_app* state); + int InitDisplay(); + void LoadResources(); + void UnloadResources(); + void DrawFrame(); + void TermDisplay(); + void TrimMemory(); + bool IsReady(); + + void UpdatePosition(AInputEvent* event, int32_t iIndex, float& fX, float& fY); + + void InitSensors(); + void ProcessSensors(int32_t id); + void SuspendSensors(); + void ResumeSensors(); +}; + +//------------------------------------------------------------------------- +// Ctor +//------------------------------------------------------------------------- +Engine::Engine() + : initialized_resources_(false), + has_focus_(false), + app_(NULL), + sensor_manager_(NULL), + accelerometer_sensor_(NULL), + sensor_event_queue_(NULL) { + gl_context_ = ndk_helper::GLContext::GetInstance(); +} + +//------------------------------------------------------------------------- +// Dtor +//------------------------------------------------------------------------- +Engine::~Engine() {} + +/** + * Load resources + */ +void Engine::LoadResources() { + renderer_.Init(); + renderer_.Bind(&tap_camera_); +} + +/** + * Unload resources + */ +void Engine::UnloadResources() { renderer_.Unload(); } + +/** + * Initialize an EGL context for the current display. + */ +int Engine::InitDisplay() { + if (!initialized_resources_) { + gl_context_->Init(app_->window); + LoadResources(); + initialized_resources_ = true; + } else { + // initialize OpenGL ES and EGL + if (EGL_SUCCESS != gl_context_->Resume(app_->window)) { + UnloadResources(); + LoadResources(); + } + } + + ShowUI(); + + // Initialize GL state. + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + // Note that screen size might have been changed + glViewport(0, 0, gl_context_->GetScreenWidth(), + gl_context_->GetScreenHeight()); + renderer_.UpdateViewport(); + + tap_camera_.SetFlip(1.f, -1.f, -1.f); + tap_camera_.SetPinchTransformFactor(2.f, 2.f, 8.f); + + return 0; +} + +/** + * Just the current frame in the display. + */ +void Engine::DrawFrame() { + float fps; + if (monitor_.Update(fps)) { + UpdateFPS(fps); + } + renderer_.Update(monitor_.GetCurrentTime()); + + // Just fill the screen with a color. + glClearColor(0.5f, 0.5f, 0.5f, 1.f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + renderer_.Render(); + + // Swap + if (EGL_SUCCESS != gl_context_->Swap()) { + UnloadResources(); + LoadResources(); + } +} + +/** + * Tear down the EGL context currently associated with the display. + */ +void Engine::TermDisplay() { gl_context_->Suspend(); } + +void Engine::TrimMemory() { + LOGI("Trimming memory"); + gl_context_->Invalidate(); +} +/** + * Process the next input event. + */ +int32_t Engine::HandleInput(android_app* app, AInputEvent* event) { + Engine* eng = (Engine*)app->userData; + if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { + ndk_helper::GESTURE_STATE doubleTapState = + eng->doubletap_detector_.Detect(event); + ndk_helper::GESTURE_STATE dragState = eng->drag_detector_.Detect(event); + ndk_helper::GESTURE_STATE pinchState = eng->pinch_detector_.Detect(event); + + // Double tap detector has a priority over other detectors + if (doubleTapState == ndk_helper::GESTURE_STATE_ACTION) { + // Detect double tap + eng->tap_camera_.Reset(true); + } else { + // Handle drag state + if (dragState & ndk_helper::GESTURE_STATE_START) { + // Otherwise, start dragging + ndk_helper::Vec2 v; + eng->drag_detector_.GetPointer(v); + eng->TransformPosition(v); + eng->tap_camera_.BeginDrag(v); + } else if (dragState & ndk_helper::GESTURE_STATE_MOVE) { + ndk_helper::Vec2 v; + eng->drag_detector_.GetPointer(v); + eng->TransformPosition(v); + eng->tap_camera_.Drag(v); + } else if (dragState & ndk_helper::GESTURE_STATE_END) { + eng->tap_camera_.EndDrag(); + } + + // Handle pinch state + if (pinchState & ndk_helper::GESTURE_STATE_START) { + // Start new pinch + ndk_helper::Vec2 v1; + ndk_helper::Vec2 v2; + eng->pinch_detector_.GetPointers(v1, v2); + eng->TransformPosition(v1); + eng->TransformPosition(v2); + eng->tap_camera_.BeginPinch(v1, v2); + } else if (pinchState & ndk_helper::GESTURE_STATE_MOVE) { + // Multi touch + // Start new pinch + ndk_helper::Vec2 v1; + ndk_helper::Vec2 v2; + eng->pinch_detector_.GetPointers(v1, v2); + eng->TransformPosition(v1); + eng->TransformPosition(v2); + eng->tap_camera_.Pinch(v1, v2); + } + } + return 1; + } + return 0; +} + +/** + * Process the next main command. + */ +void Engine::HandleCmd(struct android_app* app, int32_t cmd) { + Engine* eng = (Engine*)app->userData; + switch (cmd) { + case APP_CMD_SAVE_STATE: + break; + case APP_CMD_INIT_WINDOW: + // The window is being shown, get it ready. + if (app->window != NULL) { + eng->InitDisplay(); + eng->DrawFrame(); + } + break; + case APP_CMD_TERM_WINDOW: + // The window is being hidden or closed, clean it up. + eng->TermDisplay(); + eng->has_focus_ = false; + break; + case APP_CMD_STOP: + break; + case APP_CMD_GAINED_FOCUS: + eng->ResumeSensors(); + // Start animation + eng->has_focus_ = true; + break; + case APP_CMD_LOST_FOCUS: + eng->SuspendSensors(); + // Also stop animating. + eng->has_focus_ = false; + eng->DrawFrame(); + break; + case APP_CMD_LOW_MEMORY: + // Free up GL resources + eng->TrimMemory(); + break; + } +} + +//------------------------------------------------------------------------- +// Sensor handlers +//------------------------------------------------------------------------- +void Engine::InitSensors() { + sensor_manager_ = ndk_helper::AcquireASensorManagerInstance(app_); + accelerometer_sensor_ = ASensorManager_getDefaultSensor( + sensor_manager_, ASENSOR_TYPE_ACCELEROMETER); + sensor_event_queue_ = ASensorManager_createEventQueue( + sensor_manager_, app_->looper, LOOPER_ID_USER, NULL, NULL); +} + +void Engine::ProcessSensors(int32_t id) { + // If a sensor has data, process it now. + if (id == LOOPER_ID_USER) { + if (accelerometer_sensor_ != NULL) { + ASensorEvent event; + while (ASensorEventQueue_getEvents(sensor_event_queue_, &event, 1) > 0) { + } + } + } +} + +void Engine::ResumeSensors() { + // When our app gains focus, we start monitoring the accelerometer. + if (accelerometer_sensor_ != NULL) { + ASensorEventQueue_enableSensor(sensor_event_queue_, accelerometer_sensor_); + // We'd like to get 60 events per second (in us). + ASensorEventQueue_setEventRate(sensor_event_queue_, accelerometer_sensor_, + (1000L / 60) * 1000); + } +} + +void Engine::SuspendSensors() { + // When our app loses focus, we stop monitoring the accelerometer. + // This is to avoid consuming battery while not being used. + if (accelerometer_sensor_ != NULL) { + ASensorEventQueue_disableSensor(sensor_event_queue_, accelerometer_sensor_); + } +} + +//------------------------------------------------------------------------- +// Misc +//------------------------------------------------------------------------- +void Engine::SetState(android_app* state) { + app_ = state; + doubletap_detector_.SetConfiguration(app_->config); + drag_detector_.SetConfiguration(app_->config); + pinch_detector_.SetConfiguration(app_->config); +} + +bool Engine::IsReady() { + if (has_focus_) return true; + + return false; +} + +void Engine::TransformPosition(ndk_helper::Vec2& vec) { + vec = ndk_helper::Vec2(2.0f, 2.0f) * vec / + ndk_helper::Vec2(gl_context_->GetScreenWidth(), + gl_context_->GetScreenHeight()) - + ndk_helper::Vec2(1.f, 1.f); +} + +void Engine::ShowUI() { + JNIEnv* jni; + app_->activity->vm->AttachCurrentThread(&jni, NULL); + + // Default class retrieval + jclass clazz = jni->GetObjectClass(app_->activity->clazz); + jmethodID methodID = jni->GetMethodID(clazz, "showUI", "()V"); + jni->CallVoidMethod(app_->activity->clazz, methodID); + + app_->activity->vm->DetachCurrentThread(); + return; +} + +void Engine::UpdateFPS(float fFPS) { + JNIEnv* jni; + app_->activity->vm->AttachCurrentThread(&jni, NULL); + + // Default class retrieval + jclass clazz = jni->GetObjectClass(app_->activity->clazz); + jmethodID methodID = jni->GetMethodID(clazz, "updateFPS", "(F)V"); + jni->CallVoidMethod(app_->activity->clazz, methodID, fFPS); + + app_->activity->vm->DetachCurrentThread(); + return; +} + +Engine g_engine; + +/** + * This is the main entry point of a native application that is using + * android_native_app_glue. It runs in its own thread, with its own + * event loop for receiving input events and doing other things. + */ +void android_main(android_app* state) { + + g_engine.SetState(state); + + // Init helper functions + ndk_helper::JNIHelper::Init(state->activity, HELPER_CLASS_NAME); + + state->userData = &g_engine; + state->onAppCmd = Engine::HandleCmd; + state->onInputEvent = Engine::HandleInput; + +#ifdef USE_NDK_PROFILER + monstartup("libTeapotNativeActivity.so"); +#endif + + // Prepare to monitor accelerometer + g_engine.InitSensors(); + + // loop waiting for stuff to do. + while (1) { + // Read all pending events. + int id; + int events; + android_poll_source* source; + + // If not animating, we will block forever waiting for events. + // If animating, we loop until all events are read, then continue + // to draw the next frame of animation. + while ((id = ALooper_pollAll(g_engine.IsReady() ? 0 : -1, NULL, &events, + (void**)&source)) >= 0) { + // Process this event. + if (source != NULL) source->process(state, source); + + g_engine.ProcessSensors(id); + + // Check if we are exiting. + if (state->destroyRequested != 0) { + g_engine.TermDisplay(); + return; + } + } + + if (g_engine.IsReady()) { + // Drawing is throttled to the screen update rate, so there + // is no need to do timing here. + g_engine.DrawFrame(); + } + } +} diff --git a/ImguiDemoSdl/src/main/cpp/src/TeapotRenderer.cpp.inactive b/ImguiDemoSdl/src/main/cpp/src/TeapotRenderer.cpp.inactive new file mode 100644 index 0000000..7cafdb3 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/TeapotRenderer.cpp.inactive @@ -0,0 +1,269 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +//-------------------------------------------------------------------------------- +// TeapotRenderer.cpp +// Render a teapot +//-------------------------------------------------------------------------------- +//-------------------------------------------------------------------------------- +// Include files +//-------------------------------------------------------------------------------- +#include "TeapotRenderer.h" + +//-------------------------------------------------------------------------------- +// Teapot model data +//-------------------------------------------------------------------------------- +#include "teapot.inl" + +//-------------------------------------------------------------------------------- +// Ctor +//-------------------------------------------------------------------------------- +TeapotRenderer::TeapotRenderer() {} + +//-------------------------------------------------------------------------------- +// Dtor +//-------------------------------------------------------------------------------- +TeapotRenderer::~TeapotRenderer() { Unload(); } + +void TeapotRenderer::Init() { + // Settings + glFrontFace(GL_CCW); + + // Load shader + LoadShaders(&shader_param_, "Shaders/VS_ShaderPlain.vsh", + "Shaders/ShaderPlain.fsh"); + + // Create Index buffer + num_indices_ = sizeof(teapotIndices) / sizeof(teapotIndices[0]); + glGenBuffers(1, &ibo_); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(teapotIndices), teapotIndices, + GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + // Create VBO + num_vertices_ = sizeof(teapotPositions) / sizeof(teapotPositions[0]) / 3; + int32_t stride = sizeof(TEAPOT_VERTEX); + int32_t index = 0; + TEAPOT_VERTEX* p = new TEAPOT_VERTEX[num_vertices_]; + for (int32_t i = 0; i < num_vertices_; ++i) { + p[i].pos[0] = teapotPositions[index]; + p[i].pos[1] = teapotPositions[index + 1]; + p[i].pos[2] = teapotPositions[index + 2]; + + p[i].normal[0] = teapotNormals[index]; + p[i].normal[1] = teapotNormals[index + 1]; + p[i].normal[2] = teapotNormals[index + 2]; + index += 3; + } + glGenBuffers(1, &vbo_); + glBindBuffer(GL_ARRAY_BUFFER, vbo_); + glBufferData(GL_ARRAY_BUFFER, stride * num_vertices_, p, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + delete[] p; + + UpdateViewport(); + mat_model_ = ndk_helper::Mat4::Translation(0, 0, -15.f); + + ndk_helper::Mat4 mat = ndk_helper::Mat4::RotationX(M_PI / 3); + mat_model_ = mat * mat_model_; +} + +void TeapotRenderer::UpdateViewport() { + // Init Projection matrices + int32_t viewport[4]; + glGetIntegerv(GL_VIEWPORT, viewport); + + const float CAM_NEAR = 5.f; + const float CAM_FAR = 10000.f; + if (viewport[2] < viewport[3]) { + float aspect = + static_cast(viewport[2]) / static_cast(viewport[3]); + mat_projection_ = + ndk_helper::Mat4::Perspective(aspect, 1.0f, CAM_NEAR, CAM_FAR); + } else { + float aspect = + static_cast(viewport[3]) / static_cast(viewport[2]); + mat_projection_ = + ndk_helper::Mat4::Perspective(1.0f, aspect, CAM_NEAR, CAM_FAR); + } +} + +void TeapotRenderer::Unload() { + if (vbo_) { + glDeleteBuffers(1, &vbo_); + vbo_ = 0; + } + + if (ibo_) { + glDeleteBuffers(1, &ibo_); + ibo_ = 0; + } + + if (shader_param_.program_) { + glDeleteProgram(shader_param_.program_); + shader_param_.program_ = 0; + } +} + +void TeapotRenderer::Update(float fTime) { + const float CAM_X = 0.f; + const float CAM_Y = 0.f; + const float CAM_Z = 700.f; + + mat_view_ = ndk_helper::Mat4::LookAt(ndk_helper::Vec3(CAM_X, CAM_Y, CAM_Z), + ndk_helper::Vec3(0.f, 0.f, 0.f), + ndk_helper::Vec3(0.f, 1.f, 0.f)); + + if (camera_) { + camera_->Update(); + mat_view_ = camera_->GetTransformMatrix() * mat_view_ * + camera_->GetRotationMatrix() * mat_model_; + } else { + mat_view_ = mat_view_ * mat_model_; + } +} + +void TeapotRenderer::Render() { + // + // Feed Projection and Model View matrices to the shaders + ndk_helper::Mat4 mat_vp = mat_projection_ * mat_view_; + + // Bind the VBO + glBindBuffer(GL_ARRAY_BUFFER, vbo_); + + int32_t iStride = sizeof(TEAPOT_VERTEX); + // Pass the vertex data + glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, iStride, + BUFFER_OFFSET(0)); + glEnableVertexAttribArray(ATTRIB_VERTEX); + + glVertexAttribPointer(ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, iStride, + BUFFER_OFFSET(3 * sizeof(GLfloat))); + glEnableVertexAttribArray(ATTRIB_NORMAL); + + // Bind the IB + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_); + + glUseProgram(shader_param_.program_); + + TEAPOT_MATERIALS material = { + {1.0f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f, 10.f}, {0.1f, 0.1f, 0.1f}, }; + + // Update uniforms + glUniform4f(shader_param_.material_diffuse_, material.diffuse_color[0], + material.diffuse_color[1], material.diffuse_color[2], 1.f); + + glUniform4f(shader_param_.material_specular_, material.specular_color[0], + material.specular_color[1], material.specular_color[2], + material.specular_color[3]); + // + // using glUniform3fv here was troublesome + // + glUniform3f(shader_param_.material_ambient_, material.ambient_color[0], + material.ambient_color[1], material.ambient_color[2]); + + glUniformMatrix4fv(shader_param_.matrix_projection_, 1, GL_FALSE, + mat_vp.Ptr()); + glUniformMatrix4fv(shader_param_.matrix_view_, 1, GL_FALSE, mat_view_.Ptr()); + glUniform3f(shader_param_.light0_, 100.f, -200.f, -600.f); + + glDrawElements(GL_TRIANGLES, num_indices_, GL_UNSIGNED_SHORT, + BUFFER_OFFSET(0)); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +bool TeapotRenderer::LoadShaders(SHADER_PARAMS* params, const char* strVsh, + const char* strFsh) { + GLuint program; + GLuint vert_shader, frag_shader; + + // Create shader program + program = glCreateProgram(); + LOGI("Created Shader %d", program); + + // Create and compile vertex shader + if (!ndk_helper::shader::CompileShader(&vert_shader, GL_VERTEX_SHADER, + strVsh)) { + LOGI("Failed to compile vertex shader"); + glDeleteProgram(program); + return false; + } + + // Create and compile fragment shader + if (!ndk_helper::shader::CompileShader(&frag_shader, GL_FRAGMENT_SHADER, + strFsh)) { + LOGI("Failed to compile fragment shader"); + glDeleteProgram(program); + return false; + } + + // Attach vertex shader to program + glAttachShader(program, vert_shader); + + // Attach fragment shader to program + glAttachShader(program, frag_shader); + + // Bind attribute locations + // this needs to be done prior to linking + glBindAttribLocation(program, ATTRIB_VERTEX, "myVertex"); + glBindAttribLocation(program, ATTRIB_NORMAL, "myNormal"); + glBindAttribLocation(program, ATTRIB_UV, "myUV"); + + // Link program + if (!ndk_helper::shader::LinkProgram(program)) { + LOGI("Failed to link program: %d", program); + + if (vert_shader) { + glDeleteShader(vert_shader); + vert_shader = 0; + } + if (frag_shader) { + glDeleteShader(frag_shader); + frag_shader = 0; + } + if (program) { + glDeleteProgram(program); + } + + return false; + } + + // Get uniform locations + params->matrix_projection_ = glGetUniformLocation(program, "uPMatrix"); + params->matrix_view_ = glGetUniformLocation(program, "uMVMatrix"); + + params->light0_ = glGetUniformLocation(program, "vLight0"); + params->material_diffuse_ = glGetUniformLocation(program, "vMaterialDiffuse"); + params->material_ambient_ = glGetUniformLocation(program, "vMaterialAmbient"); + params->material_specular_ = + glGetUniformLocation(program, "vMaterialSpecular"); + + // Release vertex and fragment shaders + if (vert_shader) glDeleteShader(vert_shader); + if (frag_shader) glDeleteShader(frag_shader); + + params->program_ = program; + return true; +} + +bool TeapotRenderer::Bind(ndk_helper::TapCamera* camera) { + camera_ = camera; + return true; +} diff --git a/ImguiDemoSdl/src/main/cpp/src/TeapotRenderer.h b/ImguiDemoSdl/src/main/cpp/src/TeapotRenderer.h new file mode 100644 index 0000000..8ef8721 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/TeapotRenderer.h @@ -0,0 +1,103 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +//-------------------------------------------------------------------------------- +// Teapot Renderer.h +// Renderer for teapots +//-------------------------------------------------------------------------------- +#ifndef _TEAPOTRENDERER_H +#define _TEAPOTRENDERER_H + +//-------------------------------------------------------------------------------- +// Include files +//-------------------------------------------------------------------------------- +#include +#include + +#include + +#include +#include + +#include +#include +#include +#include +#include + +#define CLASS_NAME "android/app/NativeActivity" +#define APPLICATION_CLASS_NAME "com/sample/teapot/TeapotApplication" + +#include "NDKHelper.h" + +#define BUFFER_OFFSET(i) ((char*)NULL + (i)) + +struct TEAPOT_VERTEX { + float pos[3]; + float normal[3]; +}; + +enum SHADER_ATTRIBUTES { + ATTRIB_VERTEX, + ATTRIB_NORMAL, + ATTRIB_UV, +}; + +struct SHADER_PARAMS { + GLuint program_; + GLuint light0_; + GLuint material_diffuse_; + GLuint material_ambient_; + GLuint material_specular_; + + GLuint matrix_projection_; + GLuint matrix_view_; +}; + +struct TEAPOT_MATERIALS { + float diffuse_color[3]; + float specular_color[4]; + float ambient_color[3]; +}; + +class TeapotRenderer { + int32_t num_indices_; + int32_t num_vertices_; + GLuint ibo_; + GLuint vbo_; + + SHADER_PARAMS shader_param_; + bool LoadShaders(SHADER_PARAMS* params, const char* strVsh, + const char* strFsh); + + ndk_helper::Mat4 mat_projection_; + ndk_helper::Mat4 mat_view_; + ndk_helper::Mat4 mat_model_; + + ndk_helper::TapCamera* camera_; + + public: + TeapotRenderer(); + virtual ~TeapotRenderer(); + void Init(); + void Render(); + void Update(float dTime); + bool Bind(ndk_helper::TapCamera* camera); + void Unload(); + void UpdateViewport(); +}; + +#endif diff --git a/ImguiDemoSdl/src/main/cpp/src/glload/gl_glcore_3_3.c b/ImguiDemoSdl/src/main/cpp/src/glload/gl_glcore_3_3.c new file mode 100755 index 0000000..df3c83a --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/glload/gl_glcore_3_3.c @@ -0,0 +1,3304 @@ +#include +#include +#include +#include "gl_glcore_3_3.h" + +#if defined(__APPLE__) +#include + +static void* AppleGLGetProcAddress (const char *name) +{ + static void* image = NULL; + + if (NULL == image) + image = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY); + + return (image ? dlsym(image, name) : NULL); +} +#endif /* __APPLE__ */ + +#if defined(__sgi) || defined (__sun) +#include +#include + +static void* SunGetProcAddress (const GLubyte* name) +{ + static void* h = NULL; + static void* gpa; + + if (h == NULL) + { + if ((h = dlopen(NULL, RTLD_LAZY | RTLD_LOCAL)) == NULL) return NULL; + gpa = dlsym(h, "glXGetProcAddress"); + } + + if (gpa != NULL) + return ((void*(*)(const GLubyte*))gpa)(name); + else + return dlsym(h, (const char*)name); +} +#endif /* __sgi || __sun */ + +#if defined(_WIN32) && 0 + +#ifdef _MSC_VER +#pragma warning(disable: 4055) +#pragma warning(disable: 4054) +#pragma warning(disable: 4996) +#endif + +static int TestPointer(const PROC pTest) +{ + ptrdiff_t iTest; + if(!pTest) return 0; + iTest = (ptrdiff_t)pTest; + + if(iTest == 1 || iTest == 2 || iTest == 3 || iTest == -1) return 0; + + return 1; +} + +static PROC WinGetProcAddress(const char *name) +{ + HMODULE glMod = NULL; + PROC pFunc = wglGetProcAddress((LPCSTR)name); + if(TestPointer(pFunc)) + { + return pFunc; + } + glMod = GetModuleHandleA("OpenGL32.dll"); + return (PROC)GetProcAddress(glMod, (LPCSTR)name); +} + +#define IntGetProcAddress(name) WinGetProcAddress(name) +#else + #if defined(__APPLE__) + #define IntGetProcAddress(name) AppleGLGetProcAddress(name) + #else + #if defined(__sgi) || defined(__sun) + #define IntGetProcAddress(name) SunGetProcAddress(name) + #else /* SDL */ + #include + #define IntGetProcAddress(name) SDL_GL_GetProcAddress(name) + #endif + #endif +#endif + + +/* Extension: 1.0*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDFUNCPROC)(GLenum, GLenum); +static void CODEGEN_FUNCPTR Switch_BlendFunc(GLenum sfactor, GLenum dfactor); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARPROC)(GLbitfield); +static void CODEGEN_FUNCPTR Switch_Clear(GLbitfield mask); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARCOLORPROC)(GLfloat, GLfloat, GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARDEPTHPROC)(GLdouble); +static void CODEGEN_FUNCPTR Switch_ClearDepth(GLdouble depth); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARSTENCILPROC)(GLint); +static void CODEGEN_FUNCPTR Switch_ClearStencil(GLint s); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORMASKPROC)(GLboolean, GLboolean, GLboolean, GLboolean); +static void CODEGEN_FUNCPTR Switch_ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCULLFACEPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_CullFace(GLenum mode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHFUNCPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_DepthFunc(GLenum func); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHMASKPROC)(GLboolean); +static void CODEGEN_FUNCPTR Switch_DepthMask(GLboolean flag); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHRANGEPROC)(GLdouble, GLdouble); +static void CODEGEN_FUNCPTR Switch_DepthRange(GLdouble ren_near, GLdouble ren_far); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_Disable(GLenum cap); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWBUFFERPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_DrawBuffer(GLenum buf); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_Enable(GLenum cap); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFINISHPROC)(void); +static void CODEGEN_FUNCPTR Switch_Finish(void); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFLUSHPROC)(void); +static void CODEGEN_FUNCPTR Switch_Flush(void); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRONTFACEPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_FrontFace(GLenum mode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBOOLEANVPROC)(GLenum, GLboolean *); +static void CODEGEN_FUNCPTR Switch_GetBooleanv(GLenum pname, GLboolean * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETDOUBLEVPROC)(GLenum, GLdouble *); +static void CODEGEN_FUNCPTR Switch_GetDoublev(GLenum pname, GLdouble * data); +typedef GLenum (CODEGEN_FUNCPTR *PFN_PTRC_GLGETERRORPROC)(void); +static GLenum CODEGEN_FUNCPTR Switch_GetError(void); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFLOATVPROC)(GLenum, GLfloat *); +static void CODEGEN_FUNCPTR Switch_GetFloatv(GLenum pname, GLfloat * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETINTEGERVPROC)(GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetIntegerv(GLenum pname, GLint * data); +typedef const GLubyte * (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSTRINGPROC)(GLenum); +static const GLubyte * CODEGEN_FUNCPTR Switch_GetString(GLenum name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXIMAGEPROC)(GLenum, GLint, GLenum, GLenum, void *); +static void CODEGEN_FUNCPTR Switch_GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void * pixels); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC)(GLenum, GLint, GLenum, GLfloat *); +static void CODEGEN_FUNCPTR Switch_GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC)(GLenum, GLint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERFVPROC)(GLenum, GLenum, GLfloat *); +static void CODEGEN_FUNCPTR Switch_GetTexParameterfv(GLenum target, GLenum pname, GLfloat * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIVPROC)(GLenum, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetTexParameteriv(GLenum target, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLHINTPROC)(GLenum, GLenum); +static void CODEGEN_FUNCPTR Switch_Hint(GLenum target, GLenum mode); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISENABLEDPROC)(GLenum); +static GLboolean CODEGEN_FUNCPTR Switch_IsEnabled(GLenum cap); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLINEWIDTHPROC)(GLfloat); +static void CODEGEN_FUNCPTR Switch_LineWidth(GLfloat width); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOGICOPPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_LogicOp(GLenum opcode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELSTOREFPROC)(GLenum, GLfloat); +static void CODEGEN_FUNCPTR Switch_PixelStoref(GLenum pname, GLfloat param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELSTOREIPROC)(GLenum, GLint); +static void CODEGEN_FUNCPTR Switch_PixelStorei(GLenum pname, GLint param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTSIZEPROC)(GLfloat); +static void CODEGEN_FUNCPTR Switch_PointSize(GLfloat size); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOLYGONMODEPROC)(GLenum, GLenum); +static void CODEGEN_FUNCPTR Switch_PolygonMode(GLenum face, GLenum mode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLREADBUFFERPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_ReadBuffer(GLenum src); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLREADPIXELSPROC)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void *); +static void CODEGEN_FUNCPTR Switch_ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSCISSORPROC)(GLint, GLint, GLsizei, GLsizei); +static void CODEGEN_FUNCPTR Switch_Scissor(GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILFUNCPROC)(GLenum, GLint, GLuint); +static void CODEGEN_FUNCPTR Switch_StencilFunc(GLenum func, GLint ref, GLuint mask); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILMASKPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_StencilMask(GLuint mask); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILOPPROC)(GLenum, GLenum, GLenum); +static void CODEGEN_FUNCPTR Switch_StencilOp(GLenum fail, GLenum zfail, GLenum zpass); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const void *); +static void CODEGEN_FUNCPTR Switch_TexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE2DPROC)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *); +static void CODEGEN_FUNCPTR Switch_TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERFPROC)(GLenum, GLenum, GLfloat); +static void CODEGEN_FUNCPTR Switch_TexParameterf(GLenum target, GLenum pname, GLfloat param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERFVPROC)(GLenum, GLenum, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_TexParameterfv(GLenum target, GLenum pname, const GLfloat * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIPROC)(GLenum, GLenum, GLint); +static void CODEGEN_FUNCPTR Switch_TexParameteri(GLenum target, GLenum pname, GLint param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIVPROC)(GLenum, GLenum, const GLint *); +static void CODEGEN_FUNCPTR Switch_TexParameteriv(GLenum target, GLenum pname, const GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVIEWPORTPROC)(GLint, GLint, GLsizei, GLsizei); +static void CODEGEN_FUNCPTR Switch_Viewport(GLint x, GLint y, GLsizei width, GLsizei height); + +/* Extension: 1.1*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDTEXTUREPROC)(GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_BindTexture(GLenum target, GLuint texture); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXIMAGE1DPROC)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint); +static void CODEGEN_FUNCPTR Switch_CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXIMAGE2DPROC)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint); +static void CODEGEN_FUNCPTR Switch_CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei); +static void CODEGEN_FUNCPTR Switch_CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); +static void CODEGEN_FUNCPTR Switch_CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETETEXTURESPROC)(GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_DeleteTextures(GLsizei n, const GLuint * textures); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWARRAYSPROC)(GLenum, GLint, GLsizei); +static void CODEGEN_FUNCPTR Switch_DrawArrays(GLenum mode, GLint first, GLsizei count); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWELEMENTSPROC)(GLenum, GLsizei, GLenum, const void *); +static void CODEGEN_FUNCPTR Switch_DrawElements(GLenum mode, GLsizei count, GLenum type, const void * indices); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENTEXTURESPROC)(GLsizei, GLuint *); +static void CODEGEN_FUNCPTR Switch_GenTextures(GLsizei n, GLuint * textures); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISTEXTUREPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsTexture(GLuint texture); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOLYGONOFFSETPROC)(GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_PolygonOffset(GLfloat factor, GLfloat units); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const void *); +static void CODEGEN_FUNCPTR Switch_TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void *); +static void CODEGEN_FUNCPTR Switch_TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); + +/* Extension: 1.2*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); +static void CODEGEN_FUNCPTR Switch_CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWRANGEELEMENTSPROC)(GLenum, GLuint, GLuint, GLsizei, GLenum, const void *); +static void CODEGEN_FUNCPTR Switch_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE3DPROC)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *); +static void CODEGEN_FUNCPTR Switch_TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const void *); +static void CODEGEN_FUNCPTR Switch_TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); + +/* Extension: 1.3*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLACTIVETEXTUREPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_ActiveTexture(GLenum texture); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC)(GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const void *); +static void CODEGEN_FUNCPTR Switch_CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void *); +static void CODEGEN_FUNCPTR Switch_CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const void *); +static void CODEGEN_FUNCPTR Switch_CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const void *); +static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void *); +static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const void *); +static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC)(GLenum, GLint, void *); +static void CODEGEN_FUNCPTR Switch_GetCompressedTexImage(GLenum target, GLint level, void * img); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLECOVERAGEPROC)(GLfloat, GLboolean); +static void CODEGEN_FUNCPTR Switch_SampleCoverage(GLfloat value, GLboolean invert); + +/* Extension: 1.4*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDCOLORPROC)(GLfloat, GLfloat, GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDEQUATIONPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_BlendEquation(GLenum mode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDFUNCSEPARATEPROC)(GLenum, GLenum, GLenum, GLenum); +static void CODEGEN_FUNCPTR Switch_BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTIDRAWARRAYSPROC)(GLenum, const GLint *, const GLsizei *, GLsizei); +static void CODEGEN_FUNCPTR Switch_MultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTIDRAWELEMENTSPROC)(GLenum, const GLsizei *, GLenum, const void *const*, GLsizei); +static void CODEGEN_FUNCPTR Switch_MultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERFPROC)(GLenum, GLfloat); +static void CODEGEN_FUNCPTR Switch_PointParameterf(GLenum pname, GLfloat param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERFVPROC)(GLenum, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_PointParameterfv(GLenum pname, const GLfloat * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERIPROC)(GLenum, GLint); +static void CODEGEN_FUNCPTR Switch_PointParameteri(GLenum pname, GLint param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERIVPROC)(GLenum, const GLint *); +static void CODEGEN_FUNCPTR Switch_PointParameteriv(GLenum pname, const GLint * params); + +/* Extension: 1.5*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINQUERYPROC)(GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_BeginQuery(GLenum target, GLuint id); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERPROC)(GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_BindBuffer(GLenum target, GLuint buffer); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBUFFERDATAPROC)(GLenum, GLsizeiptr, const void *, GLenum); +static void CODEGEN_FUNCPTR Switch_BufferData(GLenum target, GLsizeiptr size, const void * data, GLenum usage); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBUFFERSUBDATAPROC)(GLenum, GLintptr, GLsizeiptr, const void *); +static void CODEGEN_FUNCPTR Switch_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEBUFFERSPROC)(GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_DeleteBuffers(GLsizei n, const GLuint * buffers); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEQUERIESPROC)(GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_DeleteQueries(GLsizei n, const GLuint * ids); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDQUERYPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_EndQuery(GLenum target); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENBUFFERSPROC)(GLsizei, GLuint *); +static void CODEGEN_FUNCPTR Switch_GenBuffers(GLsizei n, GLuint * buffers); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENQUERIESPROC)(GLsizei, GLuint *); +static void CODEGEN_FUNCPTR Switch_GenQueries(GLsizei n, GLuint * ids); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERPARAMETERIVPROC)(GLenum, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetBufferParameteriv(GLenum target, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERPOINTERVPROC)(GLenum, GLenum, void **); +static void CODEGEN_FUNCPTR Switch_GetBufferPointerv(GLenum target, GLenum pname, void ** params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERSUBDATAPROC)(GLenum, GLintptr, GLsizeiptr, void *); +static void CODEGEN_FUNCPTR Switch_GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYOBJECTIVPROC)(GLuint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetQueryObjectiv(GLuint id, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYOBJECTUIVPROC)(GLuint, GLenum, GLuint *); +static void CODEGEN_FUNCPTR Switch_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYIVPROC)(GLenum, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetQueryiv(GLenum target, GLenum pname, GLint * params); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISBUFFERPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsBuffer(GLuint buffer); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISQUERYPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsQuery(GLuint id); +typedef void * (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPBUFFERPROC)(GLenum, GLenum); +static void * CODEGEN_FUNCPTR Switch_MapBuffer(GLenum target, GLenum access); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLUNMAPBUFFERPROC)(GLenum); +static GLboolean CODEGEN_FUNCPTR Switch_UnmapBuffer(GLenum target); + +/* Extension: 2.0*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLATTACHSHADERPROC)(GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_AttachShader(GLuint program, GLuint shader); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDATTRIBLOCATIONPROC)(GLuint, GLuint, const GLchar *); +static void CODEGEN_FUNCPTR Switch_BindAttribLocation(GLuint program, GLuint index, const GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC)(GLenum, GLenum); +static void CODEGEN_FUNCPTR Switch_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPILESHADERPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_CompileShader(GLuint shader); +typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLCREATEPROGRAMPROC)(void); +static GLuint CODEGEN_FUNCPTR Switch_CreateProgram(void); +typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLCREATESHADERPROC)(GLenum); +static GLuint CODEGEN_FUNCPTR Switch_CreateShader(GLenum type); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEPROGRAMPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_DeleteProgram(GLuint program); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETESHADERPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_DeleteShader(GLuint shader); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDETACHSHADERPROC)(GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_DetachShader(GLuint program, GLuint shader); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_DisableVertexAttribArray(GLuint index); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWBUFFERSPROC)(GLsizei, const GLenum *); +static void CODEGEN_FUNCPTR Switch_DrawBuffers(GLsizei n, const GLenum * bufs); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_EnableVertexAttribArray(GLuint index); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEATTRIBPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *); +static void CODEGEN_FUNCPTR Switch_GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *); +static void CODEGEN_FUNCPTR Switch_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETATTACHEDSHADERSPROC)(GLuint, GLsizei, GLsizei *, GLuint *); +static void CODEGEN_FUNCPTR Switch_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders); +typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETATTRIBLOCATIONPROC)(GLuint, const GLchar *); +static GLint CODEGEN_FUNCPTR Switch_GetAttribLocation(GLuint program, const GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPROGRAMINFOLOGPROC)(GLuint, GLsizei, GLsizei *, GLchar *); +static void CODEGEN_FUNCPTR Switch_GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPROGRAMIVPROC)(GLuint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetProgramiv(GLuint program, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERINFOLOGPROC)(GLuint, GLsizei, GLsizei *, GLchar *); +static void CODEGEN_FUNCPTR Switch_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERSOURCEPROC)(GLuint, GLsizei, GLsizei *, GLchar *); +static void CODEGEN_FUNCPTR Switch_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERIVPROC)(GLuint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetShaderiv(GLuint shader, GLenum pname, GLint * params); +typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMLOCATIONPROC)(GLuint, const GLchar *); +static GLint CODEGEN_FUNCPTR Switch_GetUniformLocation(GLuint program, const GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMFVPROC)(GLuint, GLint, GLfloat *); +static void CODEGEN_FUNCPTR Switch_GetUniformfv(GLuint program, GLint location, GLfloat * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMIVPROC)(GLuint, GLint, GLint *); +static void CODEGEN_FUNCPTR Switch_GetUniformiv(GLuint program, GLint location, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC)(GLuint, GLenum, void **); +static void CODEGEN_FUNCPTR Switch_GetVertexAttribPointerv(GLuint index, GLenum pname, void ** pointer); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBDVPROC)(GLuint, GLenum, GLdouble *); +static void CODEGEN_FUNCPTR Switch_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBFVPROC)(GLuint, GLenum, GLfloat *); +static void CODEGEN_FUNCPTR Switch_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIVPROC)(GLuint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetVertexAttribiv(GLuint index, GLenum pname, GLint * params); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISPROGRAMPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsProgram(GLuint program); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISSHADERPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsShader(GLuint shader); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLINKPROGRAMPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_LinkProgram(GLuint program); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSHADERSOURCEPROC)(GLuint, GLsizei, const GLchar *const*, const GLint *); +static void CODEGEN_FUNCPTR Switch_ShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILFUNCSEPARATEPROC)(GLenum, GLenum, GLint, GLuint); +static void CODEGEN_FUNCPTR Switch_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILMASKSEPARATEPROC)(GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_StencilMaskSeparate(GLenum face, GLuint mask); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILOPSEPARATEPROC)(GLenum, GLenum, GLenum, GLenum); +static void CODEGEN_FUNCPTR Switch_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1FPROC)(GLint, GLfloat); +static void CODEGEN_FUNCPTR Switch_Uniform1f(GLint location, GLfloat v0); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1FVPROC)(GLint, GLsizei, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_Uniform1fv(GLint location, GLsizei count, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1IPROC)(GLint, GLint); +static void CODEGEN_FUNCPTR Switch_Uniform1i(GLint location, GLint v0); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1IVPROC)(GLint, GLsizei, const GLint *); +static void CODEGEN_FUNCPTR Switch_Uniform1iv(GLint location, GLsizei count, const GLint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2FPROC)(GLint, GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_Uniform2f(GLint location, GLfloat v0, GLfloat v1); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2FVPROC)(GLint, GLsizei, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_Uniform2fv(GLint location, GLsizei count, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2IPROC)(GLint, GLint, GLint); +static void CODEGEN_FUNCPTR Switch_Uniform2i(GLint location, GLint v0, GLint v1); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2IVPROC)(GLint, GLsizei, const GLint *); +static void CODEGEN_FUNCPTR Switch_Uniform2iv(GLint location, GLsizei count, const GLint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3FPROC)(GLint, GLfloat, GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3FVPROC)(GLint, GLsizei, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_Uniform3fv(GLint location, GLsizei count, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3IPROC)(GLint, GLint, GLint, GLint); +static void CODEGEN_FUNCPTR Switch_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3IVPROC)(GLint, GLsizei, const GLint *); +static void CODEGEN_FUNCPTR Switch_Uniform3iv(GLint location, GLsizei count, const GLint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4FPROC)(GLint, GLfloat, GLfloat, GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4FVPROC)(GLint, GLsizei, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_Uniform4fv(GLint location, GLsizei count, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4IPROC)(GLint, GLint, GLint, GLint, GLint); +static void CODEGEN_FUNCPTR Switch_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4IVPROC)(GLint, GLsizei, const GLint *); +static void CODEGEN_FUNCPTR Switch_Uniform4iv(GLint location, GLsizei count, const GLint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUSEPROGRAMPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_UseProgram(GLuint program); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVALIDATEPROGRAMPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_ValidateProgram(GLuint program); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1DPROC)(GLuint, GLdouble); +static void CODEGEN_FUNCPTR Switch_VertexAttrib1d(GLuint index, GLdouble x); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1DVPROC)(GLuint, const GLdouble *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib1dv(GLuint index, const GLdouble * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1FPROC)(GLuint, GLfloat); +static void CODEGEN_FUNCPTR Switch_VertexAttrib1f(GLuint index, GLfloat x); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1FVPROC)(GLuint, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib1fv(GLuint index, const GLfloat * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1SPROC)(GLuint, GLshort); +static void CODEGEN_FUNCPTR Switch_VertexAttrib1s(GLuint index, GLshort x); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1SVPROC)(GLuint, const GLshort *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib1sv(GLuint index, const GLshort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2DPROC)(GLuint, GLdouble, GLdouble); +static void CODEGEN_FUNCPTR Switch_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2DVPROC)(GLuint, const GLdouble *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib2dv(GLuint index, const GLdouble * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2FPROC)(GLuint, GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2FVPROC)(GLuint, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib2fv(GLuint index, const GLfloat * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2SPROC)(GLuint, GLshort, GLshort); +static void CODEGEN_FUNCPTR Switch_VertexAttrib2s(GLuint index, GLshort x, GLshort y); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2SVPROC)(GLuint, const GLshort *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib2sv(GLuint index, const GLshort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3DPROC)(GLuint, GLdouble, GLdouble, GLdouble); +static void CODEGEN_FUNCPTR Switch_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3DVPROC)(GLuint, const GLdouble *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib3dv(GLuint index, const GLdouble * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3FPROC)(GLuint, GLfloat, GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3FVPROC)(GLuint, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib3fv(GLuint index, const GLfloat * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3SPROC)(GLuint, GLshort, GLshort, GLshort); +static void CODEGEN_FUNCPTR Switch_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3SVPROC)(GLuint, const GLshort *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib3sv(GLuint index, const GLshort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NBVPROC)(GLuint, const GLbyte *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nbv(GLuint index, const GLbyte * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NIVPROC)(GLuint, const GLint *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Niv(GLuint index, const GLint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NSVPROC)(GLuint, const GLshort *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nsv(GLuint index, const GLshort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUBPROC)(GLuint, GLubyte, GLubyte, GLubyte, GLubyte); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUBVPROC)(GLuint, const GLubyte *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nubv(GLuint index, const GLubyte * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUIVPROC)(GLuint, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nuiv(GLuint index, const GLuint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUSVPROC)(GLuint, const GLushort *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nusv(GLuint index, const GLushort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4BVPROC)(GLuint, const GLbyte *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4bv(GLuint index, const GLbyte * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4DPROC)(GLuint, GLdouble, GLdouble, GLdouble, GLdouble); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4DVPROC)(GLuint, const GLdouble *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4dv(GLuint index, const GLdouble * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4FPROC)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4FVPROC)(GLuint, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4fv(GLuint index, const GLfloat * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4IVPROC)(GLuint, const GLint *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4iv(GLuint index, const GLint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4SPROC)(GLuint, GLshort, GLshort, GLshort, GLshort); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4SVPROC)(GLuint, const GLshort *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4sv(GLuint index, const GLshort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4UBVPROC)(GLuint, const GLubyte *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4ubv(GLuint index, const GLubyte * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4UIVPROC)(GLuint, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4uiv(GLuint index, const GLuint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4USVPROC)(GLuint, const GLushort *); +static void CODEGEN_FUNCPTR Switch_VertexAttrib4usv(GLuint index, const GLushort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBPOINTERPROC)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void *); +static void CODEGEN_FUNCPTR Switch_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer); + +/* Extension: 2.1*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + +/* Extension: 3.0*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINCONDITIONALRENDERPROC)(GLuint, GLenum); +static void CODEGEN_FUNCPTR Switch_BeginConditionalRender(GLuint id, GLenum mode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_BeginTransformFeedback(GLenum primitiveMode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERBASEPROC)(GLenum, GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_BindBufferBase(GLenum target, GLuint index, GLuint buffer); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERRANGEPROC)(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr); +static void CODEGEN_FUNCPTR Switch_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDFRAGDATALOCATIONPROC)(GLuint, GLuint, const GLchar *); +static void CODEGEN_FUNCPTR Switch_BindFragDataLocation(GLuint program, GLuint color, const GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDFRAMEBUFFERPROC)(GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_BindFramebuffer(GLenum target, GLuint framebuffer); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDRENDERBUFFERPROC)(GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_BindRenderbuffer(GLenum target, GLuint renderbuffer); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDVERTEXARRAYPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_BindVertexArray(GLuint ren_array); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLITFRAMEBUFFERPROC)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum); +static void CODEGEN_FUNCPTR Switch_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef GLenum (CODEGEN_FUNCPTR *PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC)(GLenum); +static GLenum CODEGEN_FUNCPTR Switch_CheckFramebufferStatus(GLenum target); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLAMPCOLORPROC)(GLenum, GLenum); +static void CODEGEN_FUNCPTR Switch_ClampColor(GLenum target, GLenum clamp); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERFIPROC)(GLenum, GLint, GLfloat, GLint); +static void CODEGEN_FUNCPTR Switch_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERFVPROC)(GLenum, GLint, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERIVPROC)(GLenum, GLint, const GLint *); +static void CODEGEN_FUNCPTR Switch_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERUIVPROC)(GLenum, GLint, const GLuint *); +static void CODEGEN_FUNCPTR Switch_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORMASKIPROC)(GLuint, GLboolean, GLboolean, GLboolean, GLboolean); +static void CODEGEN_FUNCPTR Switch_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEFRAMEBUFFERSPROC)(GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_DeleteFramebuffers(GLsizei n, const GLuint * framebuffers); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETERENDERBUFFERSPROC)(GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_DeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEVERTEXARRAYSPROC)(GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_DeleteVertexArrays(GLsizei n, const GLuint * arrays); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEIPROC)(GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_Disablei(GLenum target, GLuint index); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEIPROC)(GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_Enablei(GLenum target, GLuint index); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDCONDITIONALRENDERPROC)(void); +static void CODEGEN_FUNCPTR Switch_EndConditionalRender(void); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC)(void); +static void CODEGEN_FUNCPTR Switch_EndTransformFeedback(void); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum, GLintptr, GLsizeiptr); +static void CODEGEN_FUNCPTR Switch_FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC)(GLenum, GLenum, GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC)(GLenum, GLenum, GLenum, GLuint, GLint); +static void CODEGEN_FUNCPTR Switch_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC)(GLenum, GLenum, GLenum, GLuint, GLint); +static void CODEGEN_FUNCPTR Switch_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC)(GLenum, GLenum, GLenum, GLuint, GLint, GLint); +static void CODEGEN_FUNCPTR Switch_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC)(GLenum, GLenum, GLuint, GLint, GLint); +static void CODEGEN_FUNCPTR Switch_FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENFRAMEBUFFERSPROC)(GLsizei, GLuint *); +static void CODEGEN_FUNCPTR Switch_GenFramebuffers(GLsizei n, GLuint * framebuffers); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENRENDERBUFFERSPROC)(GLsizei, GLuint *); +static void CODEGEN_FUNCPTR Switch_GenRenderbuffers(GLsizei n, GLuint * renderbuffers); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENVERTEXARRAYSPROC)(GLsizei, GLuint *); +static void CODEGEN_FUNCPTR Switch_GenVertexArrays(GLsizei n, GLuint * arrays); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENERATEMIPMAPPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_GenerateMipmap(GLenum target); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBOOLEANI_VPROC)(GLenum, GLuint, GLboolean *); +static void CODEGEN_FUNCPTR Switch_GetBooleani_v(GLenum target, GLuint index, GLboolean * data); +typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFRAGDATALOCATIONPROC)(GLuint, const GLchar *); +static GLint CODEGEN_FUNCPTR Switch_GetFragDataLocation(GLuint program, const GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum, GLenum, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETINTEGERI_VPROC)(GLenum, GLuint, GLint *); +static void CODEGEN_FUNCPTR Switch_GetIntegeri_v(GLenum target, GLuint index, GLint * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC)(GLenum, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params); +typedef const GLubyte * (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSTRINGIPROC)(GLenum, GLuint); +static const GLubyte * CODEGEN_FUNCPTR Switch_GetStringi(GLenum name, GLuint index); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIIVPROC)(GLenum, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetTexParameterIiv(GLenum target, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIUIVPROC)(GLenum, GLenum, GLuint *); +static void CODEGEN_FUNCPTR Switch_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar *); +static void CODEGEN_FUNCPTR Switch_GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMUIVPROC)(GLuint, GLint, GLuint *); +static void CODEGEN_FUNCPTR Switch_GetUniformuiv(GLuint program, GLint location, GLuint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIIVPROC)(GLuint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetVertexAttribIiv(GLuint index, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC)(GLuint, GLenum, GLuint *); +static void CODEGEN_FUNCPTR Switch_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISENABLEDIPROC)(GLenum, GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsEnabledi(GLenum target, GLuint index); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISFRAMEBUFFERPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsFramebuffer(GLuint framebuffer); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISRENDERBUFFERPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsRenderbuffer(GLuint renderbuffer); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISVERTEXARRAYPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsVertexArray(GLuint ren_array); +typedef void * (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPBUFFERRANGEPROC)(GLenum, GLintptr, GLsizeiptr, GLbitfield); +static void * CODEGEN_FUNCPTR Switch_MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRENDERBUFFERSTORAGEPROC)(GLenum, GLenum, GLsizei, GLsizei); +static void CODEGEN_FUNCPTR Switch_RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum, GLsizei, GLenum, GLsizei, GLsizei); +static void CODEGEN_FUNCPTR Switch_RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIIVPROC)(GLenum, GLenum, const GLint *); +static void CODEGEN_FUNCPTR Switch_TexParameterIiv(GLenum target, GLenum pname, const GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIUIVPROC)(GLenum, GLenum, const GLuint *); +static void CODEGEN_FUNCPTR Switch_TexParameterIuiv(GLenum target, GLenum pname, const GLuint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint, GLsizei, const GLchar *const*, GLenum); +static void CODEGEN_FUNCPTR Switch_TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1UIPROC)(GLint, GLuint); +static void CODEGEN_FUNCPTR Switch_Uniform1ui(GLint location, GLuint v0); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1UIVPROC)(GLint, GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_Uniform1uiv(GLint location, GLsizei count, const GLuint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2UIPROC)(GLint, GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_Uniform2ui(GLint location, GLuint v0, GLuint v1); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2UIVPROC)(GLint, GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_Uniform2uiv(GLint location, GLsizei count, const GLuint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3UIPROC)(GLint, GLuint, GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3UIVPROC)(GLint, GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_Uniform3uiv(GLint location, GLsizei count, const GLuint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4UIPROC)(GLint, GLuint, GLuint, GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4UIVPROC)(GLint, GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_Uniform4uiv(GLint location, GLsizei count, const GLuint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1IPROC)(GLuint, GLint); +static void CODEGEN_FUNCPTR Switch_VertexAttribI1i(GLuint index, GLint x); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1IVPROC)(GLuint, const GLint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI1iv(GLuint index, const GLint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1UIPROC)(GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribI1ui(GLuint index, GLuint x); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1UIVPROC)(GLuint, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI1uiv(GLuint index, const GLuint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2IPROC)(GLuint, GLint, GLint); +static void CODEGEN_FUNCPTR Switch_VertexAttribI2i(GLuint index, GLint x, GLint y); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2IVPROC)(GLuint, const GLint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI2iv(GLuint index, const GLint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2UIPROC)(GLuint, GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribI2ui(GLuint index, GLuint x, GLuint y); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2UIVPROC)(GLuint, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI2uiv(GLuint index, const GLuint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3IPROC)(GLuint, GLint, GLint, GLint); +static void CODEGEN_FUNCPTR Switch_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3IVPROC)(GLuint, const GLint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI3iv(GLuint index, const GLint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3UIPROC)(GLuint, GLuint, GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3UIVPROC)(GLuint, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI3uiv(GLuint index, const GLuint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4BVPROC)(GLuint, const GLbyte *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI4bv(GLuint index, const GLbyte * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4IPROC)(GLuint, GLint, GLint, GLint, GLint); +static void CODEGEN_FUNCPTR Switch_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4IVPROC)(GLuint, const GLint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI4iv(GLuint index, const GLint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4SVPROC)(GLuint, const GLshort *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI4sv(GLuint index, const GLshort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UBVPROC)(GLuint, const GLubyte *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI4ubv(GLuint index, const GLubyte * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UIPROC)(GLuint, GLuint, GLuint, GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UIVPROC)(GLuint, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI4uiv(GLuint index, const GLuint * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4USVPROC)(GLuint, const GLushort *); +static void CODEGEN_FUNCPTR Switch_VertexAttribI4usv(GLuint index, const GLushort * v); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC)(GLuint, GLint, GLenum, GLsizei, const void *); +static void CODEGEN_FUNCPTR Switch_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer); + +/* Extension: 3.1*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYBUFFERSUBDATAPROC)(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr); +static void CODEGEN_FUNCPTR Switch_CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC)(GLenum, GLint, GLsizei, GLsizei); +static void CODEGEN_FUNCPTR Switch_DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC)(GLenum, GLsizei, GLenum, const void *, GLsizei); +static void CODEGEN_FUNCPTR Switch_DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLchar *); +static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint, GLuint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLchar *); +static void CODEGEN_FUNCPTR Switch_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC)(GLuint, GLsizei, const GLuint *, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params); +typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC)(GLuint, const GLchar *); +static GLuint CODEGEN_FUNCPTR Switch_GetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMINDICESPROC)(GLuint, GLsizei, const GLchar *const*, GLuint *); +static void CODEGEN_FUNCPTR Switch_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC)(GLuint); +static void CODEGEN_FUNCPTR Switch_PrimitiveRestartIndex(GLuint index); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXBUFFERPROC)(GLenum, GLenum, GLuint); +static void CODEGEN_FUNCPTR Switch_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC)(GLuint, GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); + +/* Extension: 3.2*/ +typedef GLenum (CODEGEN_FUNCPTR *PFN_PTRC_GLCLIENTWAITSYNCPROC)(GLsync, GLbitfield, GLuint64); +static GLenum CODEGEN_FUNCPTR Switch_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETESYNCPROC)(GLsync); +static void CODEGEN_FUNCPTR Switch_DeleteSync(GLsync sync); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWELEMENTSBASEVERTEXPROC)(GLenum, GLsizei, GLenum, const void *, GLint); +static void CODEGEN_FUNCPTR Switch_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void * indices, GLint basevertex); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum, GLsizei, GLenum, const void *, GLsizei, GLint); +static void CODEGEN_FUNCPTR Switch_DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount, GLint basevertex); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum, GLuint, GLuint, GLsizei, GLenum, const void *, GLint); +static void CODEGEN_FUNCPTR Switch_DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices, GLint basevertex); +typedef GLsync (CODEGEN_FUNCPTR *PFN_PTRC_GLFENCESYNCPROC)(GLenum, GLbitfield); +static GLsync CODEGEN_FUNCPTR Switch_FenceSync(GLenum condition, GLbitfield flags); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTUREPROC)(GLenum, GLenum, GLuint, GLint); +static void CODEGEN_FUNCPTR Switch_FramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERPARAMETERI64VPROC)(GLenum, GLenum, GLint64 *); +static void CODEGEN_FUNCPTR Switch_GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETINTEGER64I_VPROC)(GLenum, GLuint, GLint64 *); +static void CODEGEN_FUNCPTR Switch_GetInteger64i_v(GLenum target, GLuint index, GLint64 * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETINTEGER64VPROC)(GLenum, GLint64 *); +static void CODEGEN_FUNCPTR Switch_GetInteger64v(GLenum pname, GLint64 * data); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMULTISAMPLEFVPROC)(GLenum, GLuint, GLfloat *); +static void CODEGEN_FUNCPTR Switch_GetMultisamplefv(GLenum pname, GLuint index, GLfloat * val); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSYNCIVPROC)(GLsync, GLenum, GLsizei, GLsizei *, GLint *); +static void CODEGEN_FUNCPTR Switch_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISSYNCPROC)(GLsync); +static GLboolean CODEGEN_FUNCPTR Switch_IsSync(GLsync sync); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum, const GLsizei *, GLenum, const void *const*, GLsizei, const GLint *); +static void CODEGEN_FUNCPTR Switch_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount, const GLint * basevertex); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPROVOKINGVERTEXPROC)(GLenum); +static void CODEGEN_FUNCPTR Switch_ProvokingVertex(GLenum mode); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLEMASKIPROC)(GLuint, GLbitfield); +static void CODEGEN_FUNCPTR Switch_SampleMaski(GLuint maskNumber, GLbitfield mask); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE2DMULTISAMPLEPROC)(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLboolean); +static void CODEGEN_FUNCPTR Switch_TexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE3DMULTISAMPLEPROC)(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei, GLboolean); +static void CODEGEN_FUNCPTR Switch_TexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWAITSYNCPROC)(GLsync, GLbitfield, GLuint64); +static void CODEGEN_FUNCPTR Switch_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); + +/* Extension: 3.3*/ +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint, GLuint, GLuint, const GLchar *); +static void CODEGEN_FUNCPTR Switch_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDSAMPLERPROC)(GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_BindSampler(GLuint unit, GLuint sampler); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETESAMPLERSPROC)(GLsizei, const GLuint *); +static void CODEGEN_FUNCPTR Switch_DeleteSamplers(GLsizei count, const GLuint * samplers); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENSAMPLERSPROC)(GLsizei, GLuint *); +static void CODEGEN_FUNCPTR Switch_GenSamplers(GLsizei count, GLuint * samplers); +typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFRAGDATAINDEXPROC)(GLuint, const GLchar *); +static GLint CODEGEN_FUNCPTR Switch_GetFragDataIndex(GLuint program, const GLchar * name); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYOBJECTI64VPROC)(GLuint, GLenum, GLint64 *); +static void CODEGEN_FUNCPTR Switch_GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYOBJECTUI64VPROC)(GLuint, GLenum, GLuint64 *); +static void CODEGEN_FUNCPTR Switch_GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSAMPLERPARAMETERIIVPROC)(GLuint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSAMPLERPARAMETERIUIVPROC)(GLuint, GLenum, GLuint *); +static void CODEGEN_FUNCPTR Switch_GetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSAMPLERPARAMETERFVPROC)(GLuint, GLenum, GLfloat *); +static void CODEGEN_FUNCPTR Switch_GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat * params); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSAMPLERPARAMETERIVPROC)(GLuint, GLenum, GLint *); +static void CODEGEN_FUNCPTR Switch_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint * params); +typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISSAMPLERPROC)(GLuint); +static GLboolean CODEGEN_FUNCPTR Switch_IsSampler(GLuint sampler); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLQUERYCOUNTERPROC)(GLuint, GLenum); +static void CODEGEN_FUNCPTR Switch_QueryCounter(GLuint id, GLenum target); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLERPARAMETERIIVPROC)(GLuint, GLenum, const GLint *); +static void CODEGEN_FUNCPTR Switch_SamplerParameterIiv(GLuint sampler, GLenum pname, const GLint * param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLERPARAMETERIUIVPROC)(GLuint, GLenum, const GLuint *); +static void CODEGEN_FUNCPTR Switch_SamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint * param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLERPARAMETERFPROC)(GLuint, GLenum, GLfloat); +static void CODEGEN_FUNCPTR Switch_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLERPARAMETERFVPROC)(GLuint, GLenum, const GLfloat *); +static void CODEGEN_FUNCPTR Switch_SamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat * param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLERPARAMETERIPROC)(GLuint, GLenum, GLint); +static void CODEGEN_FUNCPTR Switch_SamplerParameteri(GLuint sampler, GLenum pname, GLint param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLERPARAMETERIVPROC)(GLuint, GLenum, const GLint *); +static void CODEGEN_FUNCPTR Switch_SamplerParameteriv(GLuint sampler, GLenum pname, const GLint * param); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBDIVISORPROC)(GLuint, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribDivisor(GLuint index, GLuint divisor); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBP1UIPROC)(GLuint, GLenum, GLboolean, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBP1UIVPROC)(GLuint, GLenum, GLboolean, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBP2UIPROC)(GLuint, GLenum, GLboolean, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBP2UIVPROC)(GLuint, GLenum, GLboolean, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBP3UIPROC)(GLuint, GLenum, GLboolean, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBP3UIVPROC)(GLuint, GLenum, GLboolean, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBP4UIPROC)(GLuint, GLenum, GLboolean, GLuint); +static void CODEGEN_FUNCPTR Switch_VertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBP4UIVPROC)(GLuint, GLenum, GLboolean, const GLuint *); +static void CODEGEN_FUNCPTR Switch_VertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); + + +/* Extension: 1.0*/ +PFN_PTRC_GLBLENDFUNCPROC _ptrc_glBlendFunc = Switch_BlendFunc; +PFN_PTRC_GLCLEARPROC _ptrc_glClear = Switch_Clear; +PFN_PTRC_GLCLEARCOLORPROC _ptrc_glClearColor = Switch_ClearColor; +PFN_PTRC_GLCLEARDEPTHPROC _ptrc_glClearDepth = Switch_ClearDepth; +PFN_PTRC_GLCLEARSTENCILPROC _ptrc_glClearStencil = Switch_ClearStencil; +PFN_PTRC_GLCOLORMASKPROC _ptrc_glColorMask = Switch_ColorMask; +PFN_PTRC_GLCULLFACEPROC _ptrc_glCullFace = Switch_CullFace; +PFN_PTRC_GLDEPTHFUNCPROC _ptrc_glDepthFunc = Switch_DepthFunc; +PFN_PTRC_GLDEPTHMASKPROC _ptrc_glDepthMask = Switch_DepthMask; +PFN_PTRC_GLDEPTHRANGEPROC _ptrc_glDepthRange = Switch_DepthRange; +PFN_PTRC_GLDISABLEPROC _ptrc_glDisable = Switch_Disable; +PFN_PTRC_GLDRAWBUFFERPROC _ptrc_glDrawBuffer = Switch_DrawBuffer; +PFN_PTRC_GLENABLEPROC _ptrc_glEnable = Switch_Enable; +PFN_PTRC_GLFINISHPROC _ptrc_glFinish = Switch_Finish; +PFN_PTRC_GLFLUSHPROC _ptrc_glFlush = Switch_Flush; +PFN_PTRC_GLFRONTFACEPROC _ptrc_glFrontFace = Switch_FrontFace; +PFN_PTRC_GLGETBOOLEANVPROC _ptrc_glGetBooleanv = Switch_GetBooleanv; +PFN_PTRC_GLGETDOUBLEVPROC _ptrc_glGetDoublev = Switch_GetDoublev; +PFN_PTRC_GLGETERRORPROC _ptrc_glGetError = Switch_GetError; +PFN_PTRC_GLGETFLOATVPROC _ptrc_glGetFloatv = Switch_GetFloatv; +PFN_PTRC_GLGETINTEGERVPROC _ptrc_glGetIntegerv = Switch_GetIntegerv; +PFN_PTRC_GLGETSTRINGPROC _ptrc_glGetString = Switch_GetString; +PFN_PTRC_GLGETTEXIMAGEPROC _ptrc_glGetTexImage = Switch_GetTexImage; +PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC _ptrc_glGetTexLevelParameterfv = Switch_GetTexLevelParameterfv; +PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC _ptrc_glGetTexLevelParameteriv = Switch_GetTexLevelParameteriv; +PFN_PTRC_GLGETTEXPARAMETERFVPROC _ptrc_glGetTexParameterfv = Switch_GetTexParameterfv; +PFN_PTRC_GLGETTEXPARAMETERIVPROC _ptrc_glGetTexParameteriv = Switch_GetTexParameteriv; +PFN_PTRC_GLHINTPROC _ptrc_glHint = Switch_Hint; +PFN_PTRC_GLISENABLEDPROC _ptrc_glIsEnabled = Switch_IsEnabled; +PFN_PTRC_GLLINEWIDTHPROC _ptrc_glLineWidth = Switch_LineWidth; +PFN_PTRC_GLLOGICOPPROC _ptrc_glLogicOp = Switch_LogicOp; +PFN_PTRC_GLPIXELSTOREFPROC _ptrc_glPixelStoref = Switch_PixelStoref; +PFN_PTRC_GLPIXELSTOREIPROC _ptrc_glPixelStorei = Switch_PixelStorei; +PFN_PTRC_GLPOINTSIZEPROC _ptrc_glPointSize = Switch_PointSize; +PFN_PTRC_GLPOLYGONMODEPROC _ptrc_glPolygonMode = Switch_PolygonMode; +PFN_PTRC_GLREADBUFFERPROC _ptrc_glReadBuffer = Switch_ReadBuffer; +PFN_PTRC_GLREADPIXELSPROC _ptrc_glReadPixels = Switch_ReadPixels; +PFN_PTRC_GLSCISSORPROC _ptrc_glScissor = Switch_Scissor; +PFN_PTRC_GLSTENCILFUNCPROC _ptrc_glStencilFunc = Switch_StencilFunc; +PFN_PTRC_GLSTENCILMASKPROC _ptrc_glStencilMask = Switch_StencilMask; +PFN_PTRC_GLSTENCILOPPROC _ptrc_glStencilOp = Switch_StencilOp; +PFN_PTRC_GLTEXIMAGE1DPROC _ptrc_glTexImage1D = Switch_TexImage1D; +PFN_PTRC_GLTEXIMAGE2DPROC _ptrc_glTexImage2D = Switch_TexImage2D; +PFN_PTRC_GLTEXPARAMETERFPROC _ptrc_glTexParameterf = Switch_TexParameterf; +PFN_PTRC_GLTEXPARAMETERFVPROC _ptrc_glTexParameterfv = Switch_TexParameterfv; +PFN_PTRC_GLTEXPARAMETERIPROC _ptrc_glTexParameteri = Switch_TexParameteri; +PFN_PTRC_GLTEXPARAMETERIVPROC _ptrc_glTexParameteriv = Switch_TexParameteriv; +PFN_PTRC_GLVIEWPORTPROC _ptrc_glViewport = Switch_Viewport; + +/* Extension: 1.1*/ +PFN_PTRC_GLBINDTEXTUREPROC _ptrc_glBindTexture = Switch_BindTexture; +PFN_PTRC_GLCOPYTEXIMAGE1DPROC _ptrc_glCopyTexImage1D = Switch_CopyTexImage1D; +PFN_PTRC_GLCOPYTEXIMAGE2DPROC _ptrc_glCopyTexImage2D = Switch_CopyTexImage2D; +PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC _ptrc_glCopyTexSubImage1D = Switch_CopyTexSubImage1D; +PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC _ptrc_glCopyTexSubImage2D = Switch_CopyTexSubImage2D; +PFN_PTRC_GLDELETETEXTURESPROC _ptrc_glDeleteTextures = Switch_DeleteTextures; +PFN_PTRC_GLDRAWARRAYSPROC _ptrc_glDrawArrays = Switch_DrawArrays; +PFN_PTRC_GLDRAWELEMENTSPROC _ptrc_glDrawElements = Switch_DrawElements; +PFN_PTRC_GLGENTEXTURESPROC _ptrc_glGenTextures = Switch_GenTextures; +PFN_PTRC_GLISTEXTUREPROC _ptrc_glIsTexture = Switch_IsTexture; +PFN_PTRC_GLPOLYGONOFFSETPROC _ptrc_glPolygonOffset = Switch_PolygonOffset; +PFN_PTRC_GLTEXSUBIMAGE1DPROC _ptrc_glTexSubImage1D = Switch_TexSubImage1D; +PFN_PTRC_GLTEXSUBIMAGE2DPROC _ptrc_glTexSubImage2D = Switch_TexSubImage2D; + +/* Extension: 1.2*/ +PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC _ptrc_glCopyTexSubImage3D = Switch_CopyTexSubImage3D; +PFN_PTRC_GLDRAWRANGEELEMENTSPROC _ptrc_glDrawRangeElements = Switch_DrawRangeElements; +PFN_PTRC_GLTEXIMAGE3DPROC _ptrc_glTexImage3D = Switch_TexImage3D; +PFN_PTRC_GLTEXSUBIMAGE3DPROC _ptrc_glTexSubImage3D = Switch_TexSubImage3D; + +/* Extension: 1.3*/ +PFN_PTRC_GLACTIVETEXTUREPROC _ptrc_glActiveTexture = Switch_ActiveTexture; +PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC _ptrc_glCompressedTexImage1D = Switch_CompressedTexImage1D; +PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC _ptrc_glCompressedTexImage2D = Switch_CompressedTexImage2D; +PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC _ptrc_glCompressedTexImage3D = Switch_CompressedTexImage3D; +PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC _ptrc_glCompressedTexSubImage1D = Switch_CompressedTexSubImage1D; +PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC _ptrc_glCompressedTexSubImage2D = Switch_CompressedTexSubImage2D; +PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC _ptrc_glCompressedTexSubImage3D = Switch_CompressedTexSubImage3D; +PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC _ptrc_glGetCompressedTexImage = Switch_GetCompressedTexImage; +PFN_PTRC_GLSAMPLECOVERAGEPROC _ptrc_glSampleCoverage = Switch_SampleCoverage; + +/* Extension: 1.4*/ +PFN_PTRC_GLBLENDCOLORPROC _ptrc_glBlendColor = Switch_BlendColor; +PFN_PTRC_GLBLENDEQUATIONPROC _ptrc_glBlendEquation = Switch_BlendEquation; +PFN_PTRC_GLBLENDFUNCSEPARATEPROC _ptrc_glBlendFuncSeparate = Switch_BlendFuncSeparate; +PFN_PTRC_GLMULTIDRAWARRAYSPROC _ptrc_glMultiDrawArrays = Switch_MultiDrawArrays; +PFN_PTRC_GLMULTIDRAWELEMENTSPROC _ptrc_glMultiDrawElements = Switch_MultiDrawElements; +PFN_PTRC_GLPOINTPARAMETERFPROC _ptrc_glPointParameterf = Switch_PointParameterf; +PFN_PTRC_GLPOINTPARAMETERFVPROC _ptrc_glPointParameterfv = Switch_PointParameterfv; +PFN_PTRC_GLPOINTPARAMETERIPROC _ptrc_glPointParameteri = Switch_PointParameteri; +PFN_PTRC_GLPOINTPARAMETERIVPROC _ptrc_glPointParameteriv = Switch_PointParameteriv; + +/* Extension: 1.5*/ +PFN_PTRC_GLBEGINQUERYPROC _ptrc_glBeginQuery = Switch_BeginQuery; +PFN_PTRC_GLBINDBUFFERPROC _ptrc_glBindBuffer = Switch_BindBuffer; +PFN_PTRC_GLBUFFERDATAPROC _ptrc_glBufferData = Switch_BufferData; +PFN_PTRC_GLBUFFERSUBDATAPROC _ptrc_glBufferSubData = Switch_BufferSubData; +PFN_PTRC_GLDELETEBUFFERSPROC _ptrc_glDeleteBuffers = Switch_DeleteBuffers; +PFN_PTRC_GLDELETEQUERIESPROC _ptrc_glDeleteQueries = Switch_DeleteQueries; +PFN_PTRC_GLENDQUERYPROC _ptrc_glEndQuery = Switch_EndQuery; +PFN_PTRC_GLGENBUFFERSPROC _ptrc_glGenBuffers = Switch_GenBuffers; +PFN_PTRC_GLGENQUERIESPROC _ptrc_glGenQueries = Switch_GenQueries; +PFN_PTRC_GLGETBUFFERPARAMETERIVPROC _ptrc_glGetBufferParameteriv = Switch_GetBufferParameteriv; +PFN_PTRC_GLGETBUFFERPOINTERVPROC _ptrc_glGetBufferPointerv = Switch_GetBufferPointerv; +PFN_PTRC_GLGETBUFFERSUBDATAPROC _ptrc_glGetBufferSubData = Switch_GetBufferSubData; +PFN_PTRC_GLGETQUERYOBJECTIVPROC _ptrc_glGetQueryObjectiv = Switch_GetQueryObjectiv; +PFN_PTRC_GLGETQUERYOBJECTUIVPROC _ptrc_glGetQueryObjectuiv = Switch_GetQueryObjectuiv; +PFN_PTRC_GLGETQUERYIVPROC _ptrc_glGetQueryiv = Switch_GetQueryiv; +PFN_PTRC_GLISBUFFERPROC _ptrc_glIsBuffer = Switch_IsBuffer; +PFN_PTRC_GLISQUERYPROC _ptrc_glIsQuery = Switch_IsQuery; +PFN_PTRC_GLMAPBUFFERPROC _ptrc_glMapBuffer = Switch_MapBuffer; +PFN_PTRC_GLUNMAPBUFFERPROC _ptrc_glUnmapBuffer = Switch_UnmapBuffer; + +/* Extension: 2.0*/ +PFN_PTRC_GLATTACHSHADERPROC _ptrc_glAttachShader = Switch_AttachShader; +PFN_PTRC_GLBINDATTRIBLOCATIONPROC _ptrc_glBindAttribLocation = Switch_BindAttribLocation; +PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC _ptrc_glBlendEquationSeparate = Switch_BlendEquationSeparate; +PFN_PTRC_GLCOMPILESHADERPROC _ptrc_glCompileShader = Switch_CompileShader; +PFN_PTRC_GLCREATEPROGRAMPROC _ptrc_glCreateProgram = Switch_CreateProgram; +PFN_PTRC_GLCREATESHADERPROC _ptrc_glCreateShader = Switch_CreateShader; +PFN_PTRC_GLDELETEPROGRAMPROC _ptrc_glDeleteProgram = Switch_DeleteProgram; +PFN_PTRC_GLDELETESHADERPROC _ptrc_glDeleteShader = Switch_DeleteShader; +PFN_PTRC_GLDETACHSHADERPROC _ptrc_glDetachShader = Switch_DetachShader; +PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC _ptrc_glDisableVertexAttribArray = Switch_DisableVertexAttribArray; +PFN_PTRC_GLDRAWBUFFERSPROC _ptrc_glDrawBuffers = Switch_DrawBuffers; +PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC _ptrc_glEnableVertexAttribArray = Switch_EnableVertexAttribArray; +PFN_PTRC_GLGETACTIVEATTRIBPROC _ptrc_glGetActiveAttrib = Switch_GetActiveAttrib; +PFN_PTRC_GLGETACTIVEUNIFORMPROC _ptrc_glGetActiveUniform = Switch_GetActiveUniform; +PFN_PTRC_GLGETATTACHEDSHADERSPROC _ptrc_glGetAttachedShaders = Switch_GetAttachedShaders; +PFN_PTRC_GLGETATTRIBLOCATIONPROC _ptrc_glGetAttribLocation = Switch_GetAttribLocation; +PFN_PTRC_GLGETPROGRAMINFOLOGPROC _ptrc_glGetProgramInfoLog = Switch_GetProgramInfoLog; +PFN_PTRC_GLGETPROGRAMIVPROC _ptrc_glGetProgramiv = Switch_GetProgramiv; +PFN_PTRC_GLGETSHADERINFOLOGPROC _ptrc_glGetShaderInfoLog = Switch_GetShaderInfoLog; +PFN_PTRC_GLGETSHADERSOURCEPROC _ptrc_glGetShaderSource = Switch_GetShaderSource; +PFN_PTRC_GLGETSHADERIVPROC _ptrc_glGetShaderiv = Switch_GetShaderiv; +PFN_PTRC_GLGETUNIFORMLOCATIONPROC _ptrc_glGetUniformLocation = Switch_GetUniformLocation; +PFN_PTRC_GLGETUNIFORMFVPROC _ptrc_glGetUniformfv = Switch_GetUniformfv; +PFN_PTRC_GLGETUNIFORMIVPROC _ptrc_glGetUniformiv = Switch_GetUniformiv; +PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC _ptrc_glGetVertexAttribPointerv = Switch_GetVertexAttribPointerv; +PFN_PTRC_GLGETVERTEXATTRIBDVPROC _ptrc_glGetVertexAttribdv = Switch_GetVertexAttribdv; +PFN_PTRC_GLGETVERTEXATTRIBFVPROC _ptrc_glGetVertexAttribfv = Switch_GetVertexAttribfv; +PFN_PTRC_GLGETVERTEXATTRIBIVPROC _ptrc_glGetVertexAttribiv = Switch_GetVertexAttribiv; +PFN_PTRC_GLISPROGRAMPROC _ptrc_glIsProgram = Switch_IsProgram; +PFN_PTRC_GLISSHADERPROC _ptrc_glIsShader = Switch_IsShader; +PFN_PTRC_GLLINKPROGRAMPROC _ptrc_glLinkProgram = Switch_LinkProgram; +PFN_PTRC_GLSHADERSOURCEPROC _ptrc_glShaderSource = Switch_ShaderSource; +PFN_PTRC_GLSTENCILFUNCSEPARATEPROC _ptrc_glStencilFuncSeparate = Switch_StencilFuncSeparate; +PFN_PTRC_GLSTENCILMASKSEPARATEPROC _ptrc_glStencilMaskSeparate = Switch_StencilMaskSeparate; +PFN_PTRC_GLSTENCILOPSEPARATEPROC _ptrc_glStencilOpSeparate = Switch_StencilOpSeparate; +PFN_PTRC_GLUNIFORM1FPROC _ptrc_glUniform1f = Switch_Uniform1f; +PFN_PTRC_GLUNIFORM1FVPROC _ptrc_glUniform1fv = Switch_Uniform1fv; +PFN_PTRC_GLUNIFORM1IPROC _ptrc_glUniform1i = Switch_Uniform1i; +PFN_PTRC_GLUNIFORM1IVPROC _ptrc_glUniform1iv = Switch_Uniform1iv; +PFN_PTRC_GLUNIFORM2FPROC _ptrc_glUniform2f = Switch_Uniform2f; +PFN_PTRC_GLUNIFORM2FVPROC _ptrc_glUniform2fv = Switch_Uniform2fv; +PFN_PTRC_GLUNIFORM2IPROC _ptrc_glUniform2i = Switch_Uniform2i; +PFN_PTRC_GLUNIFORM2IVPROC _ptrc_glUniform2iv = Switch_Uniform2iv; +PFN_PTRC_GLUNIFORM3FPROC _ptrc_glUniform3f = Switch_Uniform3f; +PFN_PTRC_GLUNIFORM3FVPROC _ptrc_glUniform3fv = Switch_Uniform3fv; +PFN_PTRC_GLUNIFORM3IPROC _ptrc_glUniform3i = Switch_Uniform3i; +PFN_PTRC_GLUNIFORM3IVPROC _ptrc_glUniform3iv = Switch_Uniform3iv; +PFN_PTRC_GLUNIFORM4FPROC _ptrc_glUniform4f = Switch_Uniform4f; +PFN_PTRC_GLUNIFORM4FVPROC _ptrc_glUniform4fv = Switch_Uniform4fv; +PFN_PTRC_GLUNIFORM4IPROC _ptrc_glUniform4i = Switch_Uniform4i; +PFN_PTRC_GLUNIFORM4IVPROC _ptrc_glUniform4iv = Switch_Uniform4iv; +PFN_PTRC_GLUNIFORMMATRIX2FVPROC _ptrc_glUniformMatrix2fv = Switch_UniformMatrix2fv; +PFN_PTRC_GLUNIFORMMATRIX3FVPROC _ptrc_glUniformMatrix3fv = Switch_UniformMatrix3fv; +PFN_PTRC_GLUNIFORMMATRIX4FVPROC _ptrc_glUniformMatrix4fv = Switch_UniformMatrix4fv; +PFN_PTRC_GLUSEPROGRAMPROC _ptrc_glUseProgram = Switch_UseProgram; +PFN_PTRC_GLVALIDATEPROGRAMPROC _ptrc_glValidateProgram = Switch_ValidateProgram; +PFN_PTRC_GLVERTEXATTRIB1DPROC _ptrc_glVertexAttrib1d = Switch_VertexAttrib1d; +PFN_PTRC_GLVERTEXATTRIB1DVPROC _ptrc_glVertexAttrib1dv = Switch_VertexAttrib1dv; +PFN_PTRC_GLVERTEXATTRIB1FPROC _ptrc_glVertexAttrib1f = Switch_VertexAttrib1f; +PFN_PTRC_GLVERTEXATTRIB1FVPROC _ptrc_glVertexAttrib1fv = Switch_VertexAttrib1fv; +PFN_PTRC_GLVERTEXATTRIB1SPROC _ptrc_glVertexAttrib1s = Switch_VertexAttrib1s; +PFN_PTRC_GLVERTEXATTRIB1SVPROC _ptrc_glVertexAttrib1sv = Switch_VertexAttrib1sv; +PFN_PTRC_GLVERTEXATTRIB2DPROC _ptrc_glVertexAttrib2d = Switch_VertexAttrib2d; +PFN_PTRC_GLVERTEXATTRIB2DVPROC _ptrc_glVertexAttrib2dv = Switch_VertexAttrib2dv; +PFN_PTRC_GLVERTEXATTRIB2FPROC _ptrc_glVertexAttrib2f = Switch_VertexAttrib2f; +PFN_PTRC_GLVERTEXATTRIB2FVPROC _ptrc_glVertexAttrib2fv = Switch_VertexAttrib2fv; +PFN_PTRC_GLVERTEXATTRIB2SPROC _ptrc_glVertexAttrib2s = Switch_VertexAttrib2s; +PFN_PTRC_GLVERTEXATTRIB2SVPROC _ptrc_glVertexAttrib2sv = Switch_VertexAttrib2sv; +PFN_PTRC_GLVERTEXATTRIB3DPROC _ptrc_glVertexAttrib3d = Switch_VertexAttrib3d; +PFN_PTRC_GLVERTEXATTRIB3DVPROC _ptrc_glVertexAttrib3dv = Switch_VertexAttrib3dv; +PFN_PTRC_GLVERTEXATTRIB3FPROC _ptrc_glVertexAttrib3f = Switch_VertexAttrib3f; +PFN_PTRC_GLVERTEXATTRIB3FVPROC _ptrc_glVertexAttrib3fv = Switch_VertexAttrib3fv; +PFN_PTRC_GLVERTEXATTRIB3SPROC _ptrc_glVertexAttrib3s = Switch_VertexAttrib3s; +PFN_PTRC_GLVERTEXATTRIB3SVPROC _ptrc_glVertexAttrib3sv = Switch_VertexAttrib3sv; +PFN_PTRC_GLVERTEXATTRIB4NBVPROC _ptrc_glVertexAttrib4Nbv = Switch_VertexAttrib4Nbv; +PFN_PTRC_GLVERTEXATTRIB4NIVPROC _ptrc_glVertexAttrib4Niv = Switch_VertexAttrib4Niv; +PFN_PTRC_GLVERTEXATTRIB4NSVPROC _ptrc_glVertexAttrib4Nsv = Switch_VertexAttrib4Nsv; +PFN_PTRC_GLVERTEXATTRIB4NUBPROC _ptrc_glVertexAttrib4Nub = Switch_VertexAttrib4Nub; +PFN_PTRC_GLVERTEXATTRIB4NUBVPROC _ptrc_glVertexAttrib4Nubv = Switch_VertexAttrib4Nubv; +PFN_PTRC_GLVERTEXATTRIB4NUIVPROC _ptrc_glVertexAttrib4Nuiv = Switch_VertexAttrib4Nuiv; +PFN_PTRC_GLVERTEXATTRIB4NUSVPROC _ptrc_glVertexAttrib4Nusv = Switch_VertexAttrib4Nusv; +PFN_PTRC_GLVERTEXATTRIB4BVPROC _ptrc_glVertexAttrib4bv = Switch_VertexAttrib4bv; +PFN_PTRC_GLVERTEXATTRIB4DPROC _ptrc_glVertexAttrib4d = Switch_VertexAttrib4d; +PFN_PTRC_GLVERTEXATTRIB4DVPROC _ptrc_glVertexAttrib4dv = Switch_VertexAttrib4dv; +PFN_PTRC_GLVERTEXATTRIB4FPROC _ptrc_glVertexAttrib4f = Switch_VertexAttrib4f; +PFN_PTRC_GLVERTEXATTRIB4FVPROC _ptrc_glVertexAttrib4fv = Switch_VertexAttrib4fv; +PFN_PTRC_GLVERTEXATTRIB4IVPROC _ptrc_glVertexAttrib4iv = Switch_VertexAttrib4iv; +PFN_PTRC_GLVERTEXATTRIB4SPROC _ptrc_glVertexAttrib4s = Switch_VertexAttrib4s; +PFN_PTRC_GLVERTEXATTRIB4SVPROC _ptrc_glVertexAttrib4sv = Switch_VertexAttrib4sv; +PFN_PTRC_GLVERTEXATTRIB4UBVPROC _ptrc_glVertexAttrib4ubv = Switch_VertexAttrib4ubv; +PFN_PTRC_GLVERTEXATTRIB4UIVPROC _ptrc_glVertexAttrib4uiv = Switch_VertexAttrib4uiv; +PFN_PTRC_GLVERTEXATTRIB4USVPROC _ptrc_glVertexAttrib4usv = Switch_VertexAttrib4usv; +PFN_PTRC_GLVERTEXATTRIBPOINTERPROC _ptrc_glVertexAttribPointer = Switch_VertexAttribPointer; + +/* Extension: 2.1*/ +PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC _ptrc_glUniformMatrix2x3fv = Switch_UniformMatrix2x3fv; +PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC _ptrc_glUniformMatrix2x4fv = Switch_UniformMatrix2x4fv; +PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC _ptrc_glUniformMatrix3x2fv = Switch_UniformMatrix3x2fv; +PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC _ptrc_glUniformMatrix3x4fv = Switch_UniformMatrix3x4fv; +PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC _ptrc_glUniformMatrix4x2fv = Switch_UniformMatrix4x2fv; +PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC _ptrc_glUniformMatrix4x3fv = Switch_UniformMatrix4x3fv; + +/* Extension: 3.0*/ +PFN_PTRC_GLBEGINCONDITIONALRENDERPROC _ptrc_glBeginConditionalRender = Switch_BeginConditionalRender; +PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC _ptrc_glBeginTransformFeedback = Switch_BeginTransformFeedback; +PFN_PTRC_GLBINDBUFFERBASEPROC _ptrc_glBindBufferBase = Switch_BindBufferBase; +PFN_PTRC_GLBINDBUFFERRANGEPROC _ptrc_glBindBufferRange = Switch_BindBufferRange; +PFN_PTRC_GLBINDFRAGDATALOCATIONPROC _ptrc_glBindFragDataLocation = Switch_BindFragDataLocation; +PFN_PTRC_GLBINDFRAMEBUFFERPROC _ptrc_glBindFramebuffer = Switch_BindFramebuffer; +PFN_PTRC_GLBINDRENDERBUFFERPROC _ptrc_glBindRenderbuffer = Switch_BindRenderbuffer; +PFN_PTRC_GLBINDVERTEXARRAYPROC _ptrc_glBindVertexArray = Switch_BindVertexArray; +PFN_PTRC_GLBLITFRAMEBUFFERPROC _ptrc_glBlitFramebuffer = Switch_BlitFramebuffer; +PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC _ptrc_glCheckFramebufferStatus = Switch_CheckFramebufferStatus; +PFN_PTRC_GLCLAMPCOLORPROC _ptrc_glClampColor = Switch_ClampColor; +PFN_PTRC_GLCLEARBUFFERFIPROC _ptrc_glClearBufferfi = Switch_ClearBufferfi; +PFN_PTRC_GLCLEARBUFFERFVPROC _ptrc_glClearBufferfv = Switch_ClearBufferfv; +PFN_PTRC_GLCLEARBUFFERIVPROC _ptrc_glClearBufferiv = Switch_ClearBufferiv; +PFN_PTRC_GLCLEARBUFFERUIVPROC _ptrc_glClearBufferuiv = Switch_ClearBufferuiv; +PFN_PTRC_GLCOLORMASKIPROC _ptrc_glColorMaski = Switch_ColorMaski; +PFN_PTRC_GLDELETEFRAMEBUFFERSPROC _ptrc_glDeleteFramebuffers = Switch_DeleteFramebuffers; +PFN_PTRC_GLDELETERENDERBUFFERSPROC _ptrc_glDeleteRenderbuffers = Switch_DeleteRenderbuffers; +PFN_PTRC_GLDELETEVERTEXARRAYSPROC _ptrc_glDeleteVertexArrays = Switch_DeleteVertexArrays; +PFN_PTRC_GLDISABLEIPROC _ptrc_glDisablei = Switch_Disablei; +PFN_PTRC_GLENABLEIPROC _ptrc_glEnablei = Switch_Enablei; +PFN_PTRC_GLENDCONDITIONALRENDERPROC _ptrc_glEndConditionalRender = Switch_EndConditionalRender; +PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC _ptrc_glEndTransformFeedback = Switch_EndTransformFeedback; +PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC _ptrc_glFlushMappedBufferRange = Switch_FlushMappedBufferRange; +PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC _ptrc_glFramebufferRenderbuffer = Switch_FramebufferRenderbuffer; +PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC _ptrc_glFramebufferTexture1D = Switch_FramebufferTexture1D; +PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC _ptrc_glFramebufferTexture2D = Switch_FramebufferTexture2D; +PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC _ptrc_glFramebufferTexture3D = Switch_FramebufferTexture3D; +PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC _ptrc_glFramebufferTextureLayer = Switch_FramebufferTextureLayer; +PFN_PTRC_GLGENFRAMEBUFFERSPROC _ptrc_glGenFramebuffers = Switch_GenFramebuffers; +PFN_PTRC_GLGENRENDERBUFFERSPROC _ptrc_glGenRenderbuffers = Switch_GenRenderbuffers; +PFN_PTRC_GLGENVERTEXARRAYSPROC _ptrc_glGenVertexArrays = Switch_GenVertexArrays; +PFN_PTRC_GLGENERATEMIPMAPPROC _ptrc_glGenerateMipmap = Switch_GenerateMipmap; +PFN_PTRC_GLGETBOOLEANI_VPROC _ptrc_glGetBooleani_v = Switch_GetBooleani_v; +PFN_PTRC_GLGETFRAGDATALOCATIONPROC _ptrc_glGetFragDataLocation = Switch_GetFragDataLocation; +PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC _ptrc_glGetFramebufferAttachmentParameteriv = Switch_GetFramebufferAttachmentParameteriv; +PFN_PTRC_GLGETINTEGERI_VPROC _ptrc_glGetIntegeri_v = Switch_GetIntegeri_v; +PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC _ptrc_glGetRenderbufferParameteriv = Switch_GetRenderbufferParameteriv; +PFN_PTRC_GLGETSTRINGIPROC _ptrc_glGetStringi = Switch_GetStringi; +PFN_PTRC_GLGETTEXPARAMETERIIVPROC _ptrc_glGetTexParameterIiv = Switch_GetTexParameterIiv; +PFN_PTRC_GLGETTEXPARAMETERIUIVPROC _ptrc_glGetTexParameterIuiv = Switch_GetTexParameterIuiv; +PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC _ptrc_glGetTransformFeedbackVarying = Switch_GetTransformFeedbackVarying; +PFN_PTRC_GLGETUNIFORMUIVPROC _ptrc_glGetUniformuiv = Switch_GetUniformuiv; +PFN_PTRC_GLGETVERTEXATTRIBIIVPROC _ptrc_glGetVertexAttribIiv = Switch_GetVertexAttribIiv; +PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC _ptrc_glGetVertexAttribIuiv = Switch_GetVertexAttribIuiv; +PFN_PTRC_GLISENABLEDIPROC _ptrc_glIsEnabledi = Switch_IsEnabledi; +PFN_PTRC_GLISFRAMEBUFFERPROC _ptrc_glIsFramebuffer = Switch_IsFramebuffer; +PFN_PTRC_GLISRENDERBUFFERPROC _ptrc_glIsRenderbuffer = Switch_IsRenderbuffer; +PFN_PTRC_GLISVERTEXARRAYPROC _ptrc_glIsVertexArray = Switch_IsVertexArray; +PFN_PTRC_GLMAPBUFFERRANGEPROC _ptrc_glMapBufferRange = Switch_MapBufferRange; +PFN_PTRC_GLRENDERBUFFERSTORAGEPROC _ptrc_glRenderbufferStorage = Switch_RenderbufferStorage; +PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC _ptrc_glRenderbufferStorageMultisample = Switch_RenderbufferStorageMultisample; +PFN_PTRC_GLTEXPARAMETERIIVPROC _ptrc_glTexParameterIiv = Switch_TexParameterIiv; +PFN_PTRC_GLTEXPARAMETERIUIVPROC _ptrc_glTexParameterIuiv = Switch_TexParameterIuiv; +PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC _ptrc_glTransformFeedbackVaryings = Switch_TransformFeedbackVaryings; +PFN_PTRC_GLUNIFORM1UIPROC _ptrc_glUniform1ui = Switch_Uniform1ui; +PFN_PTRC_GLUNIFORM1UIVPROC _ptrc_glUniform1uiv = Switch_Uniform1uiv; +PFN_PTRC_GLUNIFORM2UIPROC _ptrc_glUniform2ui = Switch_Uniform2ui; +PFN_PTRC_GLUNIFORM2UIVPROC _ptrc_glUniform2uiv = Switch_Uniform2uiv; +PFN_PTRC_GLUNIFORM3UIPROC _ptrc_glUniform3ui = Switch_Uniform3ui; +PFN_PTRC_GLUNIFORM3UIVPROC _ptrc_glUniform3uiv = Switch_Uniform3uiv; +PFN_PTRC_GLUNIFORM4UIPROC _ptrc_glUniform4ui = Switch_Uniform4ui; +PFN_PTRC_GLUNIFORM4UIVPROC _ptrc_glUniform4uiv = Switch_Uniform4uiv; +PFN_PTRC_GLVERTEXATTRIBI1IPROC _ptrc_glVertexAttribI1i = Switch_VertexAttribI1i; +PFN_PTRC_GLVERTEXATTRIBI1IVPROC _ptrc_glVertexAttribI1iv = Switch_VertexAttribI1iv; +PFN_PTRC_GLVERTEXATTRIBI1UIPROC _ptrc_glVertexAttribI1ui = Switch_VertexAttribI1ui; +PFN_PTRC_GLVERTEXATTRIBI1UIVPROC _ptrc_glVertexAttribI1uiv = Switch_VertexAttribI1uiv; +PFN_PTRC_GLVERTEXATTRIBI2IPROC _ptrc_glVertexAttribI2i = Switch_VertexAttribI2i; +PFN_PTRC_GLVERTEXATTRIBI2IVPROC _ptrc_glVertexAttribI2iv = Switch_VertexAttribI2iv; +PFN_PTRC_GLVERTEXATTRIBI2UIPROC _ptrc_glVertexAttribI2ui = Switch_VertexAttribI2ui; +PFN_PTRC_GLVERTEXATTRIBI2UIVPROC _ptrc_glVertexAttribI2uiv = Switch_VertexAttribI2uiv; +PFN_PTRC_GLVERTEXATTRIBI3IPROC _ptrc_glVertexAttribI3i = Switch_VertexAttribI3i; +PFN_PTRC_GLVERTEXATTRIBI3IVPROC _ptrc_glVertexAttribI3iv = Switch_VertexAttribI3iv; +PFN_PTRC_GLVERTEXATTRIBI3UIPROC _ptrc_glVertexAttribI3ui = Switch_VertexAttribI3ui; +PFN_PTRC_GLVERTEXATTRIBI3UIVPROC _ptrc_glVertexAttribI3uiv = Switch_VertexAttribI3uiv; +PFN_PTRC_GLVERTEXATTRIBI4BVPROC _ptrc_glVertexAttribI4bv = Switch_VertexAttribI4bv; +PFN_PTRC_GLVERTEXATTRIBI4IPROC _ptrc_glVertexAttribI4i = Switch_VertexAttribI4i; +PFN_PTRC_GLVERTEXATTRIBI4IVPROC _ptrc_glVertexAttribI4iv = Switch_VertexAttribI4iv; +PFN_PTRC_GLVERTEXATTRIBI4SVPROC _ptrc_glVertexAttribI4sv = Switch_VertexAttribI4sv; +PFN_PTRC_GLVERTEXATTRIBI4UBVPROC _ptrc_glVertexAttribI4ubv = Switch_VertexAttribI4ubv; +PFN_PTRC_GLVERTEXATTRIBI4UIPROC _ptrc_glVertexAttribI4ui = Switch_VertexAttribI4ui; +PFN_PTRC_GLVERTEXATTRIBI4UIVPROC _ptrc_glVertexAttribI4uiv = Switch_VertexAttribI4uiv; +PFN_PTRC_GLVERTEXATTRIBI4USVPROC _ptrc_glVertexAttribI4usv = Switch_VertexAttribI4usv; +PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC _ptrc_glVertexAttribIPointer = Switch_VertexAttribIPointer; + +/* Extension: 3.1*/ +PFN_PTRC_GLCOPYBUFFERSUBDATAPROC _ptrc_glCopyBufferSubData = Switch_CopyBufferSubData; +PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC _ptrc_glDrawArraysInstanced = Switch_DrawArraysInstanced; +PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC _ptrc_glDrawElementsInstanced = Switch_DrawElementsInstanced; +PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC _ptrc_glGetActiveUniformBlockName = Switch_GetActiveUniformBlockName; +PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC _ptrc_glGetActiveUniformBlockiv = Switch_GetActiveUniformBlockiv; +PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC _ptrc_glGetActiveUniformName = Switch_GetActiveUniformName; +PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC _ptrc_glGetActiveUniformsiv = Switch_GetActiveUniformsiv; +PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC _ptrc_glGetUniformBlockIndex = Switch_GetUniformBlockIndex; +PFN_PTRC_GLGETUNIFORMINDICESPROC _ptrc_glGetUniformIndices = Switch_GetUniformIndices; +PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC _ptrc_glPrimitiveRestartIndex = Switch_PrimitiveRestartIndex; +PFN_PTRC_GLTEXBUFFERPROC _ptrc_glTexBuffer = Switch_TexBuffer; +PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC _ptrc_glUniformBlockBinding = Switch_UniformBlockBinding; + +/* Extension: 3.2*/ +PFN_PTRC_GLCLIENTWAITSYNCPROC _ptrc_glClientWaitSync = Switch_ClientWaitSync; +PFN_PTRC_GLDELETESYNCPROC _ptrc_glDeleteSync = Switch_DeleteSync; +PFN_PTRC_GLDRAWELEMENTSBASEVERTEXPROC _ptrc_glDrawElementsBaseVertex = Switch_DrawElementsBaseVertex; +PFN_PTRC_GLDRAWELEMENTSINSTANCEDBASEVERTEXPROC _ptrc_glDrawElementsInstancedBaseVertex = Switch_DrawElementsInstancedBaseVertex; +PFN_PTRC_GLDRAWRANGEELEMENTSBASEVERTEXPROC _ptrc_glDrawRangeElementsBaseVertex = Switch_DrawRangeElementsBaseVertex; +PFN_PTRC_GLFENCESYNCPROC _ptrc_glFenceSync = Switch_FenceSync; +PFN_PTRC_GLFRAMEBUFFERTEXTUREPROC _ptrc_glFramebufferTexture = Switch_FramebufferTexture; +PFN_PTRC_GLGETBUFFERPARAMETERI64VPROC _ptrc_glGetBufferParameteri64v = Switch_GetBufferParameteri64v; +PFN_PTRC_GLGETINTEGER64I_VPROC _ptrc_glGetInteger64i_v = Switch_GetInteger64i_v; +PFN_PTRC_GLGETINTEGER64VPROC _ptrc_glGetInteger64v = Switch_GetInteger64v; +PFN_PTRC_GLGETMULTISAMPLEFVPROC _ptrc_glGetMultisamplefv = Switch_GetMultisamplefv; +PFN_PTRC_GLGETSYNCIVPROC _ptrc_glGetSynciv = Switch_GetSynciv; +PFN_PTRC_GLISSYNCPROC _ptrc_glIsSync = Switch_IsSync; +PFN_PTRC_GLMULTIDRAWELEMENTSBASEVERTEXPROC _ptrc_glMultiDrawElementsBaseVertex = Switch_MultiDrawElementsBaseVertex; +PFN_PTRC_GLPROVOKINGVERTEXPROC _ptrc_glProvokingVertex = Switch_ProvokingVertex; +PFN_PTRC_GLSAMPLEMASKIPROC _ptrc_glSampleMaski = Switch_SampleMaski; +PFN_PTRC_GLTEXIMAGE2DMULTISAMPLEPROC _ptrc_glTexImage2DMultisample = Switch_TexImage2DMultisample; +PFN_PTRC_GLTEXIMAGE3DMULTISAMPLEPROC _ptrc_glTexImage3DMultisample = Switch_TexImage3DMultisample; +PFN_PTRC_GLWAITSYNCPROC _ptrc_glWaitSync = Switch_WaitSync; + +/* Extension: 3.3*/ +PFN_PTRC_GLBINDFRAGDATALOCATIONINDEXEDPROC _ptrc_glBindFragDataLocationIndexed = Switch_BindFragDataLocationIndexed; +PFN_PTRC_GLBINDSAMPLERPROC _ptrc_glBindSampler = Switch_BindSampler; +PFN_PTRC_GLDELETESAMPLERSPROC _ptrc_glDeleteSamplers = Switch_DeleteSamplers; +PFN_PTRC_GLGENSAMPLERSPROC _ptrc_glGenSamplers = Switch_GenSamplers; +PFN_PTRC_GLGETFRAGDATAINDEXPROC _ptrc_glGetFragDataIndex = Switch_GetFragDataIndex; +PFN_PTRC_GLGETQUERYOBJECTI64VPROC _ptrc_glGetQueryObjecti64v = Switch_GetQueryObjecti64v; +PFN_PTRC_GLGETQUERYOBJECTUI64VPROC _ptrc_glGetQueryObjectui64v = Switch_GetQueryObjectui64v; +PFN_PTRC_GLGETSAMPLERPARAMETERIIVPROC _ptrc_glGetSamplerParameterIiv = Switch_GetSamplerParameterIiv; +PFN_PTRC_GLGETSAMPLERPARAMETERIUIVPROC _ptrc_glGetSamplerParameterIuiv = Switch_GetSamplerParameterIuiv; +PFN_PTRC_GLGETSAMPLERPARAMETERFVPROC _ptrc_glGetSamplerParameterfv = Switch_GetSamplerParameterfv; +PFN_PTRC_GLGETSAMPLERPARAMETERIVPROC _ptrc_glGetSamplerParameteriv = Switch_GetSamplerParameteriv; +PFN_PTRC_GLISSAMPLERPROC _ptrc_glIsSampler = Switch_IsSampler; +PFN_PTRC_GLQUERYCOUNTERPROC _ptrc_glQueryCounter = Switch_QueryCounter; +PFN_PTRC_GLSAMPLERPARAMETERIIVPROC _ptrc_glSamplerParameterIiv = Switch_SamplerParameterIiv; +PFN_PTRC_GLSAMPLERPARAMETERIUIVPROC _ptrc_glSamplerParameterIuiv = Switch_SamplerParameterIuiv; +PFN_PTRC_GLSAMPLERPARAMETERFPROC _ptrc_glSamplerParameterf = Switch_SamplerParameterf; +PFN_PTRC_GLSAMPLERPARAMETERFVPROC _ptrc_glSamplerParameterfv = Switch_SamplerParameterfv; +PFN_PTRC_GLSAMPLERPARAMETERIPROC _ptrc_glSamplerParameteri = Switch_SamplerParameteri; +PFN_PTRC_GLSAMPLERPARAMETERIVPROC _ptrc_glSamplerParameteriv = Switch_SamplerParameteriv; +PFN_PTRC_GLVERTEXATTRIBDIVISORPROC _ptrc_glVertexAttribDivisor = Switch_VertexAttribDivisor; +PFN_PTRC_GLVERTEXATTRIBP1UIPROC _ptrc_glVertexAttribP1ui = Switch_VertexAttribP1ui; +PFN_PTRC_GLVERTEXATTRIBP1UIVPROC _ptrc_glVertexAttribP1uiv = Switch_VertexAttribP1uiv; +PFN_PTRC_GLVERTEXATTRIBP2UIPROC _ptrc_glVertexAttribP2ui = Switch_VertexAttribP2ui; +PFN_PTRC_GLVERTEXATTRIBP2UIVPROC _ptrc_glVertexAttribP2uiv = Switch_VertexAttribP2uiv; +PFN_PTRC_GLVERTEXATTRIBP3UIPROC _ptrc_glVertexAttribP3ui = Switch_VertexAttribP3ui; +PFN_PTRC_GLVERTEXATTRIBP3UIVPROC _ptrc_glVertexAttribP3uiv = Switch_VertexAttribP3uiv; +PFN_PTRC_GLVERTEXATTRIBP4UIPROC _ptrc_glVertexAttribP4ui = Switch_VertexAttribP4ui; +PFN_PTRC_GLVERTEXATTRIBP4UIVPROC _ptrc_glVertexAttribP4uiv = Switch_VertexAttribP4uiv; + + +/* Extension: 1.0*/ +static void CODEGEN_FUNCPTR Switch_BlendFunc(GLenum sfactor, GLenum dfactor) +{ + _ptrc_glBlendFunc = (PFN_PTRC_GLBLENDFUNCPROC)IntGetProcAddress("glBlendFunc"); + _ptrc_glBlendFunc(sfactor, dfactor); +} + +static void CODEGEN_FUNCPTR Switch_Clear(GLbitfield mask) +{ + _ptrc_glClear = (PFN_PTRC_GLCLEARPROC)IntGetProcAddress("glClear"); + _ptrc_glClear(mask); +} + +static void CODEGEN_FUNCPTR Switch_ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) +{ + _ptrc_glClearColor = (PFN_PTRC_GLCLEARCOLORPROC)IntGetProcAddress("glClearColor"); + _ptrc_glClearColor(red, green, blue, alpha); +} + +static void CODEGEN_FUNCPTR Switch_ClearDepth(GLdouble depth) +{ + _ptrc_glClearDepth = (PFN_PTRC_GLCLEARDEPTHPROC)IntGetProcAddress("glClearDepth"); + _ptrc_glClearDepth(depth); +} + +static void CODEGEN_FUNCPTR Switch_ClearStencil(GLint s) +{ + _ptrc_glClearStencil = (PFN_PTRC_GLCLEARSTENCILPROC)IntGetProcAddress("glClearStencil"); + _ptrc_glClearStencil(s); +} + +static void CODEGEN_FUNCPTR Switch_ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) +{ + _ptrc_glColorMask = (PFN_PTRC_GLCOLORMASKPROC)IntGetProcAddress("glColorMask"); + _ptrc_glColorMask(red, green, blue, alpha); +} + +static void CODEGEN_FUNCPTR Switch_CullFace(GLenum mode) +{ + _ptrc_glCullFace = (PFN_PTRC_GLCULLFACEPROC)IntGetProcAddress("glCullFace"); + _ptrc_glCullFace(mode); +} + +static void CODEGEN_FUNCPTR Switch_DepthFunc(GLenum func) +{ + _ptrc_glDepthFunc = (PFN_PTRC_GLDEPTHFUNCPROC)IntGetProcAddress("glDepthFunc"); + _ptrc_glDepthFunc(func); +} + +static void CODEGEN_FUNCPTR Switch_DepthMask(GLboolean flag) +{ + _ptrc_glDepthMask = (PFN_PTRC_GLDEPTHMASKPROC)IntGetProcAddress("glDepthMask"); + _ptrc_glDepthMask(flag); +} + +static void CODEGEN_FUNCPTR Switch_DepthRange(GLdouble ren_near, GLdouble ren_far) +{ + _ptrc_glDepthRange = (PFN_PTRC_GLDEPTHRANGEPROC)IntGetProcAddress("glDepthRange"); + _ptrc_glDepthRange(ren_near, ren_far); +} + +static void CODEGEN_FUNCPTR Switch_Disable(GLenum cap) +{ + _ptrc_glDisable = (PFN_PTRC_GLDISABLEPROC)IntGetProcAddress("glDisable"); + _ptrc_glDisable(cap); +} + +static void CODEGEN_FUNCPTR Switch_DrawBuffer(GLenum buf) +{ + _ptrc_glDrawBuffer = (PFN_PTRC_GLDRAWBUFFERPROC)IntGetProcAddress("glDrawBuffer"); + _ptrc_glDrawBuffer(buf); +} + +static void CODEGEN_FUNCPTR Switch_Enable(GLenum cap) +{ + _ptrc_glEnable = (PFN_PTRC_GLENABLEPROC)IntGetProcAddress("glEnable"); + _ptrc_glEnable(cap); +} + +static void CODEGEN_FUNCPTR Switch_Finish(void) +{ + _ptrc_glFinish = (PFN_PTRC_GLFINISHPROC)IntGetProcAddress("glFinish"); + _ptrc_glFinish(); +} + +static void CODEGEN_FUNCPTR Switch_Flush(void) +{ + _ptrc_glFlush = (PFN_PTRC_GLFLUSHPROC)IntGetProcAddress("glFlush"); + _ptrc_glFlush(); +} + +static void CODEGEN_FUNCPTR Switch_FrontFace(GLenum mode) +{ + _ptrc_glFrontFace = (PFN_PTRC_GLFRONTFACEPROC)IntGetProcAddress("glFrontFace"); + _ptrc_glFrontFace(mode); +} + +static void CODEGEN_FUNCPTR Switch_GetBooleanv(GLenum pname, GLboolean * data) +{ + _ptrc_glGetBooleanv = (PFN_PTRC_GLGETBOOLEANVPROC)IntGetProcAddress("glGetBooleanv"); + _ptrc_glGetBooleanv(pname, data); +} + +static void CODEGEN_FUNCPTR Switch_GetDoublev(GLenum pname, GLdouble * data) +{ + _ptrc_glGetDoublev = (PFN_PTRC_GLGETDOUBLEVPROC)IntGetProcAddress("glGetDoublev"); + _ptrc_glGetDoublev(pname, data); +} + +static GLenum CODEGEN_FUNCPTR Switch_GetError(void) +{ + _ptrc_glGetError = (PFN_PTRC_GLGETERRORPROC)IntGetProcAddress("glGetError"); + return _ptrc_glGetError(); +} + +static void CODEGEN_FUNCPTR Switch_GetFloatv(GLenum pname, GLfloat * data) +{ + _ptrc_glGetFloatv = (PFN_PTRC_GLGETFLOATVPROC)IntGetProcAddress("glGetFloatv"); + _ptrc_glGetFloatv(pname, data); +} + +static void CODEGEN_FUNCPTR Switch_GetIntegerv(GLenum pname, GLint * data) +{ + _ptrc_glGetIntegerv = (PFN_PTRC_GLGETINTEGERVPROC)IntGetProcAddress("glGetIntegerv"); + _ptrc_glGetIntegerv(pname, data); +} + +static const GLubyte * CODEGEN_FUNCPTR Switch_GetString(GLenum name) +{ + _ptrc_glGetString = (PFN_PTRC_GLGETSTRINGPROC)IntGetProcAddress("glGetString"); + return _ptrc_glGetString(name); +} + +static void CODEGEN_FUNCPTR Switch_GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void * pixels) +{ + _ptrc_glGetTexImage = (PFN_PTRC_GLGETTEXIMAGEPROC)IntGetProcAddress("glGetTexImage"); + _ptrc_glGetTexImage(target, level, format, type, pixels); +} + +static void CODEGEN_FUNCPTR Switch_GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params) +{ + _ptrc_glGetTexLevelParameterfv = (PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC)IntGetProcAddress("glGetTexLevelParameterfv"); + _ptrc_glGetTexLevelParameterfv(target, level, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params) +{ + _ptrc_glGetTexLevelParameteriv = (PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC)IntGetProcAddress("glGetTexLevelParameteriv"); + _ptrc_glGetTexLevelParameteriv(target, level, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetTexParameterfv(GLenum target, GLenum pname, GLfloat * params) +{ + _ptrc_glGetTexParameterfv = (PFN_PTRC_GLGETTEXPARAMETERFVPROC)IntGetProcAddress("glGetTexParameterfv"); + _ptrc_glGetTexParameterfv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetTexParameteriv(GLenum target, GLenum pname, GLint * params) +{ + _ptrc_glGetTexParameteriv = (PFN_PTRC_GLGETTEXPARAMETERIVPROC)IntGetProcAddress("glGetTexParameteriv"); + _ptrc_glGetTexParameteriv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_Hint(GLenum target, GLenum mode) +{ + _ptrc_glHint = (PFN_PTRC_GLHINTPROC)IntGetProcAddress("glHint"); + _ptrc_glHint(target, mode); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsEnabled(GLenum cap) +{ + _ptrc_glIsEnabled = (PFN_PTRC_GLISENABLEDPROC)IntGetProcAddress("glIsEnabled"); + return _ptrc_glIsEnabled(cap); +} + +static void CODEGEN_FUNCPTR Switch_LineWidth(GLfloat width) +{ + _ptrc_glLineWidth = (PFN_PTRC_GLLINEWIDTHPROC)IntGetProcAddress("glLineWidth"); + _ptrc_glLineWidth(width); +} + +static void CODEGEN_FUNCPTR Switch_LogicOp(GLenum opcode) +{ + _ptrc_glLogicOp = (PFN_PTRC_GLLOGICOPPROC)IntGetProcAddress("glLogicOp"); + _ptrc_glLogicOp(opcode); +} + +static void CODEGEN_FUNCPTR Switch_PixelStoref(GLenum pname, GLfloat param) +{ + _ptrc_glPixelStoref = (PFN_PTRC_GLPIXELSTOREFPROC)IntGetProcAddress("glPixelStoref"); + _ptrc_glPixelStoref(pname, param); +} + +static void CODEGEN_FUNCPTR Switch_PixelStorei(GLenum pname, GLint param) +{ + _ptrc_glPixelStorei = (PFN_PTRC_GLPIXELSTOREIPROC)IntGetProcAddress("glPixelStorei"); + _ptrc_glPixelStorei(pname, param); +} + +static void CODEGEN_FUNCPTR Switch_PointSize(GLfloat size) +{ + _ptrc_glPointSize = (PFN_PTRC_GLPOINTSIZEPROC)IntGetProcAddress("glPointSize"); + _ptrc_glPointSize(size); +} + +static void CODEGEN_FUNCPTR Switch_PolygonMode(GLenum face, GLenum mode) +{ + _ptrc_glPolygonMode = (PFN_PTRC_GLPOLYGONMODEPROC)IntGetProcAddress("glPolygonMode"); + _ptrc_glPolygonMode(face, mode); +} + +static void CODEGEN_FUNCPTR Switch_ReadBuffer(GLenum src) +{ + _ptrc_glReadBuffer = (PFN_PTRC_GLREADBUFFERPROC)IntGetProcAddress("glReadBuffer"); + _ptrc_glReadBuffer(src); +} + +static void CODEGEN_FUNCPTR Switch_ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels) +{ + _ptrc_glReadPixels = (PFN_PTRC_GLREADPIXELSPROC)IntGetProcAddress("glReadPixels"); + _ptrc_glReadPixels(x, y, width, height, format, type, pixels); +} + +static void CODEGEN_FUNCPTR Switch_Scissor(GLint x, GLint y, GLsizei width, GLsizei height) +{ + _ptrc_glScissor = (PFN_PTRC_GLSCISSORPROC)IntGetProcAddress("glScissor"); + _ptrc_glScissor(x, y, width, height); +} + +static void CODEGEN_FUNCPTR Switch_StencilFunc(GLenum func, GLint ref, GLuint mask) +{ + _ptrc_glStencilFunc = (PFN_PTRC_GLSTENCILFUNCPROC)IntGetProcAddress("glStencilFunc"); + _ptrc_glStencilFunc(func, ref, mask); +} + +static void CODEGEN_FUNCPTR Switch_StencilMask(GLuint mask) +{ + _ptrc_glStencilMask = (PFN_PTRC_GLSTENCILMASKPROC)IntGetProcAddress("glStencilMask"); + _ptrc_glStencilMask(mask); +} + +static void CODEGEN_FUNCPTR Switch_StencilOp(GLenum fail, GLenum zfail, GLenum zpass) +{ + _ptrc_glStencilOp = (PFN_PTRC_GLSTENCILOPPROC)IntGetProcAddress("glStencilOp"); + _ptrc_glStencilOp(fail, zfail, zpass); +} + +static void CODEGEN_FUNCPTR Switch_TexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels) +{ + _ptrc_glTexImage1D = (PFN_PTRC_GLTEXIMAGE1DPROC)IntGetProcAddress("glTexImage1D"); + _ptrc_glTexImage1D(target, level, internalformat, width, border, format, type, pixels); +} + +static void CODEGEN_FUNCPTR Switch_TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels) +{ + _ptrc_glTexImage2D = (PFN_PTRC_GLTEXIMAGE2DPROC)IntGetProcAddress("glTexImage2D"); + _ptrc_glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); +} + +static void CODEGEN_FUNCPTR Switch_TexParameterf(GLenum target, GLenum pname, GLfloat param) +{ + _ptrc_glTexParameterf = (PFN_PTRC_GLTEXPARAMETERFPROC)IntGetProcAddress("glTexParameterf"); + _ptrc_glTexParameterf(target, pname, param); +} + +static void CODEGEN_FUNCPTR Switch_TexParameterfv(GLenum target, GLenum pname, const GLfloat * params) +{ + _ptrc_glTexParameterfv = (PFN_PTRC_GLTEXPARAMETERFVPROC)IntGetProcAddress("glTexParameterfv"); + _ptrc_glTexParameterfv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_TexParameteri(GLenum target, GLenum pname, GLint param) +{ + _ptrc_glTexParameteri = (PFN_PTRC_GLTEXPARAMETERIPROC)IntGetProcAddress("glTexParameteri"); + _ptrc_glTexParameteri(target, pname, param); +} + +static void CODEGEN_FUNCPTR Switch_TexParameteriv(GLenum target, GLenum pname, const GLint * params) +{ + _ptrc_glTexParameteriv = (PFN_PTRC_GLTEXPARAMETERIVPROC)IntGetProcAddress("glTexParameteriv"); + _ptrc_glTexParameteriv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_Viewport(GLint x, GLint y, GLsizei width, GLsizei height) +{ + _ptrc_glViewport = (PFN_PTRC_GLVIEWPORTPROC)IntGetProcAddress("glViewport"); + _ptrc_glViewport(x, y, width, height); +} + + +/* Extension: 1.1*/ +static void CODEGEN_FUNCPTR Switch_BindTexture(GLenum target, GLuint texture) +{ + _ptrc_glBindTexture = (PFN_PTRC_GLBINDTEXTUREPROC)IntGetProcAddress("glBindTexture"); + _ptrc_glBindTexture(target, texture); +} + +static void CODEGEN_FUNCPTR Switch_CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) +{ + _ptrc_glCopyTexImage1D = (PFN_PTRC_GLCOPYTEXIMAGE1DPROC)IntGetProcAddress("glCopyTexImage1D"); + _ptrc_glCopyTexImage1D(target, level, internalformat, x, y, width, border); +} + +static void CODEGEN_FUNCPTR Switch_CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) +{ + _ptrc_glCopyTexImage2D = (PFN_PTRC_GLCOPYTEXIMAGE2DPROC)IntGetProcAddress("glCopyTexImage2D"); + _ptrc_glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); +} + +static void CODEGEN_FUNCPTR Switch_CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) +{ + _ptrc_glCopyTexSubImage1D = (PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC)IntGetProcAddress("glCopyTexSubImage1D"); + _ptrc_glCopyTexSubImage1D(target, level, xoffset, x, y, width); +} + +static void CODEGEN_FUNCPTR Switch_CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) +{ + _ptrc_glCopyTexSubImage2D = (PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC)IntGetProcAddress("glCopyTexSubImage2D"); + _ptrc_glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); +} + +static void CODEGEN_FUNCPTR Switch_DeleteTextures(GLsizei n, const GLuint * textures) +{ + _ptrc_glDeleteTextures = (PFN_PTRC_GLDELETETEXTURESPROC)IntGetProcAddress("glDeleteTextures"); + _ptrc_glDeleteTextures(n, textures); +} + +static void CODEGEN_FUNCPTR Switch_DrawArrays(GLenum mode, GLint first, GLsizei count) +{ + _ptrc_glDrawArrays = (PFN_PTRC_GLDRAWARRAYSPROC)IntGetProcAddress("glDrawArrays"); + _ptrc_glDrawArrays(mode, first, count); +} + +static void CODEGEN_FUNCPTR Switch_DrawElements(GLenum mode, GLsizei count, GLenum type, const void * indices) +{ + _ptrc_glDrawElements = (PFN_PTRC_GLDRAWELEMENTSPROC)IntGetProcAddress("glDrawElements"); + _ptrc_glDrawElements(mode, count, type, indices); +} + +static void CODEGEN_FUNCPTR Switch_GenTextures(GLsizei n, GLuint * textures) +{ + _ptrc_glGenTextures = (PFN_PTRC_GLGENTEXTURESPROC)IntGetProcAddress("glGenTextures"); + _ptrc_glGenTextures(n, textures); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsTexture(GLuint texture) +{ + _ptrc_glIsTexture = (PFN_PTRC_GLISTEXTUREPROC)IntGetProcAddress("glIsTexture"); + return _ptrc_glIsTexture(texture); +} + +static void CODEGEN_FUNCPTR Switch_PolygonOffset(GLfloat factor, GLfloat units) +{ + _ptrc_glPolygonOffset = (PFN_PTRC_GLPOLYGONOFFSETPROC)IntGetProcAddress("glPolygonOffset"); + _ptrc_glPolygonOffset(factor, units); +} + +static void CODEGEN_FUNCPTR Switch_TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels) +{ + _ptrc_glTexSubImage1D = (PFN_PTRC_GLTEXSUBIMAGE1DPROC)IntGetProcAddress("glTexSubImage1D"); + _ptrc_glTexSubImage1D(target, level, xoffset, width, format, type, pixels); +} + +static void CODEGEN_FUNCPTR Switch_TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels) +{ + _ptrc_glTexSubImage2D = (PFN_PTRC_GLTEXSUBIMAGE2DPROC)IntGetProcAddress("glTexSubImage2D"); + _ptrc_glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); +} + + +/* Extension: 1.2*/ +static void CODEGEN_FUNCPTR Switch_CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) +{ + _ptrc_glCopyTexSubImage3D = (PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC)IntGetProcAddress("glCopyTexSubImage3D"); + _ptrc_glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); +} + +static void CODEGEN_FUNCPTR Switch_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices) +{ + _ptrc_glDrawRangeElements = (PFN_PTRC_GLDRAWRANGEELEMENTSPROC)IntGetProcAddress("glDrawRangeElements"); + _ptrc_glDrawRangeElements(mode, start, end, count, type, indices); +} + +static void CODEGEN_FUNCPTR Switch_TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels) +{ + _ptrc_glTexImage3D = (PFN_PTRC_GLTEXIMAGE3DPROC)IntGetProcAddress("glTexImage3D"); + _ptrc_glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); +} + +static void CODEGEN_FUNCPTR Switch_TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels) +{ + _ptrc_glTexSubImage3D = (PFN_PTRC_GLTEXSUBIMAGE3DPROC)IntGetProcAddress("glTexSubImage3D"); + _ptrc_glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); +} + + +/* Extension: 1.3*/ +static void CODEGEN_FUNCPTR Switch_ActiveTexture(GLenum texture) +{ + _ptrc_glActiveTexture = (PFN_PTRC_GLACTIVETEXTUREPROC)IntGetProcAddress("glActiveTexture"); + _ptrc_glActiveTexture(texture); +} + +static void CODEGEN_FUNCPTR Switch_CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data) +{ + _ptrc_glCompressedTexImage1D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC)IntGetProcAddress("glCompressedTexImage1D"); + _ptrc_glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data); +} + +static void CODEGEN_FUNCPTR Switch_CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data) +{ + _ptrc_glCompressedTexImage2D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC)IntGetProcAddress("glCompressedTexImage2D"); + _ptrc_glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); +} + +static void CODEGEN_FUNCPTR Switch_CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data) +{ + _ptrc_glCompressedTexImage3D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC)IntGetProcAddress("glCompressedTexImage3D"); + _ptrc_glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); +} + +static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data) +{ + _ptrc_glCompressedTexSubImage1D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC)IntGetProcAddress("glCompressedTexSubImage1D"); + _ptrc_glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); +} + +static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data) +{ + _ptrc_glCompressedTexSubImage2D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC)IntGetProcAddress("glCompressedTexSubImage2D"); + _ptrc_glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); +} + +static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data) +{ + _ptrc_glCompressedTexSubImage3D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC)IntGetProcAddress("glCompressedTexSubImage3D"); + _ptrc_glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); +} + +static void CODEGEN_FUNCPTR Switch_GetCompressedTexImage(GLenum target, GLint level, void * img) +{ + _ptrc_glGetCompressedTexImage = (PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC)IntGetProcAddress("glGetCompressedTexImage"); + _ptrc_glGetCompressedTexImage(target, level, img); +} + +static void CODEGEN_FUNCPTR Switch_SampleCoverage(GLfloat value, GLboolean invert) +{ + _ptrc_glSampleCoverage = (PFN_PTRC_GLSAMPLECOVERAGEPROC)IntGetProcAddress("glSampleCoverage"); + _ptrc_glSampleCoverage(value, invert); +} + + +/* Extension: 1.4*/ +static void CODEGEN_FUNCPTR Switch_BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) +{ + _ptrc_glBlendColor = (PFN_PTRC_GLBLENDCOLORPROC)IntGetProcAddress("glBlendColor"); + _ptrc_glBlendColor(red, green, blue, alpha); +} + +static void CODEGEN_FUNCPTR Switch_BlendEquation(GLenum mode) +{ + _ptrc_glBlendEquation = (PFN_PTRC_GLBLENDEQUATIONPROC)IntGetProcAddress("glBlendEquation"); + _ptrc_glBlendEquation(mode); +} + +static void CODEGEN_FUNCPTR Switch_BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) +{ + _ptrc_glBlendFuncSeparate = (PFN_PTRC_GLBLENDFUNCSEPARATEPROC)IntGetProcAddress("glBlendFuncSeparate"); + _ptrc_glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); +} + +static void CODEGEN_FUNCPTR Switch_MultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount) +{ + _ptrc_glMultiDrawArrays = (PFN_PTRC_GLMULTIDRAWARRAYSPROC)IntGetProcAddress("glMultiDrawArrays"); + _ptrc_glMultiDrawArrays(mode, first, count, drawcount); +} + +static void CODEGEN_FUNCPTR Switch_MultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount) +{ + _ptrc_glMultiDrawElements = (PFN_PTRC_GLMULTIDRAWELEMENTSPROC)IntGetProcAddress("glMultiDrawElements"); + _ptrc_glMultiDrawElements(mode, count, type, indices, drawcount); +} + +static void CODEGEN_FUNCPTR Switch_PointParameterf(GLenum pname, GLfloat param) +{ + _ptrc_glPointParameterf = (PFN_PTRC_GLPOINTPARAMETERFPROC)IntGetProcAddress("glPointParameterf"); + _ptrc_glPointParameterf(pname, param); +} + +static void CODEGEN_FUNCPTR Switch_PointParameterfv(GLenum pname, const GLfloat * params) +{ + _ptrc_glPointParameterfv = (PFN_PTRC_GLPOINTPARAMETERFVPROC)IntGetProcAddress("glPointParameterfv"); + _ptrc_glPointParameterfv(pname, params); +} + +static void CODEGEN_FUNCPTR Switch_PointParameteri(GLenum pname, GLint param) +{ + _ptrc_glPointParameteri = (PFN_PTRC_GLPOINTPARAMETERIPROC)IntGetProcAddress("glPointParameteri"); + _ptrc_glPointParameteri(pname, param); +} + +static void CODEGEN_FUNCPTR Switch_PointParameteriv(GLenum pname, const GLint * params) +{ + _ptrc_glPointParameteriv = (PFN_PTRC_GLPOINTPARAMETERIVPROC)IntGetProcAddress("glPointParameteriv"); + _ptrc_glPointParameteriv(pname, params); +} + + +/* Extension: 1.5*/ +static void CODEGEN_FUNCPTR Switch_BeginQuery(GLenum target, GLuint id) +{ + _ptrc_glBeginQuery = (PFN_PTRC_GLBEGINQUERYPROC)IntGetProcAddress("glBeginQuery"); + _ptrc_glBeginQuery(target, id); +} + +static void CODEGEN_FUNCPTR Switch_BindBuffer(GLenum target, GLuint buffer) +{ + _ptrc_glBindBuffer = (PFN_PTRC_GLBINDBUFFERPROC)IntGetProcAddress("glBindBuffer"); + _ptrc_glBindBuffer(target, buffer); +} + +static void CODEGEN_FUNCPTR Switch_BufferData(GLenum target, GLsizeiptr size, const void * data, GLenum usage) +{ + _ptrc_glBufferData = (PFN_PTRC_GLBUFFERDATAPROC)IntGetProcAddress("glBufferData"); + _ptrc_glBufferData(target, size, data, usage); +} + +static void CODEGEN_FUNCPTR Switch_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void * data) +{ + _ptrc_glBufferSubData = (PFN_PTRC_GLBUFFERSUBDATAPROC)IntGetProcAddress("glBufferSubData"); + _ptrc_glBufferSubData(target, offset, size, data); +} + +static void CODEGEN_FUNCPTR Switch_DeleteBuffers(GLsizei n, const GLuint * buffers) +{ + _ptrc_glDeleteBuffers = (PFN_PTRC_GLDELETEBUFFERSPROC)IntGetProcAddress("glDeleteBuffers"); + _ptrc_glDeleteBuffers(n, buffers); +} + +static void CODEGEN_FUNCPTR Switch_DeleteQueries(GLsizei n, const GLuint * ids) +{ + _ptrc_glDeleteQueries = (PFN_PTRC_GLDELETEQUERIESPROC)IntGetProcAddress("glDeleteQueries"); + _ptrc_glDeleteQueries(n, ids); +} + +static void CODEGEN_FUNCPTR Switch_EndQuery(GLenum target) +{ + _ptrc_glEndQuery = (PFN_PTRC_GLENDQUERYPROC)IntGetProcAddress("glEndQuery"); + _ptrc_glEndQuery(target); +} + +static void CODEGEN_FUNCPTR Switch_GenBuffers(GLsizei n, GLuint * buffers) +{ + _ptrc_glGenBuffers = (PFN_PTRC_GLGENBUFFERSPROC)IntGetProcAddress("glGenBuffers"); + _ptrc_glGenBuffers(n, buffers); +} + +static void CODEGEN_FUNCPTR Switch_GenQueries(GLsizei n, GLuint * ids) +{ + _ptrc_glGenQueries = (PFN_PTRC_GLGENQUERIESPROC)IntGetProcAddress("glGenQueries"); + _ptrc_glGenQueries(n, ids); +} + +static void CODEGEN_FUNCPTR Switch_GetBufferParameteriv(GLenum target, GLenum pname, GLint * params) +{ + _ptrc_glGetBufferParameteriv = (PFN_PTRC_GLGETBUFFERPARAMETERIVPROC)IntGetProcAddress("glGetBufferParameteriv"); + _ptrc_glGetBufferParameteriv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetBufferPointerv(GLenum target, GLenum pname, void ** params) +{ + _ptrc_glGetBufferPointerv = (PFN_PTRC_GLGETBUFFERPOINTERVPROC)IntGetProcAddress("glGetBufferPointerv"); + _ptrc_glGetBufferPointerv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void * data) +{ + _ptrc_glGetBufferSubData = (PFN_PTRC_GLGETBUFFERSUBDATAPROC)IntGetProcAddress("glGetBufferSubData"); + _ptrc_glGetBufferSubData(target, offset, size, data); +} + +static void CODEGEN_FUNCPTR Switch_GetQueryObjectiv(GLuint id, GLenum pname, GLint * params) +{ + _ptrc_glGetQueryObjectiv = (PFN_PTRC_GLGETQUERYOBJECTIVPROC)IntGetProcAddress("glGetQueryObjectiv"); + _ptrc_glGetQueryObjectiv(id, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params) +{ + _ptrc_glGetQueryObjectuiv = (PFN_PTRC_GLGETQUERYOBJECTUIVPROC)IntGetProcAddress("glGetQueryObjectuiv"); + _ptrc_glGetQueryObjectuiv(id, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetQueryiv(GLenum target, GLenum pname, GLint * params) +{ + _ptrc_glGetQueryiv = (PFN_PTRC_GLGETQUERYIVPROC)IntGetProcAddress("glGetQueryiv"); + _ptrc_glGetQueryiv(target, pname, params); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsBuffer(GLuint buffer) +{ + _ptrc_glIsBuffer = (PFN_PTRC_GLISBUFFERPROC)IntGetProcAddress("glIsBuffer"); + return _ptrc_glIsBuffer(buffer); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsQuery(GLuint id) +{ + _ptrc_glIsQuery = (PFN_PTRC_GLISQUERYPROC)IntGetProcAddress("glIsQuery"); + return _ptrc_glIsQuery(id); +} + +static void * CODEGEN_FUNCPTR Switch_MapBuffer(GLenum target, GLenum access) +{ + _ptrc_glMapBuffer = (PFN_PTRC_GLMAPBUFFERPROC)IntGetProcAddress("glMapBuffer"); + return _ptrc_glMapBuffer(target, access); +} + +static GLboolean CODEGEN_FUNCPTR Switch_UnmapBuffer(GLenum target) +{ + _ptrc_glUnmapBuffer = (PFN_PTRC_GLUNMAPBUFFERPROC)IntGetProcAddress("glUnmapBuffer"); + return _ptrc_glUnmapBuffer(target); +} + + +/* Extension: 2.0*/ +static void CODEGEN_FUNCPTR Switch_AttachShader(GLuint program, GLuint shader) +{ + _ptrc_glAttachShader = (PFN_PTRC_GLATTACHSHADERPROC)IntGetProcAddress("glAttachShader"); + _ptrc_glAttachShader(program, shader); +} + +static void CODEGEN_FUNCPTR Switch_BindAttribLocation(GLuint program, GLuint index, const GLchar * name) +{ + _ptrc_glBindAttribLocation = (PFN_PTRC_GLBINDATTRIBLOCATIONPROC)IntGetProcAddress("glBindAttribLocation"); + _ptrc_glBindAttribLocation(program, index, name); +} + +static void CODEGEN_FUNCPTR Switch_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) +{ + _ptrc_glBlendEquationSeparate = (PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC)IntGetProcAddress("glBlendEquationSeparate"); + _ptrc_glBlendEquationSeparate(modeRGB, modeAlpha); +} + +static void CODEGEN_FUNCPTR Switch_CompileShader(GLuint shader) +{ + _ptrc_glCompileShader = (PFN_PTRC_GLCOMPILESHADERPROC)IntGetProcAddress("glCompileShader"); + _ptrc_glCompileShader(shader); +} + +static GLuint CODEGEN_FUNCPTR Switch_CreateProgram(void) +{ + _ptrc_glCreateProgram = (PFN_PTRC_GLCREATEPROGRAMPROC)IntGetProcAddress("glCreateProgram"); + return _ptrc_glCreateProgram(); +} + +static GLuint CODEGEN_FUNCPTR Switch_CreateShader(GLenum type) +{ + _ptrc_glCreateShader = (PFN_PTRC_GLCREATESHADERPROC)IntGetProcAddress("glCreateShader"); + return _ptrc_glCreateShader(type); +} + +static void CODEGEN_FUNCPTR Switch_DeleteProgram(GLuint program) +{ + _ptrc_glDeleteProgram = (PFN_PTRC_GLDELETEPROGRAMPROC)IntGetProcAddress("glDeleteProgram"); + _ptrc_glDeleteProgram(program); +} + +static void CODEGEN_FUNCPTR Switch_DeleteShader(GLuint shader) +{ + _ptrc_glDeleteShader = (PFN_PTRC_GLDELETESHADERPROC)IntGetProcAddress("glDeleteShader"); + _ptrc_glDeleteShader(shader); +} + +static void CODEGEN_FUNCPTR Switch_DetachShader(GLuint program, GLuint shader) +{ + _ptrc_glDetachShader = (PFN_PTRC_GLDETACHSHADERPROC)IntGetProcAddress("glDetachShader"); + _ptrc_glDetachShader(program, shader); +} + +static void CODEGEN_FUNCPTR Switch_DisableVertexAttribArray(GLuint index) +{ + _ptrc_glDisableVertexAttribArray = (PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC)IntGetProcAddress("glDisableVertexAttribArray"); + _ptrc_glDisableVertexAttribArray(index); +} + +static void CODEGEN_FUNCPTR Switch_DrawBuffers(GLsizei n, const GLenum * bufs) +{ + _ptrc_glDrawBuffers = (PFN_PTRC_GLDRAWBUFFERSPROC)IntGetProcAddress("glDrawBuffers"); + _ptrc_glDrawBuffers(n, bufs); +} + +static void CODEGEN_FUNCPTR Switch_EnableVertexAttribArray(GLuint index) +{ + _ptrc_glEnableVertexAttribArray = (PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC)IntGetProcAddress("glEnableVertexAttribArray"); + _ptrc_glEnableVertexAttribArray(index); +} + +static void CODEGEN_FUNCPTR Switch_GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name) +{ + _ptrc_glGetActiveAttrib = (PFN_PTRC_GLGETACTIVEATTRIBPROC)IntGetProcAddress("glGetActiveAttrib"); + _ptrc_glGetActiveAttrib(program, index, bufSize, length, size, type, name); +} + +static void CODEGEN_FUNCPTR Switch_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name) +{ + _ptrc_glGetActiveUniform = (PFN_PTRC_GLGETACTIVEUNIFORMPROC)IntGetProcAddress("glGetActiveUniform"); + _ptrc_glGetActiveUniform(program, index, bufSize, length, size, type, name); +} + +static void CODEGEN_FUNCPTR Switch_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders) +{ + _ptrc_glGetAttachedShaders = (PFN_PTRC_GLGETATTACHEDSHADERSPROC)IntGetProcAddress("glGetAttachedShaders"); + _ptrc_glGetAttachedShaders(program, maxCount, count, shaders); +} + +static GLint CODEGEN_FUNCPTR Switch_GetAttribLocation(GLuint program, const GLchar * name) +{ + _ptrc_glGetAttribLocation = (PFN_PTRC_GLGETATTRIBLOCATIONPROC)IntGetProcAddress("glGetAttribLocation"); + return _ptrc_glGetAttribLocation(program, name); +} + +static void CODEGEN_FUNCPTR Switch_GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog) +{ + _ptrc_glGetProgramInfoLog = (PFN_PTRC_GLGETPROGRAMINFOLOGPROC)IntGetProcAddress("glGetProgramInfoLog"); + _ptrc_glGetProgramInfoLog(program, bufSize, length, infoLog); +} + +static void CODEGEN_FUNCPTR Switch_GetProgramiv(GLuint program, GLenum pname, GLint * params) +{ + _ptrc_glGetProgramiv = (PFN_PTRC_GLGETPROGRAMIVPROC)IntGetProcAddress("glGetProgramiv"); + _ptrc_glGetProgramiv(program, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog) +{ + _ptrc_glGetShaderInfoLog = (PFN_PTRC_GLGETSHADERINFOLOGPROC)IntGetProcAddress("glGetShaderInfoLog"); + _ptrc_glGetShaderInfoLog(shader, bufSize, length, infoLog); +} + +static void CODEGEN_FUNCPTR Switch_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source) +{ + _ptrc_glGetShaderSource = (PFN_PTRC_GLGETSHADERSOURCEPROC)IntGetProcAddress("glGetShaderSource"); + _ptrc_glGetShaderSource(shader, bufSize, length, source); +} + +static void CODEGEN_FUNCPTR Switch_GetShaderiv(GLuint shader, GLenum pname, GLint * params) +{ + _ptrc_glGetShaderiv = (PFN_PTRC_GLGETSHADERIVPROC)IntGetProcAddress("glGetShaderiv"); + _ptrc_glGetShaderiv(shader, pname, params); +} + +static GLint CODEGEN_FUNCPTR Switch_GetUniformLocation(GLuint program, const GLchar * name) +{ + _ptrc_glGetUniformLocation = (PFN_PTRC_GLGETUNIFORMLOCATIONPROC)IntGetProcAddress("glGetUniformLocation"); + return _ptrc_glGetUniformLocation(program, name); +} + +static void CODEGEN_FUNCPTR Switch_GetUniformfv(GLuint program, GLint location, GLfloat * params) +{ + _ptrc_glGetUniformfv = (PFN_PTRC_GLGETUNIFORMFVPROC)IntGetProcAddress("glGetUniformfv"); + _ptrc_glGetUniformfv(program, location, params); +} + +static void CODEGEN_FUNCPTR Switch_GetUniformiv(GLuint program, GLint location, GLint * params) +{ + _ptrc_glGetUniformiv = (PFN_PTRC_GLGETUNIFORMIVPROC)IntGetProcAddress("glGetUniformiv"); + _ptrc_glGetUniformiv(program, location, params); +} + +static void CODEGEN_FUNCPTR Switch_GetVertexAttribPointerv(GLuint index, GLenum pname, void ** pointer) +{ + _ptrc_glGetVertexAttribPointerv = (PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC)IntGetProcAddress("glGetVertexAttribPointerv"); + _ptrc_glGetVertexAttribPointerv(index, pname, pointer); +} + +static void CODEGEN_FUNCPTR Switch_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params) +{ + _ptrc_glGetVertexAttribdv = (PFN_PTRC_GLGETVERTEXATTRIBDVPROC)IntGetProcAddress("glGetVertexAttribdv"); + _ptrc_glGetVertexAttribdv(index, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params) +{ + _ptrc_glGetVertexAttribfv = (PFN_PTRC_GLGETVERTEXATTRIBFVPROC)IntGetProcAddress("glGetVertexAttribfv"); + _ptrc_glGetVertexAttribfv(index, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetVertexAttribiv(GLuint index, GLenum pname, GLint * params) +{ + _ptrc_glGetVertexAttribiv = (PFN_PTRC_GLGETVERTEXATTRIBIVPROC)IntGetProcAddress("glGetVertexAttribiv"); + _ptrc_glGetVertexAttribiv(index, pname, params); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsProgram(GLuint program) +{ + _ptrc_glIsProgram = (PFN_PTRC_GLISPROGRAMPROC)IntGetProcAddress("glIsProgram"); + return _ptrc_glIsProgram(program); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsShader(GLuint shader) +{ + _ptrc_glIsShader = (PFN_PTRC_GLISSHADERPROC)IntGetProcAddress("glIsShader"); + return _ptrc_glIsShader(shader); +} + +static void CODEGEN_FUNCPTR Switch_LinkProgram(GLuint program) +{ + _ptrc_glLinkProgram = (PFN_PTRC_GLLINKPROGRAMPROC)IntGetProcAddress("glLinkProgram"); + _ptrc_glLinkProgram(program); +} + +static void CODEGEN_FUNCPTR Switch_ShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length) +{ + _ptrc_glShaderSource = (PFN_PTRC_GLSHADERSOURCEPROC)IntGetProcAddress("glShaderSource"); + _ptrc_glShaderSource(shader, count, string, length); +} + +static void CODEGEN_FUNCPTR Switch_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ + _ptrc_glStencilFuncSeparate = (PFN_PTRC_GLSTENCILFUNCSEPARATEPROC)IntGetProcAddress("glStencilFuncSeparate"); + _ptrc_glStencilFuncSeparate(face, func, ref, mask); +} + +static void CODEGEN_FUNCPTR Switch_StencilMaskSeparate(GLenum face, GLuint mask) +{ + _ptrc_glStencilMaskSeparate = (PFN_PTRC_GLSTENCILMASKSEPARATEPROC)IntGetProcAddress("glStencilMaskSeparate"); + _ptrc_glStencilMaskSeparate(face, mask); +} + +static void CODEGEN_FUNCPTR Switch_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) +{ + _ptrc_glStencilOpSeparate = (PFN_PTRC_GLSTENCILOPSEPARATEPROC)IntGetProcAddress("glStencilOpSeparate"); + _ptrc_glStencilOpSeparate(face, sfail, dpfail, dppass); +} + +static void CODEGEN_FUNCPTR Switch_Uniform1f(GLint location, GLfloat v0) +{ + _ptrc_glUniform1f = (PFN_PTRC_GLUNIFORM1FPROC)IntGetProcAddress("glUniform1f"); + _ptrc_glUniform1f(location, v0); +} + +static void CODEGEN_FUNCPTR Switch_Uniform1fv(GLint location, GLsizei count, const GLfloat * value) +{ + _ptrc_glUniform1fv = (PFN_PTRC_GLUNIFORM1FVPROC)IntGetProcAddress("glUniform1fv"); + _ptrc_glUniform1fv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform1i(GLint location, GLint v0) +{ + _ptrc_glUniform1i = (PFN_PTRC_GLUNIFORM1IPROC)IntGetProcAddress("glUniform1i"); + _ptrc_glUniform1i(location, v0); +} + +static void CODEGEN_FUNCPTR Switch_Uniform1iv(GLint location, GLsizei count, const GLint * value) +{ + _ptrc_glUniform1iv = (PFN_PTRC_GLUNIFORM1IVPROC)IntGetProcAddress("glUniform1iv"); + _ptrc_glUniform1iv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform2f(GLint location, GLfloat v0, GLfloat v1) +{ + _ptrc_glUniform2f = (PFN_PTRC_GLUNIFORM2FPROC)IntGetProcAddress("glUniform2f"); + _ptrc_glUniform2f(location, v0, v1); +} + +static void CODEGEN_FUNCPTR Switch_Uniform2fv(GLint location, GLsizei count, const GLfloat * value) +{ + _ptrc_glUniform2fv = (PFN_PTRC_GLUNIFORM2FVPROC)IntGetProcAddress("glUniform2fv"); + _ptrc_glUniform2fv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform2i(GLint location, GLint v0, GLint v1) +{ + _ptrc_glUniform2i = (PFN_PTRC_GLUNIFORM2IPROC)IntGetProcAddress("glUniform2i"); + _ptrc_glUniform2i(location, v0, v1); +} + +static void CODEGEN_FUNCPTR Switch_Uniform2iv(GLint location, GLsizei count, const GLint * value) +{ + _ptrc_glUniform2iv = (PFN_PTRC_GLUNIFORM2IVPROC)IntGetProcAddress("glUniform2iv"); + _ptrc_glUniform2iv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) +{ + _ptrc_glUniform3f = (PFN_PTRC_GLUNIFORM3FPROC)IntGetProcAddress("glUniform3f"); + _ptrc_glUniform3f(location, v0, v1, v2); +} + +static void CODEGEN_FUNCPTR Switch_Uniform3fv(GLint location, GLsizei count, const GLfloat * value) +{ + _ptrc_glUniform3fv = (PFN_PTRC_GLUNIFORM3FVPROC)IntGetProcAddress("glUniform3fv"); + _ptrc_glUniform3fv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) +{ + _ptrc_glUniform3i = (PFN_PTRC_GLUNIFORM3IPROC)IntGetProcAddress("glUniform3i"); + _ptrc_glUniform3i(location, v0, v1, v2); +} + +static void CODEGEN_FUNCPTR Switch_Uniform3iv(GLint location, GLsizei count, const GLint * value) +{ + _ptrc_glUniform3iv = (PFN_PTRC_GLUNIFORM3IVPROC)IntGetProcAddress("glUniform3iv"); + _ptrc_glUniform3iv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) +{ + _ptrc_glUniform4f = (PFN_PTRC_GLUNIFORM4FPROC)IntGetProcAddress("glUniform4f"); + _ptrc_glUniform4f(location, v0, v1, v2, v3); +} + +static void CODEGEN_FUNCPTR Switch_Uniform4fv(GLint location, GLsizei count, const GLfloat * value) +{ + _ptrc_glUniform4fv = (PFN_PTRC_GLUNIFORM4FVPROC)IntGetProcAddress("glUniform4fv"); + _ptrc_glUniform4fv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) +{ + _ptrc_glUniform4i = (PFN_PTRC_GLUNIFORM4IPROC)IntGetProcAddress("glUniform4i"); + _ptrc_glUniform4i(location, v0, v1, v2, v3); +} + +static void CODEGEN_FUNCPTR Switch_Uniform4iv(GLint location, GLsizei count, const GLint * value) +{ + _ptrc_glUniform4iv = (PFN_PTRC_GLUNIFORM4IVPROC)IntGetProcAddress("glUniform4iv"); + _ptrc_glUniform4iv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix2fv = (PFN_PTRC_GLUNIFORMMATRIX2FVPROC)IntGetProcAddress("glUniformMatrix2fv"); + _ptrc_glUniformMatrix2fv(location, count, transpose, value); +} + +static void CODEGEN_FUNCPTR Switch_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix3fv = (PFN_PTRC_GLUNIFORMMATRIX3FVPROC)IntGetProcAddress("glUniformMatrix3fv"); + _ptrc_glUniformMatrix3fv(location, count, transpose, value); +} + +static void CODEGEN_FUNCPTR Switch_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix4fv = (PFN_PTRC_GLUNIFORMMATRIX4FVPROC)IntGetProcAddress("glUniformMatrix4fv"); + _ptrc_glUniformMatrix4fv(location, count, transpose, value); +} + +static void CODEGEN_FUNCPTR Switch_UseProgram(GLuint program) +{ + _ptrc_glUseProgram = (PFN_PTRC_GLUSEPROGRAMPROC)IntGetProcAddress("glUseProgram"); + _ptrc_glUseProgram(program); +} + +static void CODEGEN_FUNCPTR Switch_ValidateProgram(GLuint program) +{ + _ptrc_glValidateProgram = (PFN_PTRC_GLVALIDATEPROGRAMPROC)IntGetProcAddress("glValidateProgram"); + _ptrc_glValidateProgram(program); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib1d(GLuint index, GLdouble x) +{ + _ptrc_glVertexAttrib1d = (PFN_PTRC_GLVERTEXATTRIB1DPROC)IntGetProcAddress("glVertexAttrib1d"); + _ptrc_glVertexAttrib1d(index, x); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib1dv(GLuint index, const GLdouble * v) +{ + _ptrc_glVertexAttrib1dv = (PFN_PTRC_GLVERTEXATTRIB1DVPROC)IntGetProcAddress("glVertexAttrib1dv"); + _ptrc_glVertexAttrib1dv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib1f(GLuint index, GLfloat x) +{ + _ptrc_glVertexAttrib1f = (PFN_PTRC_GLVERTEXATTRIB1FPROC)IntGetProcAddress("glVertexAttrib1f"); + _ptrc_glVertexAttrib1f(index, x); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib1fv(GLuint index, const GLfloat * v) +{ + _ptrc_glVertexAttrib1fv = (PFN_PTRC_GLVERTEXATTRIB1FVPROC)IntGetProcAddress("glVertexAttrib1fv"); + _ptrc_glVertexAttrib1fv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib1s(GLuint index, GLshort x) +{ + _ptrc_glVertexAttrib1s = (PFN_PTRC_GLVERTEXATTRIB1SPROC)IntGetProcAddress("glVertexAttrib1s"); + _ptrc_glVertexAttrib1s(index, x); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib1sv(GLuint index, const GLshort * v) +{ + _ptrc_glVertexAttrib1sv = (PFN_PTRC_GLVERTEXATTRIB1SVPROC)IntGetProcAddress("glVertexAttrib1sv"); + _ptrc_glVertexAttrib1sv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y) +{ + _ptrc_glVertexAttrib2d = (PFN_PTRC_GLVERTEXATTRIB2DPROC)IntGetProcAddress("glVertexAttrib2d"); + _ptrc_glVertexAttrib2d(index, x, y); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib2dv(GLuint index, const GLdouble * v) +{ + _ptrc_glVertexAttrib2dv = (PFN_PTRC_GLVERTEXATTRIB2DVPROC)IntGetProcAddress("glVertexAttrib2dv"); + _ptrc_glVertexAttrib2dv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y) +{ + _ptrc_glVertexAttrib2f = (PFN_PTRC_GLVERTEXATTRIB2FPROC)IntGetProcAddress("glVertexAttrib2f"); + _ptrc_glVertexAttrib2f(index, x, y); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib2fv(GLuint index, const GLfloat * v) +{ + _ptrc_glVertexAttrib2fv = (PFN_PTRC_GLVERTEXATTRIB2FVPROC)IntGetProcAddress("glVertexAttrib2fv"); + _ptrc_glVertexAttrib2fv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib2s(GLuint index, GLshort x, GLshort y) +{ + _ptrc_glVertexAttrib2s = (PFN_PTRC_GLVERTEXATTRIB2SPROC)IntGetProcAddress("glVertexAttrib2s"); + _ptrc_glVertexAttrib2s(index, x, y); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib2sv(GLuint index, const GLshort * v) +{ + _ptrc_glVertexAttrib2sv = (PFN_PTRC_GLVERTEXATTRIB2SVPROC)IntGetProcAddress("glVertexAttrib2sv"); + _ptrc_glVertexAttrib2sv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) +{ + _ptrc_glVertexAttrib3d = (PFN_PTRC_GLVERTEXATTRIB3DPROC)IntGetProcAddress("glVertexAttrib3d"); + _ptrc_glVertexAttrib3d(index, x, y, z); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib3dv(GLuint index, const GLdouble * v) +{ + _ptrc_glVertexAttrib3dv = (PFN_PTRC_GLVERTEXATTRIB3DVPROC)IntGetProcAddress("glVertexAttrib3dv"); + _ptrc_glVertexAttrib3dv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) +{ + _ptrc_glVertexAttrib3f = (PFN_PTRC_GLVERTEXATTRIB3FPROC)IntGetProcAddress("glVertexAttrib3f"); + _ptrc_glVertexAttrib3f(index, x, y, z); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib3fv(GLuint index, const GLfloat * v) +{ + _ptrc_glVertexAttrib3fv = (PFN_PTRC_GLVERTEXATTRIB3FVPROC)IntGetProcAddress("glVertexAttrib3fv"); + _ptrc_glVertexAttrib3fv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) +{ + _ptrc_glVertexAttrib3s = (PFN_PTRC_GLVERTEXATTRIB3SPROC)IntGetProcAddress("glVertexAttrib3s"); + _ptrc_glVertexAttrib3s(index, x, y, z); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib3sv(GLuint index, const GLshort * v) +{ + _ptrc_glVertexAttrib3sv = (PFN_PTRC_GLVERTEXATTRIB3SVPROC)IntGetProcAddress("glVertexAttrib3sv"); + _ptrc_glVertexAttrib3sv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nbv(GLuint index, const GLbyte * v) +{ + _ptrc_glVertexAttrib4Nbv = (PFN_PTRC_GLVERTEXATTRIB4NBVPROC)IntGetProcAddress("glVertexAttrib4Nbv"); + _ptrc_glVertexAttrib4Nbv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Niv(GLuint index, const GLint * v) +{ + _ptrc_glVertexAttrib4Niv = (PFN_PTRC_GLVERTEXATTRIB4NIVPROC)IntGetProcAddress("glVertexAttrib4Niv"); + _ptrc_glVertexAttrib4Niv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nsv(GLuint index, const GLshort * v) +{ + _ptrc_glVertexAttrib4Nsv = (PFN_PTRC_GLVERTEXATTRIB4NSVPROC)IntGetProcAddress("glVertexAttrib4Nsv"); + _ptrc_glVertexAttrib4Nsv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) +{ + _ptrc_glVertexAttrib4Nub = (PFN_PTRC_GLVERTEXATTRIB4NUBPROC)IntGetProcAddress("glVertexAttrib4Nub"); + _ptrc_glVertexAttrib4Nub(index, x, y, z, w); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nubv(GLuint index, const GLubyte * v) +{ + _ptrc_glVertexAttrib4Nubv = (PFN_PTRC_GLVERTEXATTRIB4NUBVPROC)IntGetProcAddress("glVertexAttrib4Nubv"); + _ptrc_glVertexAttrib4Nubv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nuiv(GLuint index, const GLuint * v) +{ + _ptrc_glVertexAttrib4Nuiv = (PFN_PTRC_GLVERTEXATTRIB4NUIVPROC)IntGetProcAddress("glVertexAttrib4Nuiv"); + _ptrc_glVertexAttrib4Nuiv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nusv(GLuint index, const GLushort * v) +{ + _ptrc_glVertexAttrib4Nusv = (PFN_PTRC_GLVERTEXATTRIB4NUSVPROC)IntGetProcAddress("glVertexAttrib4Nusv"); + _ptrc_glVertexAttrib4Nusv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4bv(GLuint index, const GLbyte * v) +{ + _ptrc_glVertexAttrib4bv = (PFN_PTRC_GLVERTEXATTRIB4BVPROC)IntGetProcAddress("glVertexAttrib4bv"); + _ptrc_glVertexAttrib4bv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + _ptrc_glVertexAttrib4d = (PFN_PTRC_GLVERTEXATTRIB4DPROC)IntGetProcAddress("glVertexAttrib4d"); + _ptrc_glVertexAttrib4d(index, x, y, z, w); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4dv(GLuint index, const GLdouble * v) +{ + _ptrc_glVertexAttrib4dv = (PFN_PTRC_GLVERTEXATTRIB4DVPROC)IntGetProcAddress("glVertexAttrib4dv"); + _ptrc_glVertexAttrib4dv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + _ptrc_glVertexAttrib4f = (PFN_PTRC_GLVERTEXATTRIB4FPROC)IntGetProcAddress("glVertexAttrib4f"); + _ptrc_glVertexAttrib4f(index, x, y, z, w); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4fv(GLuint index, const GLfloat * v) +{ + _ptrc_glVertexAttrib4fv = (PFN_PTRC_GLVERTEXATTRIB4FVPROC)IntGetProcAddress("glVertexAttrib4fv"); + _ptrc_glVertexAttrib4fv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4iv(GLuint index, const GLint * v) +{ + _ptrc_glVertexAttrib4iv = (PFN_PTRC_GLVERTEXATTRIB4IVPROC)IntGetProcAddress("glVertexAttrib4iv"); + _ptrc_glVertexAttrib4iv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) +{ + _ptrc_glVertexAttrib4s = (PFN_PTRC_GLVERTEXATTRIB4SPROC)IntGetProcAddress("glVertexAttrib4s"); + _ptrc_glVertexAttrib4s(index, x, y, z, w); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4sv(GLuint index, const GLshort * v) +{ + _ptrc_glVertexAttrib4sv = (PFN_PTRC_GLVERTEXATTRIB4SVPROC)IntGetProcAddress("glVertexAttrib4sv"); + _ptrc_glVertexAttrib4sv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4ubv(GLuint index, const GLubyte * v) +{ + _ptrc_glVertexAttrib4ubv = (PFN_PTRC_GLVERTEXATTRIB4UBVPROC)IntGetProcAddress("glVertexAttrib4ubv"); + _ptrc_glVertexAttrib4ubv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4uiv(GLuint index, const GLuint * v) +{ + _ptrc_glVertexAttrib4uiv = (PFN_PTRC_GLVERTEXATTRIB4UIVPROC)IntGetProcAddress("glVertexAttrib4uiv"); + _ptrc_glVertexAttrib4uiv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttrib4usv(GLuint index, const GLushort * v) +{ + _ptrc_glVertexAttrib4usv = (PFN_PTRC_GLVERTEXATTRIB4USVPROC)IntGetProcAddress("glVertexAttrib4usv"); + _ptrc_glVertexAttrib4usv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer) +{ + _ptrc_glVertexAttribPointer = (PFN_PTRC_GLVERTEXATTRIBPOINTERPROC)IntGetProcAddress("glVertexAttribPointer"); + _ptrc_glVertexAttribPointer(index, size, type, normalized, stride, pointer); +} + + +/* Extension: 2.1*/ +static void CODEGEN_FUNCPTR Switch_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix2x3fv = (PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC)IntGetProcAddress("glUniformMatrix2x3fv"); + _ptrc_glUniformMatrix2x3fv(location, count, transpose, value); +} + +static void CODEGEN_FUNCPTR Switch_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix2x4fv = (PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC)IntGetProcAddress("glUniformMatrix2x4fv"); + _ptrc_glUniformMatrix2x4fv(location, count, transpose, value); +} + +static void CODEGEN_FUNCPTR Switch_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix3x2fv = (PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC)IntGetProcAddress("glUniformMatrix3x2fv"); + _ptrc_glUniformMatrix3x2fv(location, count, transpose, value); +} + +static void CODEGEN_FUNCPTR Switch_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix3x4fv = (PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC)IntGetProcAddress("glUniformMatrix3x4fv"); + _ptrc_glUniformMatrix3x4fv(location, count, transpose, value); +} + +static void CODEGEN_FUNCPTR Switch_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix4x2fv = (PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC)IntGetProcAddress("glUniformMatrix4x2fv"); + _ptrc_glUniformMatrix4x2fv(location, count, transpose, value); +} + +static void CODEGEN_FUNCPTR Switch_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) +{ + _ptrc_glUniformMatrix4x3fv = (PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC)IntGetProcAddress("glUniformMatrix4x3fv"); + _ptrc_glUniformMatrix4x3fv(location, count, transpose, value); +} + + +/* Extension: 3.0*/ +static void CODEGEN_FUNCPTR Switch_BeginConditionalRender(GLuint id, GLenum mode) +{ + _ptrc_glBeginConditionalRender = (PFN_PTRC_GLBEGINCONDITIONALRENDERPROC)IntGetProcAddress("glBeginConditionalRender"); + _ptrc_glBeginConditionalRender(id, mode); +} + +static void CODEGEN_FUNCPTR Switch_BeginTransformFeedback(GLenum primitiveMode) +{ + _ptrc_glBeginTransformFeedback = (PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC)IntGetProcAddress("glBeginTransformFeedback"); + _ptrc_glBeginTransformFeedback(primitiveMode); +} + +static void CODEGEN_FUNCPTR Switch_BindBufferBase(GLenum target, GLuint index, GLuint buffer) +{ + _ptrc_glBindBufferBase = (PFN_PTRC_GLBINDBUFFERBASEPROC)IntGetProcAddress("glBindBufferBase"); + _ptrc_glBindBufferBase(target, index, buffer); +} + +static void CODEGEN_FUNCPTR Switch_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) +{ + _ptrc_glBindBufferRange = (PFN_PTRC_GLBINDBUFFERRANGEPROC)IntGetProcAddress("glBindBufferRange"); + _ptrc_glBindBufferRange(target, index, buffer, offset, size); +} + +static void CODEGEN_FUNCPTR Switch_BindFragDataLocation(GLuint program, GLuint color, const GLchar * name) +{ + _ptrc_glBindFragDataLocation = (PFN_PTRC_GLBINDFRAGDATALOCATIONPROC)IntGetProcAddress("glBindFragDataLocation"); + _ptrc_glBindFragDataLocation(program, color, name); +} + +static void CODEGEN_FUNCPTR Switch_BindFramebuffer(GLenum target, GLuint framebuffer) +{ + _ptrc_glBindFramebuffer = (PFN_PTRC_GLBINDFRAMEBUFFERPROC)IntGetProcAddress("glBindFramebuffer"); + _ptrc_glBindFramebuffer(target, framebuffer); +} + +static void CODEGEN_FUNCPTR Switch_BindRenderbuffer(GLenum target, GLuint renderbuffer) +{ + _ptrc_glBindRenderbuffer = (PFN_PTRC_GLBINDRENDERBUFFERPROC)IntGetProcAddress("glBindRenderbuffer"); + _ptrc_glBindRenderbuffer(target, renderbuffer); +} + +static void CODEGEN_FUNCPTR Switch_BindVertexArray(GLuint ren_array) +{ + _ptrc_glBindVertexArray = (PFN_PTRC_GLBINDVERTEXARRAYPROC)IntGetProcAddress("glBindVertexArray"); + _ptrc_glBindVertexArray(ren_array); +} + +static void CODEGEN_FUNCPTR Switch_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) +{ + _ptrc_glBlitFramebuffer = (PFN_PTRC_GLBLITFRAMEBUFFERPROC)IntGetProcAddress("glBlitFramebuffer"); + _ptrc_glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); +} + +static GLenum CODEGEN_FUNCPTR Switch_CheckFramebufferStatus(GLenum target) +{ + _ptrc_glCheckFramebufferStatus = (PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC)IntGetProcAddress("glCheckFramebufferStatus"); + return _ptrc_glCheckFramebufferStatus(target); +} + +static void CODEGEN_FUNCPTR Switch_ClampColor(GLenum target, GLenum clamp) +{ + _ptrc_glClampColor = (PFN_PTRC_GLCLAMPCOLORPROC)IntGetProcAddress("glClampColor"); + _ptrc_glClampColor(target, clamp); +} + +static void CODEGEN_FUNCPTR Switch_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) +{ + _ptrc_glClearBufferfi = (PFN_PTRC_GLCLEARBUFFERFIPROC)IntGetProcAddress("glClearBufferfi"); + _ptrc_glClearBufferfi(buffer, drawbuffer, depth, stencil); +} + +static void CODEGEN_FUNCPTR Switch_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value) +{ + _ptrc_glClearBufferfv = (PFN_PTRC_GLCLEARBUFFERFVPROC)IntGetProcAddress("glClearBufferfv"); + _ptrc_glClearBufferfv(buffer, drawbuffer, value); +} + +static void CODEGEN_FUNCPTR Switch_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value) +{ + _ptrc_glClearBufferiv = (PFN_PTRC_GLCLEARBUFFERIVPROC)IntGetProcAddress("glClearBufferiv"); + _ptrc_glClearBufferiv(buffer, drawbuffer, value); +} + +static void CODEGEN_FUNCPTR Switch_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value) +{ + _ptrc_glClearBufferuiv = (PFN_PTRC_GLCLEARBUFFERUIVPROC)IntGetProcAddress("glClearBufferuiv"); + _ptrc_glClearBufferuiv(buffer, drawbuffer, value); +} + +static void CODEGEN_FUNCPTR Switch_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) +{ + _ptrc_glColorMaski = (PFN_PTRC_GLCOLORMASKIPROC)IntGetProcAddress("glColorMaski"); + _ptrc_glColorMaski(index, r, g, b, a); +} + +static void CODEGEN_FUNCPTR Switch_DeleteFramebuffers(GLsizei n, const GLuint * framebuffers) +{ + _ptrc_glDeleteFramebuffers = (PFN_PTRC_GLDELETEFRAMEBUFFERSPROC)IntGetProcAddress("glDeleteFramebuffers"); + _ptrc_glDeleteFramebuffers(n, framebuffers); +} + +static void CODEGEN_FUNCPTR Switch_DeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers) +{ + _ptrc_glDeleteRenderbuffers = (PFN_PTRC_GLDELETERENDERBUFFERSPROC)IntGetProcAddress("glDeleteRenderbuffers"); + _ptrc_glDeleteRenderbuffers(n, renderbuffers); +} + +static void CODEGEN_FUNCPTR Switch_DeleteVertexArrays(GLsizei n, const GLuint * arrays) +{ + _ptrc_glDeleteVertexArrays = (PFN_PTRC_GLDELETEVERTEXARRAYSPROC)IntGetProcAddress("glDeleteVertexArrays"); + _ptrc_glDeleteVertexArrays(n, arrays); +} + +static void CODEGEN_FUNCPTR Switch_Disablei(GLenum target, GLuint index) +{ + _ptrc_glDisablei = (PFN_PTRC_GLDISABLEIPROC)IntGetProcAddress("glDisablei"); + _ptrc_glDisablei(target, index); +} + +static void CODEGEN_FUNCPTR Switch_Enablei(GLenum target, GLuint index) +{ + _ptrc_glEnablei = (PFN_PTRC_GLENABLEIPROC)IntGetProcAddress("glEnablei"); + _ptrc_glEnablei(target, index); +} + +static void CODEGEN_FUNCPTR Switch_EndConditionalRender(void) +{ + _ptrc_glEndConditionalRender = (PFN_PTRC_GLENDCONDITIONALRENDERPROC)IntGetProcAddress("glEndConditionalRender"); + _ptrc_glEndConditionalRender(); +} + +static void CODEGEN_FUNCPTR Switch_EndTransformFeedback(void) +{ + _ptrc_glEndTransformFeedback = (PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC)IntGetProcAddress("glEndTransformFeedback"); + _ptrc_glEndTransformFeedback(); +} + +static void CODEGEN_FUNCPTR Switch_FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) +{ + _ptrc_glFlushMappedBufferRange = (PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC)IntGetProcAddress("glFlushMappedBufferRange"); + _ptrc_glFlushMappedBufferRange(target, offset, length); +} + +static void CODEGEN_FUNCPTR Switch_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) +{ + _ptrc_glFramebufferRenderbuffer = (PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC)IntGetProcAddress("glFramebufferRenderbuffer"); + _ptrc_glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); +} + +static void CODEGEN_FUNCPTR Switch_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ + _ptrc_glFramebufferTexture1D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC)IntGetProcAddress("glFramebufferTexture1D"); + _ptrc_glFramebufferTexture1D(target, attachment, textarget, texture, level); +} + +static void CODEGEN_FUNCPTR Switch_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ + _ptrc_glFramebufferTexture2D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC)IntGetProcAddress("glFramebufferTexture2D"); + _ptrc_glFramebufferTexture2D(target, attachment, textarget, texture, level); +} + +static void CODEGEN_FUNCPTR Switch_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) +{ + _ptrc_glFramebufferTexture3D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC)IntGetProcAddress("glFramebufferTexture3D"); + _ptrc_glFramebufferTexture3D(target, attachment, textarget, texture, level, zoffset); +} + +static void CODEGEN_FUNCPTR Switch_FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) +{ + _ptrc_glFramebufferTextureLayer = (PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC)IntGetProcAddress("glFramebufferTextureLayer"); + _ptrc_glFramebufferTextureLayer(target, attachment, texture, level, layer); +} + +static void CODEGEN_FUNCPTR Switch_GenFramebuffers(GLsizei n, GLuint * framebuffers) +{ + _ptrc_glGenFramebuffers = (PFN_PTRC_GLGENFRAMEBUFFERSPROC)IntGetProcAddress("glGenFramebuffers"); + _ptrc_glGenFramebuffers(n, framebuffers); +} + +static void CODEGEN_FUNCPTR Switch_GenRenderbuffers(GLsizei n, GLuint * renderbuffers) +{ + _ptrc_glGenRenderbuffers = (PFN_PTRC_GLGENRENDERBUFFERSPROC)IntGetProcAddress("glGenRenderbuffers"); + _ptrc_glGenRenderbuffers(n, renderbuffers); +} + +static void CODEGEN_FUNCPTR Switch_GenVertexArrays(GLsizei n, GLuint * arrays) +{ + _ptrc_glGenVertexArrays = (PFN_PTRC_GLGENVERTEXARRAYSPROC)IntGetProcAddress("glGenVertexArrays"); + _ptrc_glGenVertexArrays(n, arrays); +} + +static void CODEGEN_FUNCPTR Switch_GenerateMipmap(GLenum target) +{ + _ptrc_glGenerateMipmap = (PFN_PTRC_GLGENERATEMIPMAPPROC)IntGetProcAddress("glGenerateMipmap"); + _ptrc_glGenerateMipmap(target); +} + +static void CODEGEN_FUNCPTR Switch_GetBooleani_v(GLenum target, GLuint index, GLboolean * data) +{ + _ptrc_glGetBooleani_v = (PFN_PTRC_GLGETBOOLEANI_VPROC)IntGetProcAddress("glGetBooleani_v"); + _ptrc_glGetBooleani_v(target, index, data); +} + +static GLint CODEGEN_FUNCPTR Switch_GetFragDataLocation(GLuint program, const GLchar * name) +{ + _ptrc_glGetFragDataLocation = (PFN_PTRC_GLGETFRAGDATALOCATIONPROC)IntGetProcAddress("glGetFragDataLocation"); + return _ptrc_glGetFragDataLocation(program, name); +} + +static void CODEGEN_FUNCPTR Switch_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params) +{ + _ptrc_glGetFramebufferAttachmentParameteriv = (PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)IntGetProcAddress("glGetFramebufferAttachmentParameteriv"); + _ptrc_glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetIntegeri_v(GLenum target, GLuint index, GLint * data) +{ + _ptrc_glGetIntegeri_v = (PFN_PTRC_GLGETINTEGERI_VPROC)IntGetProcAddress("glGetIntegeri_v"); + _ptrc_glGetIntegeri_v(target, index, data); +} + +static void CODEGEN_FUNCPTR Switch_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params) +{ + _ptrc_glGetRenderbufferParameteriv = (PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC)IntGetProcAddress("glGetRenderbufferParameteriv"); + _ptrc_glGetRenderbufferParameteriv(target, pname, params); +} + +static const GLubyte * CODEGEN_FUNCPTR Switch_GetStringi(GLenum name, GLuint index) +{ + _ptrc_glGetStringi = (PFN_PTRC_GLGETSTRINGIPROC)IntGetProcAddress("glGetStringi"); + return _ptrc_glGetStringi(name, index); +} + +static void CODEGEN_FUNCPTR Switch_GetTexParameterIiv(GLenum target, GLenum pname, GLint * params) +{ + _ptrc_glGetTexParameterIiv = (PFN_PTRC_GLGETTEXPARAMETERIIVPROC)IntGetProcAddress("glGetTexParameterIiv"); + _ptrc_glGetTexParameterIiv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params) +{ + _ptrc_glGetTexParameterIuiv = (PFN_PTRC_GLGETTEXPARAMETERIUIVPROC)IntGetProcAddress("glGetTexParameterIuiv"); + _ptrc_glGetTexParameterIuiv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name) +{ + _ptrc_glGetTransformFeedbackVarying = (PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC)IntGetProcAddress("glGetTransformFeedbackVarying"); + _ptrc_glGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name); +} + +static void CODEGEN_FUNCPTR Switch_GetUniformuiv(GLuint program, GLint location, GLuint * params) +{ + _ptrc_glGetUniformuiv = (PFN_PTRC_GLGETUNIFORMUIVPROC)IntGetProcAddress("glGetUniformuiv"); + _ptrc_glGetUniformuiv(program, location, params); +} + +static void CODEGEN_FUNCPTR Switch_GetVertexAttribIiv(GLuint index, GLenum pname, GLint * params) +{ + _ptrc_glGetVertexAttribIiv = (PFN_PTRC_GLGETVERTEXATTRIBIIVPROC)IntGetProcAddress("glGetVertexAttribIiv"); + _ptrc_glGetVertexAttribIiv(index, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params) +{ + _ptrc_glGetVertexAttribIuiv = (PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC)IntGetProcAddress("glGetVertexAttribIuiv"); + _ptrc_glGetVertexAttribIuiv(index, pname, params); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsEnabledi(GLenum target, GLuint index) +{ + _ptrc_glIsEnabledi = (PFN_PTRC_GLISENABLEDIPROC)IntGetProcAddress("glIsEnabledi"); + return _ptrc_glIsEnabledi(target, index); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsFramebuffer(GLuint framebuffer) +{ + _ptrc_glIsFramebuffer = (PFN_PTRC_GLISFRAMEBUFFERPROC)IntGetProcAddress("glIsFramebuffer"); + return _ptrc_glIsFramebuffer(framebuffer); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsRenderbuffer(GLuint renderbuffer) +{ + _ptrc_glIsRenderbuffer = (PFN_PTRC_GLISRENDERBUFFERPROC)IntGetProcAddress("glIsRenderbuffer"); + return _ptrc_glIsRenderbuffer(renderbuffer); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsVertexArray(GLuint ren_array) +{ + _ptrc_glIsVertexArray = (PFN_PTRC_GLISVERTEXARRAYPROC)IntGetProcAddress("glIsVertexArray"); + return _ptrc_glIsVertexArray(ren_array); +} + +static void * CODEGEN_FUNCPTR Switch_MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) +{ + _ptrc_glMapBufferRange = (PFN_PTRC_GLMAPBUFFERRANGEPROC)IntGetProcAddress("glMapBufferRange"); + return _ptrc_glMapBufferRange(target, offset, length, access); +} + +static void CODEGEN_FUNCPTR Switch_RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) +{ + _ptrc_glRenderbufferStorage = (PFN_PTRC_GLRENDERBUFFERSTORAGEPROC)IntGetProcAddress("glRenderbufferStorage"); + _ptrc_glRenderbufferStorage(target, internalformat, width, height); +} + +static void CODEGEN_FUNCPTR Switch_RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) +{ + _ptrc_glRenderbufferStorageMultisample = (PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC)IntGetProcAddress("glRenderbufferStorageMultisample"); + _ptrc_glRenderbufferStorageMultisample(target, samples, internalformat, width, height); +} + +static void CODEGEN_FUNCPTR Switch_TexParameterIiv(GLenum target, GLenum pname, const GLint * params) +{ + _ptrc_glTexParameterIiv = (PFN_PTRC_GLTEXPARAMETERIIVPROC)IntGetProcAddress("glTexParameterIiv"); + _ptrc_glTexParameterIiv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_TexParameterIuiv(GLenum target, GLenum pname, const GLuint * params) +{ + _ptrc_glTexParameterIuiv = (PFN_PTRC_GLTEXPARAMETERIUIVPROC)IntGetProcAddress("glTexParameterIuiv"); + _ptrc_glTexParameterIuiv(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode) +{ + _ptrc_glTransformFeedbackVaryings = (PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC)IntGetProcAddress("glTransformFeedbackVaryings"); + _ptrc_glTransformFeedbackVaryings(program, count, varyings, bufferMode); +} + +static void CODEGEN_FUNCPTR Switch_Uniform1ui(GLint location, GLuint v0) +{ + _ptrc_glUniform1ui = (PFN_PTRC_GLUNIFORM1UIPROC)IntGetProcAddress("glUniform1ui"); + _ptrc_glUniform1ui(location, v0); +} + +static void CODEGEN_FUNCPTR Switch_Uniform1uiv(GLint location, GLsizei count, const GLuint * value) +{ + _ptrc_glUniform1uiv = (PFN_PTRC_GLUNIFORM1UIVPROC)IntGetProcAddress("glUniform1uiv"); + _ptrc_glUniform1uiv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform2ui(GLint location, GLuint v0, GLuint v1) +{ + _ptrc_glUniform2ui = (PFN_PTRC_GLUNIFORM2UIPROC)IntGetProcAddress("glUniform2ui"); + _ptrc_glUniform2ui(location, v0, v1); +} + +static void CODEGEN_FUNCPTR Switch_Uniform2uiv(GLint location, GLsizei count, const GLuint * value) +{ + _ptrc_glUniform2uiv = (PFN_PTRC_GLUNIFORM2UIVPROC)IntGetProcAddress("glUniform2uiv"); + _ptrc_glUniform2uiv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) +{ + _ptrc_glUniform3ui = (PFN_PTRC_GLUNIFORM3UIPROC)IntGetProcAddress("glUniform3ui"); + _ptrc_glUniform3ui(location, v0, v1, v2); +} + +static void CODEGEN_FUNCPTR Switch_Uniform3uiv(GLint location, GLsizei count, const GLuint * value) +{ + _ptrc_glUniform3uiv = (PFN_PTRC_GLUNIFORM3UIVPROC)IntGetProcAddress("glUniform3uiv"); + _ptrc_glUniform3uiv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) +{ + _ptrc_glUniform4ui = (PFN_PTRC_GLUNIFORM4UIPROC)IntGetProcAddress("glUniform4ui"); + _ptrc_glUniform4ui(location, v0, v1, v2, v3); +} + +static void CODEGEN_FUNCPTR Switch_Uniform4uiv(GLint location, GLsizei count, const GLuint * value) +{ + _ptrc_glUniform4uiv = (PFN_PTRC_GLUNIFORM4UIVPROC)IntGetProcAddress("glUniform4uiv"); + _ptrc_glUniform4uiv(location, count, value); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI1i(GLuint index, GLint x) +{ + _ptrc_glVertexAttribI1i = (PFN_PTRC_GLVERTEXATTRIBI1IPROC)IntGetProcAddress("glVertexAttribI1i"); + _ptrc_glVertexAttribI1i(index, x); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI1iv(GLuint index, const GLint * v) +{ + _ptrc_glVertexAttribI1iv = (PFN_PTRC_GLVERTEXATTRIBI1IVPROC)IntGetProcAddress("glVertexAttribI1iv"); + _ptrc_glVertexAttribI1iv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI1ui(GLuint index, GLuint x) +{ + _ptrc_glVertexAttribI1ui = (PFN_PTRC_GLVERTEXATTRIBI1UIPROC)IntGetProcAddress("glVertexAttribI1ui"); + _ptrc_glVertexAttribI1ui(index, x); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI1uiv(GLuint index, const GLuint * v) +{ + _ptrc_glVertexAttribI1uiv = (PFN_PTRC_GLVERTEXATTRIBI1UIVPROC)IntGetProcAddress("glVertexAttribI1uiv"); + _ptrc_glVertexAttribI1uiv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI2i(GLuint index, GLint x, GLint y) +{ + _ptrc_glVertexAttribI2i = (PFN_PTRC_GLVERTEXATTRIBI2IPROC)IntGetProcAddress("glVertexAttribI2i"); + _ptrc_glVertexAttribI2i(index, x, y); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI2iv(GLuint index, const GLint * v) +{ + _ptrc_glVertexAttribI2iv = (PFN_PTRC_GLVERTEXATTRIBI2IVPROC)IntGetProcAddress("glVertexAttribI2iv"); + _ptrc_glVertexAttribI2iv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI2ui(GLuint index, GLuint x, GLuint y) +{ + _ptrc_glVertexAttribI2ui = (PFN_PTRC_GLVERTEXATTRIBI2UIPROC)IntGetProcAddress("glVertexAttribI2ui"); + _ptrc_glVertexAttribI2ui(index, x, y); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI2uiv(GLuint index, const GLuint * v) +{ + _ptrc_glVertexAttribI2uiv = (PFN_PTRC_GLVERTEXATTRIBI2UIVPROC)IntGetProcAddress("glVertexAttribI2uiv"); + _ptrc_glVertexAttribI2uiv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z) +{ + _ptrc_glVertexAttribI3i = (PFN_PTRC_GLVERTEXATTRIBI3IPROC)IntGetProcAddress("glVertexAttribI3i"); + _ptrc_glVertexAttribI3i(index, x, y, z); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI3iv(GLuint index, const GLint * v) +{ + _ptrc_glVertexAttribI3iv = (PFN_PTRC_GLVERTEXATTRIBI3IVPROC)IntGetProcAddress("glVertexAttribI3iv"); + _ptrc_glVertexAttribI3iv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z) +{ + _ptrc_glVertexAttribI3ui = (PFN_PTRC_GLVERTEXATTRIBI3UIPROC)IntGetProcAddress("glVertexAttribI3ui"); + _ptrc_glVertexAttribI3ui(index, x, y, z); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI3uiv(GLuint index, const GLuint * v) +{ + _ptrc_glVertexAttribI3uiv = (PFN_PTRC_GLVERTEXATTRIBI3UIVPROC)IntGetProcAddress("glVertexAttribI3uiv"); + _ptrc_glVertexAttribI3uiv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI4bv(GLuint index, const GLbyte * v) +{ + _ptrc_glVertexAttribI4bv = (PFN_PTRC_GLVERTEXATTRIBI4BVPROC)IntGetProcAddress("glVertexAttribI4bv"); + _ptrc_glVertexAttribI4bv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) +{ + _ptrc_glVertexAttribI4i = (PFN_PTRC_GLVERTEXATTRIBI4IPROC)IntGetProcAddress("glVertexAttribI4i"); + _ptrc_glVertexAttribI4i(index, x, y, z, w); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI4iv(GLuint index, const GLint * v) +{ + _ptrc_glVertexAttribI4iv = (PFN_PTRC_GLVERTEXATTRIBI4IVPROC)IntGetProcAddress("glVertexAttribI4iv"); + _ptrc_glVertexAttribI4iv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI4sv(GLuint index, const GLshort * v) +{ + _ptrc_glVertexAttribI4sv = (PFN_PTRC_GLVERTEXATTRIBI4SVPROC)IntGetProcAddress("glVertexAttribI4sv"); + _ptrc_glVertexAttribI4sv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI4ubv(GLuint index, const GLubyte * v) +{ + _ptrc_glVertexAttribI4ubv = (PFN_PTRC_GLVERTEXATTRIBI4UBVPROC)IntGetProcAddress("glVertexAttribI4ubv"); + _ptrc_glVertexAttribI4ubv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) +{ + _ptrc_glVertexAttribI4ui = (PFN_PTRC_GLVERTEXATTRIBI4UIPROC)IntGetProcAddress("glVertexAttribI4ui"); + _ptrc_glVertexAttribI4ui(index, x, y, z, w); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI4uiv(GLuint index, const GLuint * v) +{ + _ptrc_glVertexAttribI4uiv = (PFN_PTRC_GLVERTEXATTRIBI4UIVPROC)IntGetProcAddress("glVertexAttribI4uiv"); + _ptrc_glVertexAttribI4uiv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribI4usv(GLuint index, const GLushort * v) +{ + _ptrc_glVertexAttribI4usv = (PFN_PTRC_GLVERTEXATTRIBI4USVPROC)IntGetProcAddress("glVertexAttribI4usv"); + _ptrc_glVertexAttribI4usv(index, v); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer) +{ + _ptrc_glVertexAttribIPointer = (PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC)IntGetProcAddress("glVertexAttribIPointer"); + _ptrc_glVertexAttribIPointer(index, size, type, stride, pointer); +} + + +/* Extension: 3.1*/ +static void CODEGEN_FUNCPTR Switch_CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) +{ + _ptrc_glCopyBufferSubData = (PFN_PTRC_GLCOPYBUFFERSUBDATAPROC)IntGetProcAddress("glCopyBufferSubData"); + _ptrc_glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); +} + +static void CODEGEN_FUNCPTR Switch_DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) +{ + _ptrc_glDrawArraysInstanced = (PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC)IntGetProcAddress("glDrawArraysInstanced"); + _ptrc_glDrawArraysInstanced(mode, first, count, instancecount); +} + +static void CODEGEN_FUNCPTR Switch_DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount) +{ + _ptrc_glDrawElementsInstanced = (PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC)IntGetProcAddress("glDrawElementsInstanced"); + _ptrc_glDrawElementsInstanced(mode, count, type, indices, instancecount); +} + +static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName) +{ + _ptrc_glGetActiveUniformBlockName = (PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC)IntGetProcAddress("glGetActiveUniformBlockName"); + _ptrc_glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName); +} + +static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params) +{ + _ptrc_glGetActiveUniformBlockiv = (PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC)IntGetProcAddress("glGetActiveUniformBlockiv"); + _ptrc_glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName) +{ + _ptrc_glGetActiveUniformName = (PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC)IntGetProcAddress("glGetActiveUniformName"); + _ptrc_glGetActiveUniformName(program, uniformIndex, bufSize, length, uniformName); +} + +static void CODEGEN_FUNCPTR Switch_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params) +{ + _ptrc_glGetActiveUniformsiv = (PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC)IntGetProcAddress("glGetActiveUniformsiv"); + _ptrc_glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); +} + +static GLuint CODEGEN_FUNCPTR Switch_GetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName) +{ + _ptrc_glGetUniformBlockIndex = (PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC)IntGetProcAddress("glGetUniformBlockIndex"); + return _ptrc_glGetUniformBlockIndex(program, uniformBlockName); +} + +static void CODEGEN_FUNCPTR Switch_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices) +{ + _ptrc_glGetUniformIndices = (PFN_PTRC_GLGETUNIFORMINDICESPROC)IntGetProcAddress("glGetUniformIndices"); + _ptrc_glGetUniformIndices(program, uniformCount, uniformNames, uniformIndices); +} + +static void CODEGEN_FUNCPTR Switch_PrimitiveRestartIndex(GLuint index) +{ + _ptrc_glPrimitiveRestartIndex = (PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC)IntGetProcAddress("glPrimitiveRestartIndex"); + _ptrc_glPrimitiveRestartIndex(index); +} + +static void CODEGEN_FUNCPTR Switch_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer) +{ + _ptrc_glTexBuffer = (PFN_PTRC_GLTEXBUFFERPROC)IntGetProcAddress("glTexBuffer"); + _ptrc_glTexBuffer(target, internalformat, buffer); +} + +static void CODEGEN_FUNCPTR Switch_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) +{ + _ptrc_glUniformBlockBinding = (PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC)IntGetProcAddress("glUniformBlockBinding"); + _ptrc_glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); +} + + +/* Extension: 3.2*/ +static GLenum CODEGEN_FUNCPTR Switch_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) +{ + _ptrc_glClientWaitSync = (PFN_PTRC_GLCLIENTWAITSYNCPROC)IntGetProcAddress("glClientWaitSync"); + return _ptrc_glClientWaitSync(sync, flags, timeout); +} + +static void CODEGEN_FUNCPTR Switch_DeleteSync(GLsync sync) +{ + _ptrc_glDeleteSync = (PFN_PTRC_GLDELETESYNCPROC)IntGetProcAddress("glDeleteSync"); + _ptrc_glDeleteSync(sync); +} + +static void CODEGEN_FUNCPTR Switch_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void * indices, GLint basevertex) +{ + _ptrc_glDrawElementsBaseVertex = (PFN_PTRC_GLDRAWELEMENTSBASEVERTEXPROC)IntGetProcAddress("glDrawElementsBaseVertex"); + _ptrc_glDrawElementsBaseVertex(mode, count, type, indices, basevertex); +} + +static void CODEGEN_FUNCPTR Switch_DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount, GLint basevertex) +{ + _ptrc_glDrawElementsInstancedBaseVertex = (PFN_PTRC_GLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)IntGetProcAddress("glDrawElementsInstancedBaseVertex"); + _ptrc_glDrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex); +} + +static void CODEGEN_FUNCPTR Switch_DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices, GLint basevertex) +{ + _ptrc_glDrawRangeElementsBaseVertex = (PFN_PTRC_GLDRAWRANGEELEMENTSBASEVERTEXPROC)IntGetProcAddress("glDrawRangeElementsBaseVertex"); + _ptrc_glDrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex); +} + +static GLsync CODEGEN_FUNCPTR Switch_FenceSync(GLenum condition, GLbitfield flags) +{ + _ptrc_glFenceSync = (PFN_PTRC_GLFENCESYNCPROC)IntGetProcAddress("glFenceSync"); + return _ptrc_glFenceSync(condition, flags); +} + +static void CODEGEN_FUNCPTR Switch_FramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) +{ + _ptrc_glFramebufferTexture = (PFN_PTRC_GLFRAMEBUFFERTEXTUREPROC)IntGetProcAddress("glFramebufferTexture"); + _ptrc_glFramebufferTexture(target, attachment, texture, level); +} + +static void CODEGEN_FUNCPTR Switch_GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 * params) +{ + _ptrc_glGetBufferParameteri64v = (PFN_PTRC_GLGETBUFFERPARAMETERI64VPROC)IntGetProcAddress("glGetBufferParameteri64v"); + _ptrc_glGetBufferParameteri64v(target, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetInteger64i_v(GLenum target, GLuint index, GLint64 * data) +{ + _ptrc_glGetInteger64i_v = (PFN_PTRC_GLGETINTEGER64I_VPROC)IntGetProcAddress("glGetInteger64i_v"); + _ptrc_glGetInteger64i_v(target, index, data); +} + +static void CODEGEN_FUNCPTR Switch_GetInteger64v(GLenum pname, GLint64 * data) +{ + _ptrc_glGetInteger64v = (PFN_PTRC_GLGETINTEGER64VPROC)IntGetProcAddress("glGetInteger64v"); + _ptrc_glGetInteger64v(pname, data); +} + +static void CODEGEN_FUNCPTR Switch_GetMultisamplefv(GLenum pname, GLuint index, GLfloat * val) +{ + _ptrc_glGetMultisamplefv = (PFN_PTRC_GLGETMULTISAMPLEFVPROC)IntGetProcAddress("glGetMultisamplefv"); + _ptrc_glGetMultisamplefv(pname, index, val); +} + +static void CODEGEN_FUNCPTR Switch_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values) +{ + _ptrc_glGetSynciv = (PFN_PTRC_GLGETSYNCIVPROC)IntGetProcAddress("glGetSynciv"); + _ptrc_glGetSynciv(sync, pname, bufSize, length, values); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsSync(GLsync sync) +{ + _ptrc_glIsSync = (PFN_PTRC_GLISSYNCPROC)IntGetProcAddress("glIsSync"); + return _ptrc_glIsSync(sync); +} + +static void CODEGEN_FUNCPTR Switch_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount, const GLint * basevertex) +{ + _ptrc_glMultiDrawElementsBaseVertex = (PFN_PTRC_GLMULTIDRAWELEMENTSBASEVERTEXPROC)IntGetProcAddress("glMultiDrawElementsBaseVertex"); + _ptrc_glMultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex); +} + +static void CODEGEN_FUNCPTR Switch_ProvokingVertex(GLenum mode) +{ + _ptrc_glProvokingVertex = (PFN_PTRC_GLPROVOKINGVERTEXPROC)IntGetProcAddress("glProvokingVertex"); + _ptrc_glProvokingVertex(mode); +} + +static void CODEGEN_FUNCPTR Switch_SampleMaski(GLuint maskNumber, GLbitfield mask) +{ + _ptrc_glSampleMaski = (PFN_PTRC_GLSAMPLEMASKIPROC)IntGetProcAddress("glSampleMaski"); + _ptrc_glSampleMaski(maskNumber, mask); +} + +static void CODEGEN_FUNCPTR Switch_TexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) +{ + _ptrc_glTexImage2DMultisample = (PFN_PTRC_GLTEXIMAGE2DMULTISAMPLEPROC)IntGetProcAddress("glTexImage2DMultisample"); + _ptrc_glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations); +} + +static void CODEGEN_FUNCPTR Switch_TexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) +{ + _ptrc_glTexImage3DMultisample = (PFN_PTRC_GLTEXIMAGE3DMULTISAMPLEPROC)IntGetProcAddress("glTexImage3DMultisample"); + _ptrc_glTexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations); +} + +static void CODEGEN_FUNCPTR Switch_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) +{ + _ptrc_glWaitSync = (PFN_PTRC_GLWAITSYNCPROC)IntGetProcAddress("glWaitSync"); + _ptrc_glWaitSync(sync, flags, timeout); +} + + +/* Extension: 3.3*/ +static void CODEGEN_FUNCPTR Switch_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar * name) +{ + _ptrc_glBindFragDataLocationIndexed = (PFN_PTRC_GLBINDFRAGDATALOCATIONINDEXEDPROC)IntGetProcAddress("glBindFragDataLocationIndexed"); + _ptrc_glBindFragDataLocationIndexed(program, colorNumber, index, name); +} + +static void CODEGEN_FUNCPTR Switch_BindSampler(GLuint unit, GLuint sampler) +{ + _ptrc_glBindSampler = (PFN_PTRC_GLBINDSAMPLERPROC)IntGetProcAddress("glBindSampler"); + _ptrc_glBindSampler(unit, sampler); +} + +static void CODEGEN_FUNCPTR Switch_DeleteSamplers(GLsizei count, const GLuint * samplers) +{ + _ptrc_glDeleteSamplers = (PFN_PTRC_GLDELETESAMPLERSPROC)IntGetProcAddress("glDeleteSamplers"); + _ptrc_glDeleteSamplers(count, samplers); +} + +static void CODEGEN_FUNCPTR Switch_GenSamplers(GLsizei count, GLuint * samplers) +{ + _ptrc_glGenSamplers = (PFN_PTRC_GLGENSAMPLERSPROC)IntGetProcAddress("glGenSamplers"); + _ptrc_glGenSamplers(count, samplers); +} + +static GLint CODEGEN_FUNCPTR Switch_GetFragDataIndex(GLuint program, const GLchar * name) +{ + _ptrc_glGetFragDataIndex = (PFN_PTRC_GLGETFRAGDATAINDEXPROC)IntGetProcAddress("glGetFragDataIndex"); + return _ptrc_glGetFragDataIndex(program, name); +} + +static void CODEGEN_FUNCPTR Switch_GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 * params) +{ + _ptrc_glGetQueryObjecti64v = (PFN_PTRC_GLGETQUERYOBJECTI64VPROC)IntGetProcAddress("glGetQueryObjecti64v"); + _ptrc_glGetQueryObjecti64v(id, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 * params) +{ + _ptrc_glGetQueryObjectui64v = (PFN_PTRC_GLGETQUERYOBJECTUI64VPROC)IntGetProcAddress("glGetQueryObjectui64v"); + _ptrc_glGetQueryObjectui64v(id, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint * params) +{ + _ptrc_glGetSamplerParameterIiv = (PFN_PTRC_GLGETSAMPLERPARAMETERIIVPROC)IntGetProcAddress("glGetSamplerParameterIiv"); + _ptrc_glGetSamplerParameterIiv(sampler, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint * params) +{ + _ptrc_glGetSamplerParameterIuiv = (PFN_PTRC_GLGETSAMPLERPARAMETERIUIVPROC)IntGetProcAddress("glGetSamplerParameterIuiv"); + _ptrc_glGetSamplerParameterIuiv(sampler, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat * params) +{ + _ptrc_glGetSamplerParameterfv = (PFN_PTRC_GLGETSAMPLERPARAMETERFVPROC)IntGetProcAddress("glGetSamplerParameterfv"); + _ptrc_glGetSamplerParameterfv(sampler, pname, params); +} + +static void CODEGEN_FUNCPTR Switch_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint * params) +{ + _ptrc_glGetSamplerParameteriv = (PFN_PTRC_GLGETSAMPLERPARAMETERIVPROC)IntGetProcAddress("glGetSamplerParameteriv"); + _ptrc_glGetSamplerParameteriv(sampler, pname, params); +} + +static GLboolean CODEGEN_FUNCPTR Switch_IsSampler(GLuint sampler) +{ + _ptrc_glIsSampler = (PFN_PTRC_GLISSAMPLERPROC)IntGetProcAddress("glIsSampler"); + return _ptrc_glIsSampler(sampler); +} + +static void CODEGEN_FUNCPTR Switch_QueryCounter(GLuint id, GLenum target) +{ + _ptrc_glQueryCounter = (PFN_PTRC_GLQUERYCOUNTERPROC)IntGetProcAddress("glQueryCounter"); + _ptrc_glQueryCounter(id, target); +} + +static void CODEGEN_FUNCPTR Switch_SamplerParameterIiv(GLuint sampler, GLenum pname, const GLint * param) +{ + _ptrc_glSamplerParameterIiv = (PFN_PTRC_GLSAMPLERPARAMETERIIVPROC)IntGetProcAddress("glSamplerParameterIiv"); + _ptrc_glSamplerParameterIiv(sampler, pname, param); +} + +static void CODEGEN_FUNCPTR Switch_SamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint * param) +{ + _ptrc_glSamplerParameterIuiv = (PFN_PTRC_GLSAMPLERPARAMETERIUIVPROC)IntGetProcAddress("glSamplerParameterIuiv"); + _ptrc_glSamplerParameterIuiv(sampler, pname, param); +} + +static void CODEGEN_FUNCPTR Switch_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) +{ + _ptrc_glSamplerParameterf = (PFN_PTRC_GLSAMPLERPARAMETERFPROC)IntGetProcAddress("glSamplerParameterf"); + _ptrc_glSamplerParameterf(sampler, pname, param); +} + +static void CODEGEN_FUNCPTR Switch_SamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat * param) +{ + _ptrc_glSamplerParameterfv = (PFN_PTRC_GLSAMPLERPARAMETERFVPROC)IntGetProcAddress("glSamplerParameterfv"); + _ptrc_glSamplerParameterfv(sampler, pname, param); +} + +static void CODEGEN_FUNCPTR Switch_SamplerParameteri(GLuint sampler, GLenum pname, GLint param) +{ + _ptrc_glSamplerParameteri = (PFN_PTRC_GLSAMPLERPARAMETERIPROC)IntGetProcAddress("glSamplerParameteri"); + _ptrc_glSamplerParameteri(sampler, pname, param); +} + +static void CODEGEN_FUNCPTR Switch_SamplerParameteriv(GLuint sampler, GLenum pname, const GLint * param) +{ + _ptrc_glSamplerParameteriv = (PFN_PTRC_GLSAMPLERPARAMETERIVPROC)IntGetProcAddress("glSamplerParameteriv"); + _ptrc_glSamplerParameteriv(sampler, pname, param); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribDivisor(GLuint index, GLuint divisor) +{ + _ptrc_glVertexAttribDivisor = (PFN_PTRC_GLVERTEXATTRIBDIVISORPROC)IntGetProcAddress("glVertexAttribDivisor"); + _ptrc_glVertexAttribDivisor(index, divisor); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) +{ + _ptrc_glVertexAttribP1ui = (PFN_PTRC_GLVERTEXATTRIBP1UIPROC)IntGetProcAddress("glVertexAttribP1ui"); + _ptrc_glVertexAttribP1ui(index, type, normalized, value); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value) +{ + _ptrc_glVertexAttribP1uiv = (PFN_PTRC_GLVERTEXATTRIBP1UIVPROC)IntGetProcAddress("glVertexAttribP1uiv"); + _ptrc_glVertexAttribP1uiv(index, type, normalized, value); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) +{ + _ptrc_glVertexAttribP2ui = (PFN_PTRC_GLVERTEXATTRIBP2UIPROC)IntGetProcAddress("glVertexAttribP2ui"); + _ptrc_glVertexAttribP2ui(index, type, normalized, value); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value) +{ + _ptrc_glVertexAttribP2uiv = (PFN_PTRC_GLVERTEXATTRIBP2UIVPROC)IntGetProcAddress("glVertexAttribP2uiv"); + _ptrc_glVertexAttribP2uiv(index, type, normalized, value); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) +{ + _ptrc_glVertexAttribP3ui = (PFN_PTRC_GLVERTEXATTRIBP3UIPROC)IntGetProcAddress("glVertexAttribP3ui"); + _ptrc_glVertexAttribP3ui(index, type, normalized, value); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value) +{ + _ptrc_glVertexAttribP3uiv = (PFN_PTRC_GLVERTEXATTRIBP3UIVPROC)IntGetProcAddress("glVertexAttribP3uiv"); + _ptrc_glVertexAttribP3uiv(index, type, normalized, value); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) +{ + _ptrc_glVertexAttribP4ui = (PFN_PTRC_GLVERTEXATTRIBP4UIPROC)IntGetProcAddress("glVertexAttribP4ui"); + _ptrc_glVertexAttribP4ui(index, type, normalized, value); +} + +static void CODEGEN_FUNCPTR Switch_VertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value) +{ + _ptrc_glVertexAttribP4uiv = (PFN_PTRC_GLVERTEXATTRIBP4UIVPROC)IntGetProcAddress("glVertexAttribP4uiv"); + _ptrc_glVertexAttribP4uiv(index, type, normalized, value); +} + + + +static void ClearExtensionVariables(void) +{ +} + +typedef struct ogl_MapTable_s +{ + char *extName; + int *extVariable; +}ogl_MapTable; + +static ogl_MapTable g_mappingTable[1]; /*This is intensionally left uninitialized.*/ + +static void LoadExtByName(const char *extensionName) +{ + ogl_MapTable *tableEnd = &g_mappingTable[0]; + ogl_MapTable *entry = &g_mappingTable[0]; + for(; entry != tableEnd; ++entry) + { + if(strcmp(entry->extName, extensionName) == 0) + break; + } + + if(entry != tableEnd) + *(entry->extVariable) = 1; +} + +void ProcExtsFromExtList(void) +{ + GLint iLoop; + GLint iNumExtensions = 0; + _ptrc_glGetIntegerv(GL_NUM_EXTENSIONS, &iNumExtensions); + + for(iLoop = 0; iLoop < iNumExtensions; iLoop++) + { + const char *strExtensionName = (const char *)_ptrc_glGetStringi(GL_EXTENSIONS, iLoop); + LoadExtByName(strExtensionName); + } +} + +void ogl_CheckExtensions() +{ + ClearExtensionVariables(); + + ProcExtsFromExtList(); +} + diff --git a/ImguiDemoSdl/src/main/cpp/src/glload/gl_glcore_3_3.h b/ImguiDemoSdl/src/main/cpp/src/glload/gl_glcore_3_3.h new file mode 100755 index 0000000..3186073 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/glload/gl_glcore_3_3.h @@ -0,0 +1,1717 @@ +#ifndef OPENGL_NOLOAD_STYLE_H +#define OPENGL_NOLOAD_STYLE_H + +#if defined(__glew_h__) || defined(__GLEW_H__) +#error Attempt to include auto-generated header after including glew.h +#endif +#if defined(__gl_h_) || defined(__GL_H__) +#error Attempt to include auto-generated header after including gl.h +#endif +#if defined(__glext_h_) || defined(__GLEXT_H_) +#error Attempt to include auto-generated header after including glext.h +#endif +#if defined(__gltypes_h_) +#error Attempt to include auto-generated header after gltypes.h +#endif +#if defined(__gl_ATI_h_) +#error Attempt to include auto-generated header after including glATI.h +#endif + +#define __glew_h__ +#define __GLEW_H__ +#define __gl_h_ +#define __GL_H__ +#define __glext_h_ +#define __GLEXT_H_ +#define __gltypes_h_ +#define __gl_ATI_h_ + +#ifndef APIENTRY + #if defined(__MINGW32__) + #ifndef WIN32_LEAN_AND_MEAN + #define WIN32_LEAN_AND_MEAN 1 + #endif + #ifndef NOMINMAX + #define NOMINMAX + #endif + #include + #elif (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__) + #ifndef WIN32_LEAN_AND_MEAN + #define WIN32_LEAN_AND_MEAN 1 + #endif + #ifndef NOMINMAX + #define NOMINMAX + #endif + #include + #else + #define APIENTRY + #endif +#endif /*APIENTRY*/ + +#ifndef CODEGEN_FUNCPTR + #define CODEGEN_REMOVE_FUNCPTR + #if defined(_WIN32) + #define CODEGEN_FUNCPTR APIENTRY + #else + #define CODEGEN_FUNCPTR + #endif +#endif /*CODEGEN_FUNCPTR*/ + +#ifndef GLAPI + #define GLAPI extern +#endif + + +#ifndef GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS +#define GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS + + +#endif /*GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS*/ + +#include +#ifndef GLEXT_64_TYPES_DEFINED +/* This code block is duplicated in glxext.h, so must be protected */ +#define GLEXT_64_TYPES_DEFINED +/* Define int32_t, int64_t, and uint64_t types for UST/MSC */ +/* (as used in the GL_EXT_timer_query extension). */ +#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L +#include +#elif defined(__sun__) || defined(__digital__) +#include +#if defined(__STDC__) +#if defined(__arch64__) || defined(_LP64) +typedef long int int64_t; +typedef unsigned long int uint64_t; +#else +typedef long long int int64_t; +typedef unsigned long long int uint64_t; +#endif /* __arch64__ */ +#endif /* __STDC__ */ +#elif defined( __VMS ) || defined(__sgi) +#include +#elif defined(__SCO__) || defined(__USLC__) +#include +#elif defined(__UNIXOS2__) || defined(__SOL64__) +typedef long int int32_t; +typedef long long int int64_t; +typedef unsigned long long int uint64_t; +#elif defined(_WIN32) && defined(__GNUC__) +#include +#elif defined(_WIN32) +typedef __int32 int32_t; +typedef __int64 int64_t; +typedef unsigned __int64 uint64_t; +#else +/* Fallback if nothing above works */ +#include +#endif +#endif + typedef unsigned int GLenum; + typedef unsigned char GLboolean; + typedef unsigned int GLbitfield; + typedef void GLvoid; + typedef signed char GLbyte; + typedef short GLshort; + typedef int GLint; + typedef unsigned char GLubyte; + typedef unsigned short GLushort; + typedef unsigned int GLuint; + typedef int GLsizei; + typedef float GLfloat; + typedef float GLclampf; + typedef double GLdouble; + typedef double GLclampd; + typedef char GLchar; + typedef char GLcharARB; + #ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif + typedef unsigned short GLhalfARB; + typedef unsigned short GLhalf; + typedef GLint GLfixed; + typedef ptrdiff_t GLintptr; + typedef ptrdiff_t GLsizeiptr; + typedef int64_t GLint64; + typedef uint64_t GLuint64; + typedef ptrdiff_t GLintptrARB; + typedef ptrdiff_t GLsizeiptrARB; + typedef int64_t GLint64EXT; + typedef uint64_t GLuint64EXT; + typedef struct __GLsync *GLsync; + struct _cl_context; + struct _cl_event; + typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); + typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); + typedef unsigned short GLhalfNV; + typedef GLintptr GLvdpauSurfaceNV; + + #ifdef __cplusplus + extern "C" { + #endif /*__cplusplus*/ + + /***********************/ + /* Extension Variables*/ + + + /* Version: 1.1*/ + #define GL_ALPHA 0x1906 + #define GL_ALWAYS 0x0207 + #define GL_AND 0x1501 + #define GL_AND_INVERTED 0x1504 + #define GL_AND_REVERSE 0x1502 + #define GL_BACK 0x0405 + #define GL_BACK_LEFT 0x0402 + #define GL_BACK_RIGHT 0x0403 + #define GL_BLEND 0x0BE2 + #define GL_BLEND_DST 0x0BE0 + #define GL_BLEND_SRC 0x0BE1 + #define GL_BLUE 0x1905 + #define GL_BYTE 0x1400 + #define GL_CCW 0x0901 + #define GL_CLEAR 0x1500 + #define GL_COLOR 0x1800 + #define GL_COLOR_BUFFER_BIT 0x00004000 + #define GL_COLOR_CLEAR_VALUE 0x0C22 + #define GL_COLOR_LOGIC_OP 0x0BF2 + #define GL_COLOR_WRITEMASK 0x0C23 + #define GL_COPY 0x1503 + #define GL_COPY_INVERTED 0x150C + #define GL_CULL_FACE 0x0B44 + #define GL_CULL_FACE_MODE 0x0B45 + #define GL_CW 0x0900 + #define GL_DECR 0x1E03 + #define GL_DEPTH 0x1801 + #define GL_DEPTH_BUFFER_BIT 0x00000100 + #define GL_DEPTH_CLEAR_VALUE 0x0B73 + #define GL_DEPTH_COMPONENT 0x1902 + #define GL_DEPTH_FUNC 0x0B74 + #define GL_DEPTH_RANGE 0x0B70 + #define GL_DEPTH_TEST 0x0B71 + #define GL_DEPTH_WRITEMASK 0x0B72 + #define GL_DITHER 0x0BD0 + #define GL_DONT_CARE 0x1100 + #define GL_DOUBLE 0x140A + #define GL_DOUBLEBUFFER 0x0C32 + #define GL_DRAW_BUFFER 0x0C01 + #define GL_DST_ALPHA 0x0304 + #define GL_DST_COLOR 0x0306 + #define GL_EQUAL 0x0202 + #define GL_EQUIV 0x1509 + #define GL_EXTENSIONS 0x1F03 + #define GL_FALSE 0 + #define GL_FASTEST 0x1101 + #define GL_FILL 0x1B02 + #define GL_FLOAT 0x1406 + #define GL_FRONT 0x0404 + #define GL_FRONT_AND_BACK 0x0408 + #define GL_FRONT_FACE 0x0B46 + #define GL_FRONT_LEFT 0x0400 + #define GL_FRONT_RIGHT 0x0401 + #define GL_GEQUAL 0x0206 + #define GL_GREATER 0x0204 + #define GL_GREEN 0x1904 + #define GL_INCR 0x1E02 + #define GL_INT 0x1404 + #define GL_INVALID_ENUM 0x0500 + #define GL_INVALID_OPERATION 0x0502 + #define GL_INVALID_VALUE 0x0501 + #define GL_INVERT 0x150A + #define GL_KEEP 0x1E00 + #define GL_LEFT 0x0406 + #define GL_LEQUAL 0x0203 + #define GL_LESS 0x0201 + #define GL_LINE 0x1B01 + #define GL_LINEAR 0x2601 + #define GL_LINEAR_MIPMAP_LINEAR 0x2703 + #define GL_LINEAR_MIPMAP_NEAREST 0x2701 + #define GL_LINES 0x0001 + #define GL_LINE_LOOP 0x0002 + #define GL_LINE_SMOOTH 0x0B20 + #define GL_LINE_SMOOTH_HINT 0x0C52 + #define GL_LINE_STRIP 0x0003 + #define GL_LINE_WIDTH 0x0B21 + #define GL_LINE_WIDTH_GRANULARITY 0x0B23 + #define GL_LINE_WIDTH_RANGE 0x0B22 + #define GL_LOGIC_OP_MODE 0x0BF0 + #define GL_MAX_TEXTURE_SIZE 0x0D33 + #define GL_MAX_VIEWPORT_DIMS 0x0D3A + #define GL_NAND 0x150E + #define GL_NEAREST 0x2600 + #define GL_NEAREST_MIPMAP_LINEAR 0x2702 + #define GL_NEAREST_MIPMAP_NEAREST 0x2700 + #define GL_NEVER 0x0200 + #define GL_NICEST 0x1102 + #define GL_NONE 0 + #define GL_NOOP 0x1505 + #define GL_NOR 0x1508 + #define GL_NOTEQUAL 0x0205 + #define GL_NO_ERROR 0 + #define GL_ONE 1 + #define GL_ONE_MINUS_DST_ALPHA 0x0305 + #define GL_ONE_MINUS_DST_COLOR 0x0307 + #define GL_ONE_MINUS_SRC_ALPHA 0x0303 + #define GL_ONE_MINUS_SRC_COLOR 0x0301 + #define GL_OR 0x1507 + #define GL_OR_INVERTED 0x150D + #define GL_OR_REVERSE 0x150B + #define GL_OUT_OF_MEMORY 0x0505 + #define GL_PACK_ALIGNMENT 0x0D05 + #define GL_PACK_LSB_FIRST 0x0D01 + #define GL_PACK_ROW_LENGTH 0x0D02 + #define GL_PACK_SKIP_PIXELS 0x0D04 + #define GL_PACK_SKIP_ROWS 0x0D03 + #define GL_PACK_SWAP_BYTES 0x0D00 + #define GL_POINT 0x1B00 + #define GL_POINTS 0x0000 + #define GL_POINT_SIZE 0x0B11 + #define GL_POINT_SIZE_GRANULARITY 0x0B13 + #define GL_POINT_SIZE_RANGE 0x0B12 + #define GL_POLYGON_MODE 0x0B40 + #define GL_POLYGON_OFFSET_FACTOR 0x8038 + #define GL_POLYGON_OFFSET_FILL 0x8037 + #define GL_POLYGON_OFFSET_LINE 0x2A02 + #define GL_POLYGON_OFFSET_POINT 0x2A01 + #define GL_POLYGON_OFFSET_UNITS 0x2A00 + #define GL_POLYGON_SMOOTH 0x0B41 + #define GL_POLYGON_SMOOTH_HINT 0x0C53 + #define GL_PROXY_TEXTURE_1D 0x8063 + #define GL_PROXY_TEXTURE_2D 0x8064 + #define GL_R3_G3_B2 0x2A10 + #define GL_READ_BUFFER 0x0C02 + #define GL_RED 0x1903 + #define GL_RENDERER 0x1F01 + #define GL_REPEAT 0x2901 + #define GL_REPLACE 0x1E01 + #define GL_RGB 0x1907 + #define GL_RGB10 0x8052 + #define GL_RGB10_A2 0x8059 + #define GL_RGB12 0x8053 + #define GL_RGB16 0x8054 + #define GL_RGB4 0x804F + #define GL_RGB5 0x8050 + #define GL_RGB5_A1 0x8057 + #define GL_RGB8 0x8051 + #define GL_RGBA 0x1908 + #define GL_RGBA12 0x805A + #define GL_RGBA16 0x805B + #define GL_RGBA2 0x8055 + #define GL_RGBA4 0x8056 + #define GL_RGBA8 0x8058 + #define GL_RIGHT 0x0407 + #define GL_SCISSOR_BOX 0x0C10 + #define GL_SCISSOR_TEST 0x0C11 + #define GL_SET 0x150F + #define GL_SHORT 0x1402 + #define GL_SRC_ALPHA 0x0302 + #define GL_SRC_ALPHA_SATURATE 0x0308 + #define GL_SRC_COLOR 0x0300 + #define GL_STENCIL 0x1802 + #define GL_STENCIL_BUFFER_BIT 0x00000400 + #define GL_STENCIL_CLEAR_VALUE 0x0B91 + #define GL_STENCIL_FAIL 0x0B94 + #define GL_STENCIL_FUNC 0x0B92 + #define GL_STENCIL_INDEX 0x1901 + #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 + #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 + #define GL_STENCIL_REF 0x0B97 + #define GL_STENCIL_TEST 0x0B90 + #define GL_STENCIL_VALUE_MASK 0x0B93 + #define GL_STENCIL_WRITEMASK 0x0B98 + #define GL_STEREO 0x0C33 + #define GL_SUBPIXEL_BITS 0x0D50 + #define GL_TEXTURE 0x1702 + #define GL_TEXTURE_1D 0x0DE0 + #define GL_TEXTURE_2D 0x0DE1 + #define GL_TEXTURE_ALPHA_SIZE 0x805F + #define GL_TEXTURE_BINDING_1D 0x8068 + #define GL_TEXTURE_BINDING_2D 0x8069 + #define GL_TEXTURE_BLUE_SIZE 0x805E + #define GL_TEXTURE_BORDER_COLOR 0x1004 + #define GL_TEXTURE_GREEN_SIZE 0x805D + #define GL_TEXTURE_HEIGHT 0x1001 + #define GL_TEXTURE_INTERNAL_FORMAT 0x1003 + #define GL_TEXTURE_MAG_FILTER 0x2800 + #define GL_TEXTURE_MIN_FILTER 0x2801 + #define GL_TEXTURE_RED_SIZE 0x805C + #define GL_TEXTURE_WIDTH 0x1000 + #define GL_TEXTURE_WRAP_S 0x2802 + #define GL_TEXTURE_WRAP_T 0x2803 + #define GL_TRIANGLES 0x0004 + #define GL_TRIANGLE_FAN 0x0006 + #define GL_TRIANGLE_STRIP 0x0005 + #define GL_TRUE 1 + #define GL_UNPACK_ALIGNMENT 0x0CF5 + #define GL_UNPACK_LSB_FIRST 0x0CF1 + #define GL_UNPACK_ROW_LENGTH 0x0CF2 + #define GL_UNPACK_SKIP_PIXELS 0x0CF4 + #define GL_UNPACK_SKIP_ROWS 0x0CF3 + #define GL_UNPACK_SWAP_BYTES 0x0CF0 + #define GL_UNSIGNED_BYTE 0x1401 + #define GL_UNSIGNED_INT 0x1405 + #define GL_UNSIGNED_SHORT 0x1403 + #define GL_VENDOR 0x1F00 + #define GL_VERSION 0x1F02 + #define GL_VIEWPORT 0x0BA2 + #define GL_XOR 0x1506 + #define GL_ZERO 0 + + /* Version: 1.2*/ + #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E + #define GL_BGR 0x80E0 + #define GL_BGRA 0x80E1 + #define GL_CLAMP_TO_EDGE 0x812F + #define GL_MAX_3D_TEXTURE_SIZE 0x8073 + #define GL_MAX_ELEMENTS_INDICES 0x80E9 + #define GL_MAX_ELEMENTS_VERTICES 0x80E8 + #define GL_PACK_IMAGE_HEIGHT 0x806C + #define GL_PACK_SKIP_IMAGES 0x806B + #define GL_PROXY_TEXTURE_3D 0x8070 + #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 + #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 + #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 + #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 + #define GL_TEXTURE_3D 0x806F + #define GL_TEXTURE_BASE_LEVEL 0x813C + #define GL_TEXTURE_BINDING_3D 0x806A + #define GL_TEXTURE_DEPTH 0x8071 + #define GL_TEXTURE_MAX_LEVEL 0x813D + #define GL_TEXTURE_MAX_LOD 0x813B + #define GL_TEXTURE_MIN_LOD 0x813A + #define GL_TEXTURE_WRAP_R 0x8072 + #define GL_UNPACK_IMAGE_HEIGHT 0x806E + #define GL_UNPACK_SKIP_IMAGES 0x806D + #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 + #define GL_UNSIGNED_BYTE_3_3_2 0x8032 + #define GL_UNSIGNED_INT_10_10_10_2 0x8036 + #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 + #define GL_UNSIGNED_INT_8_8_8_8 0x8035 + #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 + #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 + #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 + #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 + #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 + #define GL_UNSIGNED_SHORT_5_6_5 0x8363 + #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 + + /* Version: 1.3*/ + #define GL_ACTIVE_TEXTURE 0x84E0 + #define GL_CLAMP_TO_BORDER 0x812D + #define GL_COMPRESSED_RGB 0x84ED + #define GL_COMPRESSED_RGBA 0x84EE + #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 + #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C + #define GL_MULTISAMPLE 0x809D + #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 + #define GL_PROXY_TEXTURE_CUBE_MAP 0x851B + #define GL_SAMPLES 0x80A9 + #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E + #define GL_SAMPLE_ALPHA_TO_ONE 0x809F + #define GL_SAMPLE_BUFFERS 0x80A8 + #define GL_SAMPLE_COVERAGE 0x80A0 + #define GL_SAMPLE_COVERAGE_INVERT 0x80AB + #define GL_SAMPLE_COVERAGE_VALUE 0x80AA + #define GL_TEXTURE0 0x84C0 + #define GL_TEXTURE1 0x84C1 + #define GL_TEXTURE10 0x84CA + #define GL_TEXTURE11 0x84CB + #define GL_TEXTURE12 0x84CC + #define GL_TEXTURE13 0x84CD + #define GL_TEXTURE14 0x84CE + #define GL_TEXTURE15 0x84CF + #define GL_TEXTURE16 0x84D0 + #define GL_TEXTURE17 0x84D1 + #define GL_TEXTURE18 0x84D2 + #define GL_TEXTURE19 0x84D3 + #define GL_TEXTURE2 0x84C2 + #define GL_TEXTURE20 0x84D4 + #define GL_TEXTURE21 0x84D5 + #define GL_TEXTURE22 0x84D6 + #define GL_TEXTURE23 0x84D7 + #define GL_TEXTURE24 0x84D8 + #define GL_TEXTURE25 0x84D9 + #define GL_TEXTURE26 0x84DA + #define GL_TEXTURE27 0x84DB + #define GL_TEXTURE28 0x84DC + #define GL_TEXTURE29 0x84DD + #define GL_TEXTURE3 0x84C3 + #define GL_TEXTURE30 0x84DE + #define GL_TEXTURE31 0x84DF + #define GL_TEXTURE4 0x84C4 + #define GL_TEXTURE5 0x84C5 + #define GL_TEXTURE6 0x84C6 + #define GL_TEXTURE7 0x84C7 + #define GL_TEXTURE8 0x84C8 + #define GL_TEXTURE9 0x84C9 + #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 + #define GL_TEXTURE_COMPRESSED 0x86A1 + #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 + #define GL_TEXTURE_COMPRESSION_HINT 0x84EF + #define GL_TEXTURE_CUBE_MAP 0x8513 + #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 + #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 + #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A + #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 + #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 + #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 + + /* Version: 1.4*/ + #define GL_BLEND_COLOR 0x8005 + #define GL_BLEND_DST_ALPHA 0x80CA + #define GL_BLEND_DST_RGB 0x80C8 + #define GL_BLEND_SRC_ALPHA 0x80CB + #define GL_BLEND_SRC_RGB 0x80C9 + #define GL_CONSTANT_ALPHA 0x8003 + #define GL_CONSTANT_COLOR 0x8001 + #define GL_DECR_WRAP 0x8508 + #define GL_DEPTH_COMPONENT16 0x81A5 + #define GL_DEPTH_COMPONENT24 0x81A6 + #define GL_DEPTH_COMPONENT32 0x81A7 + #define GL_FUNC_ADD 0x8006 + #define GL_FUNC_REVERSE_SUBTRACT 0x800B + #define GL_FUNC_SUBTRACT 0x800A + #define GL_INCR_WRAP 0x8507 + #define GL_MAX 0x8008 + #define GL_MAX_TEXTURE_LOD_BIAS 0x84FD + #define GL_MIN 0x8007 + #define GL_MIRRORED_REPEAT 0x8370 + #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 + #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 + #define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 + #define GL_TEXTURE_COMPARE_FUNC 0x884D + #define GL_TEXTURE_COMPARE_MODE 0x884C + #define GL_TEXTURE_DEPTH_SIZE 0x884A + #define GL_TEXTURE_LOD_BIAS 0x8501 + + /* Version: 1.5*/ + #define GL_ARRAY_BUFFER 0x8892 + #define GL_ARRAY_BUFFER_BINDING 0x8894 + #define GL_BUFFER_ACCESS 0x88BB + #define GL_BUFFER_MAPPED 0x88BC + #define GL_BUFFER_MAP_POINTER 0x88BD + #define GL_BUFFER_SIZE 0x8764 + #define GL_BUFFER_USAGE 0x8765 + #define GL_CURRENT_QUERY 0x8865 + #define GL_DYNAMIC_COPY 0x88EA + #define GL_DYNAMIC_DRAW 0x88E8 + #define GL_DYNAMIC_READ 0x88E9 + #define GL_ELEMENT_ARRAY_BUFFER 0x8893 + #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 + #define GL_QUERY_COUNTER_BITS 0x8864 + #define GL_QUERY_RESULT 0x8866 + #define GL_QUERY_RESULT_AVAILABLE 0x8867 + #define GL_READ_ONLY 0x88B8 + #define GL_READ_WRITE 0x88BA + #define GL_SAMPLES_PASSED 0x8914 + #define GL_SRC1_ALPHA 0x8589 + #define GL_STATIC_COPY 0x88E6 + #define GL_STATIC_DRAW 0x88E4 + #define GL_STATIC_READ 0x88E5 + #define GL_STREAM_COPY 0x88E2 + #define GL_STREAM_DRAW 0x88E0 + #define GL_STREAM_READ 0x88E1 + #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F + #define GL_WRITE_ONLY 0x88B9 + + /* Version: 2.0*/ + #define GL_ACTIVE_ATTRIBUTES 0x8B89 + #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A + #define GL_ACTIVE_UNIFORMS 0x8B86 + #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 + #define GL_ATTACHED_SHADERS 0x8B85 + #define GL_BLEND_EQUATION_ALPHA 0x883D + #define GL_BLEND_EQUATION_RGB 0x8009 + #define GL_BOOL 0x8B56 + #define GL_BOOL_VEC2 0x8B57 + #define GL_BOOL_VEC3 0x8B58 + #define GL_BOOL_VEC4 0x8B59 + #define GL_COMPILE_STATUS 0x8B81 + #define GL_CURRENT_PROGRAM 0x8B8D + #define GL_CURRENT_VERTEX_ATTRIB 0x8626 + #define GL_DELETE_STATUS 0x8B80 + #define GL_DRAW_BUFFER0 0x8825 + #define GL_DRAW_BUFFER1 0x8826 + #define GL_DRAW_BUFFER10 0x882F + #define GL_DRAW_BUFFER11 0x8830 + #define GL_DRAW_BUFFER12 0x8831 + #define GL_DRAW_BUFFER13 0x8832 + #define GL_DRAW_BUFFER14 0x8833 + #define GL_DRAW_BUFFER15 0x8834 + #define GL_DRAW_BUFFER2 0x8827 + #define GL_DRAW_BUFFER3 0x8828 + #define GL_DRAW_BUFFER4 0x8829 + #define GL_DRAW_BUFFER5 0x882A + #define GL_DRAW_BUFFER6 0x882B + #define GL_DRAW_BUFFER7 0x882C + #define GL_DRAW_BUFFER8 0x882D + #define GL_DRAW_BUFFER9 0x882E + #define GL_FLOAT_MAT2 0x8B5A + #define GL_FLOAT_MAT3 0x8B5B + #define GL_FLOAT_MAT4 0x8B5C + #define GL_FLOAT_VEC2 0x8B50 + #define GL_FLOAT_VEC3 0x8B51 + #define GL_FLOAT_VEC4 0x8B52 + #define GL_FRAGMENT_SHADER 0x8B30 + #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B + #define GL_INFO_LOG_LENGTH 0x8B84 + #define GL_INT_VEC2 0x8B53 + #define GL_INT_VEC3 0x8B54 + #define GL_INT_VEC4 0x8B55 + #define GL_LINK_STATUS 0x8B82 + #define GL_LOWER_LEFT 0x8CA1 + #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D + #define GL_MAX_DRAW_BUFFERS 0x8824 + #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 + #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 + #define GL_MAX_VARYING_FLOATS 0x8B4B + #define GL_MAX_VERTEX_ATTRIBS 0x8869 + #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C + #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A + #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 + #define GL_SAMPLER_1D 0x8B5D + #define GL_SAMPLER_1D_SHADOW 0x8B61 + #define GL_SAMPLER_2D 0x8B5E + #define GL_SAMPLER_2D_SHADOW 0x8B62 + #define GL_SAMPLER_3D 0x8B5F + #define GL_SAMPLER_CUBE 0x8B60 + #define GL_SHADER_SOURCE_LENGTH 0x8B88 + #define GL_SHADER_TYPE 0x8B4F + #define GL_SHADING_LANGUAGE_VERSION 0x8B8C + #define GL_STENCIL_BACK_FAIL 0x8801 + #define GL_STENCIL_BACK_FUNC 0x8800 + #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 + #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 + #define GL_STENCIL_BACK_REF 0x8CA3 + #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 + #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 + #define GL_UPPER_LEFT 0x8CA2 + #define GL_VALIDATE_STATUS 0x8B83 + #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 + #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A + #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 + #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 + #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 + #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 + #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 + #define GL_VERTEX_SHADER 0x8B31 + + /* Version: 2.1*/ + #define GL_COMPRESSED_SRGB 0x8C48 + #define GL_COMPRESSED_SRGB_ALPHA 0x8C49 + #define GL_FLOAT_MAT2x3 0x8B65 + #define GL_FLOAT_MAT2x4 0x8B66 + #define GL_FLOAT_MAT3x2 0x8B67 + #define GL_FLOAT_MAT3x4 0x8B68 + #define GL_FLOAT_MAT4x2 0x8B69 + #define GL_FLOAT_MAT4x3 0x8B6A + #define GL_PIXEL_PACK_BUFFER 0x88EB + #define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED + #define GL_PIXEL_UNPACK_BUFFER 0x88EC + #define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF + #define GL_SRGB 0x8C40 + #define GL_SRGB8 0x8C41 + #define GL_SRGB8_ALPHA8 0x8C43 + #define GL_SRGB_ALPHA 0x8C42 + + /* Version: 3.0*/ + #define GL_BGRA_INTEGER 0x8D9B + #define GL_BGR_INTEGER 0x8D9A + #define GL_BLUE_INTEGER 0x8D96 + #define GL_BUFFER_ACCESS_FLAGS 0x911F + #define GL_BUFFER_MAP_LENGTH 0x9120 + #define GL_BUFFER_MAP_OFFSET 0x9121 + #define GL_CLAMP_READ_COLOR 0x891C + #define GL_CLIP_DISTANCE0 0x3000 + #define GL_CLIP_DISTANCE1 0x3001 + #define GL_CLIP_DISTANCE2 0x3002 + #define GL_CLIP_DISTANCE3 0x3003 + #define GL_CLIP_DISTANCE4 0x3004 + #define GL_CLIP_DISTANCE5 0x3005 + #define GL_CLIP_DISTANCE6 0x3006 + #define GL_CLIP_DISTANCE7 0x3007 + #define GL_COLOR_ATTACHMENT0 0x8CE0 + #define GL_COLOR_ATTACHMENT1 0x8CE1 + #define GL_COLOR_ATTACHMENT10 0x8CEA + #define GL_COLOR_ATTACHMENT11 0x8CEB + #define GL_COLOR_ATTACHMENT12 0x8CEC + #define GL_COLOR_ATTACHMENT13 0x8CED + #define GL_COLOR_ATTACHMENT14 0x8CEE + #define GL_COLOR_ATTACHMENT15 0x8CEF + #define GL_COLOR_ATTACHMENT16 0x8CF0 + #define GL_COLOR_ATTACHMENT17 0x8CF1 + #define GL_COLOR_ATTACHMENT18 0x8CF2 + #define GL_COLOR_ATTACHMENT19 0x8CF3 + #define GL_COLOR_ATTACHMENT2 0x8CE2 + #define GL_COLOR_ATTACHMENT20 0x8CF4 + #define GL_COLOR_ATTACHMENT21 0x8CF5 + #define GL_COLOR_ATTACHMENT22 0x8CF6 + #define GL_COLOR_ATTACHMENT23 0x8CF7 + #define GL_COLOR_ATTACHMENT24 0x8CF8 + #define GL_COLOR_ATTACHMENT25 0x8CF9 + #define GL_COLOR_ATTACHMENT26 0x8CFA + #define GL_COLOR_ATTACHMENT27 0x8CFB + #define GL_COLOR_ATTACHMENT28 0x8CFC + #define GL_COLOR_ATTACHMENT29 0x8CFD + #define GL_COLOR_ATTACHMENT3 0x8CE3 + #define GL_COLOR_ATTACHMENT30 0x8CFE + #define GL_COLOR_ATTACHMENT31 0x8CFF + #define GL_COLOR_ATTACHMENT4 0x8CE4 + #define GL_COLOR_ATTACHMENT5 0x8CE5 + #define GL_COLOR_ATTACHMENT6 0x8CE6 + #define GL_COLOR_ATTACHMENT7 0x8CE7 + #define GL_COLOR_ATTACHMENT8 0x8CE8 + #define GL_COLOR_ATTACHMENT9 0x8CE9 + #define GL_COMPARE_REF_TO_TEXTURE 0x884E + #define GL_COMPRESSED_RED 0x8225 + #define GL_COMPRESSED_RED_RGTC1 0x8DBB + #define GL_COMPRESSED_RG 0x8226 + #define GL_COMPRESSED_RG_RGTC2 0x8DBD + #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC + #define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE + #define GL_CONTEXT_FLAGS 0x821E + #define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 + #define GL_DEPTH24_STENCIL8 0x88F0 + #define GL_DEPTH32F_STENCIL8 0x8CAD + #define GL_DEPTH_ATTACHMENT 0x8D00 + #define GL_DEPTH_COMPONENT32F 0x8CAC + #define GL_DEPTH_STENCIL 0x84F9 + #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A + #define GL_DRAW_FRAMEBUFFER 0x8CA9 + #define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 + #define GL_FIXED_ONLY 0x891D + #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD + #define GL_FRAMEBUFFER 0x8D40 + #define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 + #define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 + #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 + #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 + #define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 + #define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 + #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 + #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 + #define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 + #define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 + #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 + #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 + #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 + #define GL_FRAMEBUFFER_BINDING 0x8CA6 + #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 + #define GL_FRAMEBUFFER_DEFAULT 0x8218 + #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 + #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB + #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 + #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 + #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC + #define GL_FRAMEBUFFER_SRGB 0x8DB9 + #define GL_FRAMEBUFFER_UNDEFINED 0x8219 + #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD + #define GL_GREEN_INTEGER 0x8D95 + #define GL_HALF_FLOAT 0x140B + #define GL_INTERLEAVED_ATTRIBS 0x8C8C + #define GL_INT_SAMPLER_1D 0x8DC9 + #define GL_INT_SAMPLER_1D_ARRAY 0x8DCE + #define GL_INT_SAMPLER_2D 0x8DCA + #define GL_INT_SAMPLER_2D_ARRAY 0x8DCF + #define GL_INT_SAMPLER_3D 0x8DCB + #define GL_INT_SAMPLER_CUBE 0x8DCC + #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 + #define GL_MAJOR_VERSION 0x821B + #define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 + #define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 + #define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 + #define GL_MAP_READ_BIT 0x0001 + #define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 + #define GL_MAP_WRITE_BIT 0x0002 + #define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF + #define GL_MAX_CLIP_DISTANCES 0x0D32 + #define GL_MAX_COLOR_ATTACHMENTS 0x8CDF + #define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 + #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 + #define GL_MAX_SAMPLES 0x8D57 + #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A + #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B + #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 + #define GL_MAX_VARYING_COMPONENTS 0x8B4B + #define GL_MINOR_VERSION 0x821C + #define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 + #define GL_NUM_EXTENSIONS 0x821D + #define GL_PRIMITIVES_GENERATED 0x8C87 + #define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 + #define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B + #define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 + #define GL_QUERY_BY_REGION_WAIT 0x8E15 + #define GL_QUERY_NO_WAIT 0x8E14 + #define GL_QUERY_WAIT 0x8E13 + #define GL_R11F_G11F_B10F 0x8C3A + #define GL_R16 0x822A + #define GL_R16F 0x822D + #define GL_R16I 0x8233 + #define GL_R16UI 0x8234 + #define GL_R32F 0x822E + #define GL_R32I 0x8235 + #define GL_R32UI 0x8236 + #define GL_R8 0x8229 + #define GL_R8I 0x8231 + #define GL_R8UI 0x8232 + #define GL_RASTERIZER_DISCARD 0x8C89 + #define GL_READ_FRAMEBUFFER 0x8CA8 + #define GL_READ_FRAMEBUFFER_BINDING 0x8CAA + #define GL_RED_INTEGER 0x8D94 + #define GL_RENDERBUFFER 0x8D41 + #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 + #define GL_RENDERBUFFER_BINDING 0x8CA7 + #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 + #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 + #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 + #define GL_RENDERBUFFER_HEIGHT 0x8D43 + #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 + #define GL_RENDERBUFFER_RED_SIZE 0x8D50 + #define GL_RENDERBUFFER_SAMPLES 0x8CAB + #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 + #define GL_RENDERBUFFER_WIDTH 0x8D42 + #define GL_RG 0x8227 + #define GL_RG16 0x822C + #define GL_RG16F 0x822F + #define GL_RG16I 0x8239 + #define GL_RG16UI 0x823A + #define GL_RG32F 0x8230 + #define GL_RG32I 0x823B + #define GL_RG32UI 0x823C + #define GL_RG8 0x822B + #define GL_RG8I 0x8237 + #define GL_RG8UI 0x8238 + #define GL_RGB16F 0x881B + #define GL_RGB16I 0x8D89 + #define GL_RGB16UI 0x8D77 + #define GL_RGB32F 0x8815 + #define GL_RGB32I 0x8D83 + #define GL_RGB32UI 0x8D71 + #define GL_RGB8I 0x8D8F + #define GL_RGB8UI 0x8D7D + #define GL_RGB9_E5 0x8C3D + #define GL_RGBA16F 0x881A + #define GL_RGBA16I 0x8D88 + #define GL_RGBA16UI 0x8D76 + #define GL_RGBA32F 0x8814 + #define GL_RGBA32I 0x8D82 + #define GL_RGBA32UI 0x8D70 + #define GL_RGBA8I 0x8D8E + #define GL_RGBA8UI 0x8D7C + #define GL_RGBA_INTEGER 0x8D99 + #define GL_RGB_INTEGER 0x8D98 + #define GL_RG_INTEGER 0x8228 + #define GL_SAMPLER_1D_ARRAY 0x8DC0 + #define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 + #define GL_SAMPLER_2D_ARRAY 0x8DC1 + #define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 + #define GL_SAMPLER_CUBE_SHADOW 0x8DC5 + #define GL_SEPARATE_ATTRIBS 0x8C8D + #define GL_STENCIL_ATTACHMENT 0x8D20 + #define GL_STENCIL_INDEX1 0x8D46 + #define GL_STENCIL_INDEX16 0x8D49 + #define GL_STENCIL_INDEX4 0x8D47 + #define GL_STENCIL_INDEX8 0x8D48 + #define GL_TEXTURE_1D_ARRAY 0x8C18 + #define GL_TEXTURE_2D_ARRAY 0x8C1A + #define GL_TEXTURE_ALPHA_TYPE 0x8C13 + #define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C + #define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D + #define GL_TEXTURE_BLUE_TYPE 0x8C12 + #define GL_TEXTURE_DEPTH_TYPE 0x8C16 + #define GL_TEXTURE_GREEN_TYPE 0x8C11 + #define GL_TEXTURE_RED_TYPE 0x8C10 + #define GL_TEXTURE_SHARED_SIZE 0x8C3F + #define GL_TEXTURE_STENCIL_SIZE 0x88F1 + #define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E + #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F + #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F + #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 + #define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 + #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 + #define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 + #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 + #define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B + #define GL_UNSIGNED_INT_24_8 0x84FA + #define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E + #define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 + #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 + #define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 + #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 + #define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 + #define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 + #define GL_UNSIGNED_INT_VEC2 0x8DC6 + #define GL_UNSIGNED_INT_VEC3 0x8DC7 + #define GL_UNSIGNED_INT_VEC4 0x8DC8 + #define GL_UNSIGNED_NORMALIZED 0x8C17 + #define GL_VERTEX_ARRAY_BINDING 0x85B5 + #define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD + + /* Version: 3.1*/ + #define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 + #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 + #define GL_COPY_READ_BUFFER 0x8F36 + #define GL_COPY_WRITE_BUFFER 0x8F37 + #define GL_INT_SAMPLER_2D_RECT 0x8DCD + #define GL_INT_SAMPLER_BUFFER 0x8DD0 + #define GL_INVALID_INDEX 0xFFFFFFFF + #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 + #define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 + #define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E + #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 + #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D + #define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C + #define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 + #define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B + #define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 + #define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F + #define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B + #define GL_PRIMITIVE_RESTART 0x8F9D + #define GL_PRIMITIVE_RESTART_INDEX 0x8F9E + #define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 + #define GL_R16_SNORM 0x8F98 + #define GL_R8_SNORM 0x8F94 + #define GL_RG16_SNORM 0x8F99 + #define GL_RG8_SNORM 0x8F95 + #define GL_RGB16_SNORM 0x8F9A + #define GL_RGB8_SNORM 0x8F96 + #define GL_RGBA16_SNORM 0x8F9B + #define GL_RGBA8_SNORM 0x8F97 + #define GL_SAMPLER_2D_RECT 0x8B63 + #define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 + #define GL_SAMPLER_BUFFER 0x8DC2 + #define GL_SIGNED_NORMALIZED 0x8F9C + #define GL_TEXTURE_BINDING_BUFFER 0x8C2C + #define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 + #define GL_TEXTURE_BUFFER 0x8C2A + #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D + #define GL_TEXTURE_RECTANGLE 0x84F5 + #define GL_UNIFORM_ARRAY_STRIDE 0x8A3C + #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 + #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 + #define GL_UNIFORM_BLOCK_BINDING 0x8A3F + #define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 + #define GL_UNIFORM_BLOCK_INDEX 0x8A3A + #define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 + #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 + #define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 + #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 + #define GL_UNIFORM_BUFFER 0x8A11 + #define GL_UNIFORM_BUFFER_BINDING 0x8A28 + #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 + #define GL_UNIFORM_BUFFER_SIZE 0x8A2A + #define GL_UNIFORM_BUFFER_START 0x8A29 + #define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E + #define GL_UNIFORM_MATRIX_STRIDE 0x8A3D + #define GL_UNIFORM_NAME_LENGTH 0x8A39 + #define GL_UNIFORM_OFFSET 0x8A3B + #define GL_UNIFORM_SIZE 0x8A38 + #define GL_UNIFORM_TYPE 0x8A37 + #define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 + #define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 + + /* Version: 3.2*/ + #define GL_ALREADY_SIGNALED 0x911A + #define GL_CONDITION_SATISFIED 0x911C + #define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 + #define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 + #define GL_CONTEXT_PROFILE_MASK 0x9126 + #define GL_DEPTH_CLAMP 0x864F + #define GL_FIRST_VERTEX_CONVENTION 0x8E4D + #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 + #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 + #define GL_GEOMETRY_INPUT_TYPE 0x8917 + #define GL_GEOMETRY_OUTPUT_TYPE 0x8918 + #define GL_GEOMETRY_SHADER 0x8DD9 + #define GL_GEOMETRY_VERTICES_OUT 0x8916 + #define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 + #define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C + #define GL_LAST_VERTEX_CONVENTION 0x8E4E + #define GL_LINES_ADJACENCY 0x000A + #define GL_LINE_STRIP_ADJACENCY 0x000B + #define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E + #define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F + #define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 + #define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 + #define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 + #define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 + #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 + #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 + #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF + #define GL_MAX_INTEGER_SAMPLES 0x9110 + #define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 + #define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 + #define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 + #define GL_OBJECT_TYPE 0x9112 + #define GL_PROGRAM_POINT_SIZE 0x8642 + #define GL_PROVOKING_VERTEX 0x8E4F + #define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 + #define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 + #define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C + #define GL_SAMPLER_2D_MULTISAMPLE 0x9108 + #define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B + #define GL_SAMPLE_MASK 0x8E51 + #define GL_SAMPLE_MASK_VALUE 0x8E52 + #define GL_SAMPLE_POSITION 0x8E50 + #define GL_SIGNALED 0x9119 + #define GL_SYNC_CONDITION 0x9113 + #define GL_SYNC_FENCE 0x9116 + #define GL_SYNC_FLAGS 0x9115 + #define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 + #define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 + #define GL_SYNC_STATUS 0x9114 + #define GL_TEXTURE_2D_MULTISAMPLE 0x9100 + #define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 + #define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 + #define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 + #define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F + #define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 + #define GL_TEXTURE_SAMPLES 0x9106 + #define GL_TIMEOUT_EXPIRED 0x911B + #define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF + #define GL_TRIANGLES_ADJACENCY 0x000C + #define GL_TRIANGLE_STRIP_ADJACENCY 0x000D + #define GL_UNSIGNALED 0x9118 + #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A + #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D + #define GL_WAIT_FAILED 0x911D + + /* Version: 3.3*/ + #define GL_ANY_SAMPLES_PASSED 0x8C2F + #define GL_INT_2_10_10_10_REV 0x8D9F + #define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC + #define GL_ONE_MINUS_SRC1_ALPHA 0x88FB + #define GL_ONE_MINUS_SRC1_COLOR 0x88FA + #define GL_RGB10_A2UI 0x906F + #define GL_SAMPLER_BINDING 0x8919 + #define GL_SRC1_COLOR 0x88F9 + #define GL_TEXTURE_SWIZZLE_A 0x8E45 + #define GL_TEXTURE_SWIZZLE_B 0x8E44 + #define GL_TEXTURE_SWIZZLE_G 0x8E43 + #define GL_TEXTURE_SWIZZLE_R 0x8E42 + #define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 + #define GL_TIMESTAMP 0x8E28 + #define GL_TIME_ELAPSED 0x88BF + #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE + + + /* Extension: 1.0*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glBlendFunc)(GLenum sfactor, GLenum dfactor); + #define glBlendFunc _ptrc_glBlendFunc + extern void (CODEGEN_FUNCPTR *_ptrc_glClear)(GLbitfield mask); + #define glClear _ptrc_glClear + extern void (CODEGEN_FUNCPTR *_ptrc_glClearColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); + #define glClearColor _ptrc_glClearColor + extern void (CODEGEN_FUNCPTR *_ptrc_glClearDepth)(GLdouble depth); + #define glClearDepth _ptrc_glClearDepth + extern void (CODEGEN_FUNCPTR *_ptrc_glClearStencil)(GLint s); + #define glClearStencil _ptrc_glClearStencil + extern void (CODEGEN_FUNCPTR *_ptrc_glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); + #define glColorMask _ptrc_glColorMask + extern void (CODEGEN_FUNCPTR *_ptrc_glCullFace)(GLenum mode); + #define glCullFace _ptrc_glCullFace + extern void (CODEGEN_FUNCPTR *_ptrc_glDepthFunc)(GLenum func); + #define glDepthFunc _ptrc_glDepthFunc + extern void (CODEGEN_FUNCPTR *_ptrc_glDepthMask)(GLboolean flag); + #define glDepthMask _ptrc_glDepthMask + extern void (CODEGEN_FUNCPTR *_ptrc_glDepthRange)(GLdouble ren_near, GLdouble ren_far); + #define glDepthRange _ptrc_glDepthRange + extern void (CODEGEN_FUNCPTR *_ptrc_glDisable)(GLenum cap); + #define glDisable _ptrc_glDisable + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawBuffer)(GLenum buf); + #define glDrawBuffer _ptrc_glDrawBuffer + extern void (CODEGEN_FUNCPTR *_ptrc_glEnable)(GLenum cap); + #define glEnable _ptrc_glEnable + extern void (CODEGEN_FUNCPTR *_ptrc_glFinish)(void); + #define glFinish _ptrc_glFinish + extern void (CODEGEN_FUNCPTR *_ptrc_glFlush)(void); + #define glFlush _ptrc_glFlush + extern void (CODEGEN_FUNCPTR *_ptrc_glFrontFace)(GLenum mode); + #define glFrontFace _ptrc_glFrontFace + extern void (CODEGEN_FUNCPTR *_ptrc_glGetBooleanv)(GLenum pname, GLboolean * data); + #define glGetBooleanv _ptrc_glGetBooleanv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetDoublev)(GLenum pname, GLdouble * data); + #define glGetDoublev _ptrc_glGetDoublev + extern GLenum (CODEGEN_FUNCPTR *_ptrc_glGetError)(void); + #define glGetError _ptrc_glGetError + extern void (CODEGEN_FUNCPTR *_ptrc_glGetFloatv)(GLenum pname, GLfloat * data); + #define glGetFloatv _ptrc_glGetFloatv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetIntegerv)(GLenum pname, GLint * data); + #define glGetIntegerv _ptrc_glGetIntegerv + extern const GLubyte * (CODEGEN_FUNCPTR *_ptrc_glGetString)(GLenum name); + #define glGetString _ptrc_glGetString + extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, void * pixels); + #define glGetTexImage _ptrc_glGetTexImage + extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat * params); + #define glGetTexLevelParameterfv _ptrc_glGetTexLevelParameterfv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint * params); + #define glGetTexLevelParameteriv _ptrc_glGetTexLevelParameteriv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat * params); + #define glGetTexParameterfv _ptrc_glGetTexParameterfv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameteriv)(GLenum target, GLenum pname, GLint * params); + #define glGetTexParameteriv _ptrc_glGetTexParameteriv + extern void (CODEGEN_FUNCPTR *_ptrc_glHint)(GLenum target, GLenum mode); + #define glHint _ptrc_glHint + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsEnabled)(GLenum cap); + #define glIsEnabled _ptrc_glIsEnabled + extern void (CODEGEN_FUNCPTR *_ptrc_glLineWidth)(GLfloat width); + #define glLineWidth _ptrc_glLineWidth + extern void (CODEGEN_FUNCPTR *_ptrc_glLogicOp)(GLenum opcode); + #define glLogicOp _ptrc_glLogicOp + extern void (CODEGEN_FUNCPTR *_ptrc_glPixelStoref)(GLenum pname, GLfloat param); + #define glPixelStoref _ptrc_glPixelStoref + extern void (CODEGEN_FUNCPTR *_ptrc_glPixelStorei)(GLenum pname, GLint param); + #define glPixelStorei _ptrc_glPixelStorei + extern void (CODEGEN_FUNCPTR *_ptrc_glPointSize)(GLfloat size); + #define glPointSize _ptrc_glPointSize + extern void (CODEGEN_FUNCPTR *_ptrc_glPolygonMode)(GLenum face, GLenum mode); + #define glPolygonMode _ptrc_glPolygonMode + extern void (CODEGEN_FUNCPTR *_ptrc_glReadBuffer)(GLenum src); + #define glReadBuffer _ptrc_glReadBuffer + extern void (CODEGEN_FUNCPTR *_ptrc_glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels); + #define glReadPixels _ptrc_glReadPixels + extern void (CODEGEN_FUNCPTR *_ptrc_glScissor)(GLint x, GLint y, GLsizei width, GLsizei height); + #define glScissor _ptrc_glScissor + extern void (CODEGEN_FUNCPTR *_ptrc_glStencilFunc)(GLenum func, GLint ref, GLuint mask); + #define glStencilFunc _ptrc_glStencilFunc + extern void (CODEGEN_FUNCPTR *_ptrc_glStencilMask)(GLuint mask); + #define glStencilMask _ptrc_glStencilMask + extern void (CODEGEN_FUNCPTR *_ptrc_glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass); + #define glStencilOp _ptrc_glStencilOp + extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage1D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels); + #define glTexImage1D _ptrc_glTexImage1D + extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels); + #define glTexImage2D _ptrc_glTexImage2D + extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterf)(GLenum target, GLenum pname, GLfloat param); + #define glTexParameterf _ptrc_glTexParameterf + extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterfv)(GLenum target, GLenum pname, const GLfloat * params); + #define glTexParameterfv _ptrc_glTexParameterfv + extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameteri)(GLenum target, GLenum pname, GLint param); + #define glTexParameteri _ptrc_glTexParameteri + extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameteriv)(GLenum target, GLenum pname, const GLint * params); + #define glTexParameteriv _ptrc_glTexParameteriv + extern void (CODEGEN_FUNCPTR *_ptrc_glViewport)(GLint x, GLint y, GLsizei width, GLsizei height); + #define glViewport _ptrc_glViewport + + /* Extension: 1.1*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glBindTexture)(GLenum target, GLuint texture); + #define glBindTexture _ptrc_glBindTexture + extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); + #define glCopyTexImage1D _ptrc_glCopyTexImage1D + extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); + #define glCopyTexImage2D _ptrc_glCopyTexImage2D + extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); + #define glCopyTexSubImage1D _ptrc_glCopyTexSubImage1D + extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); + #define glCopyTexSubImage2D _ptrc_glCopyTexSubImage2D + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteTextures)(GLsizei n, const GLuint * textures); + #define glDeleteTextures _ptrc_glDeleteTextures + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawArrays)(GLenum mode, GLint first, GLsizei count); + #define glDrawArrays _ptrc_glDrawArrays + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawElements)(GLenum mode, GLsizei count, GLenum type, const void * indices); + #define glDrawElements _ptrc_glDrawElements + extern void (CODEGEN_FUNCPTR *_ptrc_glGenTextures)(GLsizei n, GLuint * textures); + #define glGenTextures _ptrc_glGenTextures + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsTexture)(GLuint texture); + #define glIsTexture _ptrc_glIsTexture + extern void (CODEGEN_FUNCPTR *_ptrc_glPolygonOffset)(GLfloat factor, GLfloat units); + #define glPolygonOffset _ptrc_glPolygonOffset + extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels); + #define glTexSubImage1D _ptrc_glTexSubImage1D + extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels); + #define glTexSubImage2D _ptrc_glTexSubImage2D + + /* Extension: 1.2*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); + #define glCopyTexSubImage3D _ptrc_glCopyTexSubImage3D + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices); + #define glDrawRangeElements _ptrc_glDrawRangeElements + extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage3D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels); + #define glTexImage3D _ptrc_glTexImage3D + extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels); + #define glTexSubImage3D _ptrc_glTexSubImage3D + + /* Extension: 1.3*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glActiveTexture)(GLenum texture); + #define glActiveTexture _ptrc_glActiveTexture + extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data); + #define glCompressedTexImage1D _ptrc_glCompressedTexImage1D + extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data); + #define glCompressedTexImage2D _ptrc_glCompressedTexImage2D + extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage3D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data); + #define glCompressedTexImage3D _ptrc_glCompressedTexImage3D + extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data); + #define glCompressedTexSubImage1D _ptrc_glCompressedTexSubImage1D + extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data); + #define glCompressedTexSubImage2D _ptrc_glCompressedTexSubImage2D + extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data); + #define glCompressedTexSubImage3D _ptrc_glCompressedTexSubImage3D + extern void (CODEGEN_FUNCPTR *_ptrc_glGetCompressedTexImage)(GLenum target, GLint level, void * img); + #define glGetCompressedTexImage _ptrc_glGetCompressedTexImage + extern void (CODEGEN_FUNCPTR *_ptrc_glSampleCoverage)(GLfloat value, GLboolean invert); + #define glSampleCoverage _ptrc_glSampleCoverage + + /* Extension: 1.4*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glBlendColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); + #define glBlendColor _ptrc_glBlendColor + extern void (CODEGEN_FUNCPTR *_ptrc_glBlendEquation)(GLenum mode); + #define glBlendEquation _ptrc_glBlendEquation + extern void (CODEGEN_FUNCPTR *_ptrc_glBlendFuncSeparate)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); + #define glBlendFuncSeparate _ptrc_glBlendFuncSeparate + extern void (CODEGEN_FUNCPTR *_ptrc_glMultiDrawArrays)(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount); + #define glMultiDrawArrays _ptrc_glMultiDrawArrays + extern void (CODEGEN_FUNCPTR *_ptrc_glMultiDrawElements)(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount); + #define glMultiDrawElements _ptrc_glMultiDrawElements + extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameterf)(GLenum pname, GLfloat param); + #define glPointParameterf _ptrc_glPointParameterf + extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameterfv)(GLenum pname, const GLfloat * params); + #define glPointParameterfv _ptrc_glPointParameterfv + extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameteri)(GLenum pname, GLint param); + #define glPointParameteri _ptrc_glPointParameteri + extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameteriv)(GLenum pname, const GLint * params); + #define glPointParameteriv _ptrc_glPointParameteriv + + /* Extension: 1.5*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glBeginQuery)(GLenum target, GLuint id); + #define glBeginQuery _ptrc_glBeginQuery + extern void (CODEGEN_FUNCPTR *_ptrc_glBindBuffer)(GLenum target, GLuint buffer); + #define glBindBuffer _ptrc_glBindBuffer + extern void (CODEGEN_FUNCPTR *_ptrc_glBufferData)(GLenum target, GLsizeiptr size, const void * data, GLenum usage); + #define glBufferData _ptrc_glBufferData + extern void (CODEGEN_FUNCPTR *_ptrc_glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const void * data); + #define glBufferSubData _ptrc_glBufferSubData + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteBuffers)(GLsizei n, const GLuint * buffers); + #define glDeleteBuffers _ptrc_glDeleteBuffers + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteQueries)(GLsizei n, const GLuint * ids); + #define glDeleteQueries _ptrc_glDeleteQueries + extern void (CODEGEN_FUNCPTR *_ptrc_glEndQuery)(GLenum target); + #define glEndQuery _ptrc_glEndQuery + extern void (CODEGEN_FUNCPTR *_ptrc_glGenBuffers)(GLsizei n, GLuint * buffers); + #define glGenBuffers _ptrc_glGenBuffers + extern void (CODEGEN_FUNCPTR *_ptrc_glGenQueries)(GLsizei n, GLuint * ids); + #define glGenQueries _ptrc_glGenQueries + extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferParameteriv)(GLenum target, GLenum pname, GLint * params); + #define glGetBufferParameteriv _ptrc_glGetBufferParameteriv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferPointerv)(GLenum target, GLenum pname, void ** params); + #define glGetBufferPointerv _ptrc_glGetBufferPointerv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, void * data); + #define glGetBufferSubData _ptrc_glGetBufferSubData + extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryObjectiv)(GLuint id, GLenum pname, GLint * params); + #define glGetQueryObjectiv _ptrc_glGetQueryObjectiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint * params); + #define glGetQueryObjectuiv _ptrc_glGetQueryObjectuiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryiv)(GLenum target, GLenum pname, GLint * params); + #define glGetQueryiv _ptrc_glGetQueryiv + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsBuffer)(GLuint buffer); + #define glIsBuffer _ptrc_glIsBuffer + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsQuery)(GLuint id); + #define glIsQuery _ptrc_glIsQuery + extern void * (CODEGEN_FUNCPTR *_ptrc_glMapBuffer)(GLenum target, GLenum access); + #define glMapBuffer _ptrc_glMapBuffer + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glUnmapBuffer)(GLenum target); + #define glUnmapBuffer _ptrc_glUnmapBuffer + + /* Extension: 2.0*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glAttachShader)(GLuint program, GLuint shader); + #define glAttachShader _ptrc_glAttachShader + extern void (CODEGEN_FUNCPTR *_ptrc_glBindAttribLocation)(GLuint program, GLuint index, const GLchar * name); + #define glBindAttribLocation _ptrc_glBindAttribLocation + extern void (CODEGEN_FUNCPTR *_ptrc_glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha); + #define glBlendEquationSeparate _ptrc_glBlendEquationSeparate + extern void (CODEGEN_FUNCPTR *_ptrc_glCompileShader)(GLuint shader); + #define glCompileShader _ptrc_glCompileShader + extern GLuint (CODEGEN_FUNCPTR *_ptrc_glCreateProgram)(void); + #define glCreateProgram _ptrc_glCreateProgram + extern GLuint (CODEGEN_FUNCPTR *_ptrc_glCreateShader)(GLenum type); + #define glCreateShader _ptrc_glCreateShader + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteProgram)(GLuint program); + #define glDeleteProgram _ptrc_glDeleteProgram + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteShader)(GLuint shader); + #define glDeleteShader _ptrc_glDeleteShader + extern void (CODEGEN_FUNCPTR *_ptrc_glDetachShader)(GLuint program, GLuint shader); + #define glDetachShader _ptrc_glDetachShader + extern void (CODEGEN_FUNCPTR *_ptrc_glDisableVertexAttribArray)(GLuint index); + #define glDisableVertexAttribArray _ptrc_glDisableVertexAttribArray + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawBuffers)(GLsizei n, const GLenum * bufs); + #define glDrawBuffers _ptrc_glDrawBuffers + extern void (CODEGEN_FUNCPTR *_ptrc_glEnableVertexAttribArray)(GLuint index); + #define glEnableVertexAttribArray _ptrc_glEnableVertexAttribArray + extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); + #define glGetActiveAttrib _ptrc_glGetActiveAttrib + extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name); + #define glGetActiveUniform _ptrc_glGetActiveUniform + extern void (CODEGEN_FUNCPTR *_ptrc_glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders); + #define glGetAttachedShaders _ptrc_glGetAttachedShaders + extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetAttribLocation)(GLuint program, const GLchar * name); + #define glGetAttribLocation _ptrc_glGetAttribLocation + extern void (CODEGEN_FUNCPTR *_ptrc_glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog); + #define glGetProgramInfoLog _ptrc_glGetProgramInfoLog + extern void (CODEGEN_FUNCPTR *_ptrc_glGetProgramiv)(GLuint program, GLenum pname, GLint * params); + #define glGetProgramiv _ptrc_glGetProgramiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog); + #define glGetShaderInfoLog _ptrc_glGetShaderInfoLog + extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source); + #define glGetShaderSource _ptrc_glGetShaderSource + extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderiv)(GLuint shader, GLenum pname, GLint * params); + #define glGetShaderiv _ptrc_glGetShaderiv + extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetUniformLocation)(GLuint program, const GLchar * name); + #define glGetUniformLocation _ptrc_glGetUniformLocation + extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformfv)(GLuint program, GLint location, GLfloat * params); + #define glGetUniformfv _ptrc_glGetUniformfv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformiv)(GLuint program, GLint location, GLint * params); + #define glGetUniformiv _ptrc_glGetUniformiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribPointerv)(GLuint index, GLenum pname, void ** pointer); + #define glGetVertexAttribPointerv _ptrc_glGetVertexAttribPointerv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble * params); + #define glGetVertexAttribdv _ptrc_glGetVertexAttribdv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat * params); + #define glGetVertexAttribfv _ptrc_glGetVertexAttribfv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribiv)(GLuint index, GLenum pname, GLint * params); + #define glGetVertexAttribiv _ptrc_glGetVertexAttribiv + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsProgram)(GLuint program); + #define glIsProgram _ptrc_glIsProgram + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsShader)(GLuint shader); + #define glIsShader _ptrc_glIsShader + extern void (CODEGEN_FUNCPTR *_ptrc_glLinkProgram)(GLuint program); + #define glLinkProgram _ptrc_glLinkProgram + extern void (CODEGEN_FUNCPTR *_ptrc_glShaderSource)(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length); + #define glShaderSource _ptrc_glShaderSource + extern void (CODEGEN_FUNCPTR *_ptrc_glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask); + #define glStencilFuncSeparate _ptrc_glStencilFuncSeparate + extern void (CODEGEN_FUNCPTR *_ptrc_glStencilMaskSeparate)(GLenum face, GLuint mask); + #define glStencilMaskSeparate _ptrc_glStencilMaskSeparate + extern void (CODEGEN_FUNCPTR *_ptrc_glStencilOpSeparate)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); + #define glStencilOpSeparate _ptrc_glStencilOpSeparate + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1f)(GLint location, GLfloat v0); + #define glUniform1f _ptrc_glUniform1f + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1fv)(GLint location, GLsizei count, const GLfloat * value); + #define glUniform1fv _ptrc_glUniform1fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1i)(GLint location, GLint v0); + #define glUniform1i _ptrc_glUniform1i + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1iv)(GLint location, GLsizei count, const GLint * value); + #define glUniform1iv _ptrc_glUniform1iv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2f)(GLint location, GLfloat v0, GLfloat v1); + #define glUniform2f _ptrc_glUniform2f + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2fv)(GLint location, GLsizei count, const GLfloat * value); + #define glUniform2fv _ptrc_glUniform2fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2i)(GLint location, GLint v0, GLint v1); + #define glUniform2i _ptrc_glUniform2i + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2iv)(GLint location, GLsizei count, const GLint * value); + #define glUniform2iv _ptrc_glUniform2iv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); + #define glUniform3f _ptrc_glUniform3f + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3fv)(GLint location, GLsizei count, const GLfloat * value); + #define glUniform3fv _ptrc_glUniform3fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3i)(GLint location, GLint v0, GLint v1, GLint v2); + #define glUniform3i _ptrc_glUniform3i + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3iv)(GLint location, GLsizei count, const GLint * value); + #define glUniform3iv _ptrc_glUniform3iv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); + #define glUniform4f _ptrc_glUniform4f + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4fv)(GLint location, GLsizei count, const GLfloat * value); + #define glUniform4fv _ptrc_glUniform4fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); + #define glUniform4i _ptrc_glUniform4i + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4iv)(GLint location, GLsizei count, const GLint * value); + #define glUniform4iv _ptrc_glUniform4iv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix2fv _ptrc_glUniformMatrix2fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix3fv _ptrc_glUniformMatrix3fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix4fv _ptrc_glUniformMatrix4fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUseProgram)(GLuint program); + #define glUseProgram _ptrc_glUseProgram + extern void (CODEGEN_FUNCPTR *_ptrc_glValidateProgram)(GLuint program); + #define glValidateProgram _ptrc_glValidateProgram + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1d)(GLuint index, GLdouble x); + #define glVertexAttrib1d _ptrc_glVertexAttrib1d + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1dv)(GLuint index, const GLdouble * v); + #define glVertexAttrib1dv _ptrc_glVertexAttrib1dv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1f)(GLuint index, GLfloat x); + #define glVertexAttrib1f _ptrc_glVertexAttrib1f + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1fv)(GLuint index, const GLfloat * v); + #define glVertexAttrib1fv _ptrc_glVertexAttrib1fv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1s)(GLuint index, GLshort x); + #define glVertexAttrib1s _ptrc_glVertexAttrib1s + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1sv)(GLuint index, const GLshort * v); + #define glVertexAttrib1sv _ptrc_glVertexAttrib1sv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2d)(GLuint index, GLdouble x, GLdouble y); + #define glVertexAttrib2d _ptrc_glVertexAttrib2d + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2dv)(GLuint index, const GLdouble * v); + #define glVertexAttrib2dv _ptrc_glVertexAttrib2dv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y); + #define glVertexAttrib2f _ptrc_glVertexAttrib2f + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2fv)(GLuint index, const GLfloat * v); + #define glVertexAttrib2fv _ptrc_glVertexAttrib2fv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2s)(GLuint index, GLshort x, GLshort y); + #define glVertexAttrib2s _ptrc_glVertexAttrib2s + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2sv)(GLuint index, const GLshort * v); + #define glVertexAttrib2sv _ptrc_glVertexAttrib2sv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3d)(GLuint index, GLdouble x, GLdouble y, GLdouble z); + #define glVertexAttrib3d _ptrc_glVertexAttrib3d + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3dv)(GLuint index, const GLdouble * v); + #define glVertexAttrib3dv _ptrc_glVertexAttrib3dv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z); + #define glVertexAttrib3f _ptrc_glVertexAttrib3f + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3fv)(GLuint index, const GLfloat * v); + #define glVertexAttrib3fv _ptrc_glVertexAttrib3fv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3s)(GLuint index, GLshort x, GLshort y, GLshort z); + #define glVertexAttrib3s _ptrc_glVertexAttrib3s + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3sv)(GLuint index, const GLshort * v); + #define glVertexAttrib3sv _ptrc_glVertexAttrib3sv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nbv)(GLuint index, const GLbyte * v); + #define glVertexAttrib4Nbv _ptrc_glVertexAttrib4Nbv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Niv)(GLuint index, const GLint * v); + #define glVertexAttrib4Niv _ptrc_glVertexAttrib4Niv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nsv)(GLuint index, const GLshort * v); + #define glVertexAttrib4Nsv _ptrc_glVertexAttrib4Nsv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); + #define glVertexAttrib4Nub _ptrc_glVertexAttrib4Nub + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nubv)(GLuint index, const GLubyte * v); + #define glVertexAttrib4Nubv _ptrc_glVertexAttrib4Nubv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nuiv)(GLuint index, const GLuint * v); + #define glVertexAttrib4Nuiv _ptrc_glVertexAttrib4Nuiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nusv)(GLuint index, const GLushort * v); + #define glVertexAttrib4Nusv _ptrc_glVertexAttrib4Nusv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4bv)(GLuint index, const GLbyte * v); + #define glVertexAttrib4bv _ptrc_glVertexAttrib4bv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4d)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); + #define glVertexAttrib4d _ptrc_glVertexAttrib4d + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4dv)(GLuint index, const GLdouble * v); + #define glVertexAttrib4dv _ptrc_glVertexAttrib4dv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + #define glVertexAttrib4f _ptrc_glVertexAttrib4f + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4fv)(GLuint index, const GLfloat * v); + #define glVertexAttrib4fv _ptrc_glVertexAttrib4fv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4iv)(GLuint index, const GLint * v); + #define glVertexAttrib4iv _ptrc_glVertexAttrib4iv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4s)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); + #define glVertexAttrib4s _ptrc_glVertexAttrib4s + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4sv)(GLuint index, const GLshort * v); + #define glVertexAttrib4sv _ptrc_glVertexAttrib4sv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4ubv)(GLuint index, const GLubyte * v); + #define glVertexAttrib4ubv _ptrc_glVertexAttrib4ubv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4uiv)(GLuint index, const GLuint * v); + #define glVertexAttrib4uiv _ptrc_glVertexAttrib4uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4usv)(GLuint index, const GLushort * v); + #define glVertexAttrib4usv _ptrc_glVertexAttrib4usv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer); + #define glVertexAttribPointer _ptrc_glVertexAttribPointer + + /* Extension: 2.1*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix2x3fv _ptrc_glUniformMatrix2x3fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix2x4fv _ptrc_glUniformMatrix2x4fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix3x2fv _ptrc_glUniformMatrix3x2fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix3x4fv _ptrc_glUniformMatrix3x4fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix4x2fv _ptrc_glUniformMatrix4x2fv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); + #define glUniformMatrix4x3fv _ptrc_glUniformMatrix4x3fv + + /* Extension: 3.0*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glBeginConditionalRender)(GLuint id, GLenum mode); + #define glBeginConditionalRender _ptrc_glBeginConditionalRender + extern void (CODEGEN_FUNCPTR *_ptrc_glBeginTransformFeedback)(GLenum primitiveMode); + #define glBeginTransformFeedback _ptrc_glBeginTransformFeedback + extern void (CODEGEN_FUNCPTR *_ptrc_glBindBufferBase)(GLenum target, GLuint index, GLuint buffer); + #define glBindBufferBase _ptrc_glBindBufferBase + extern void (CODEGEN_FUNCPTR *_ptrc_glBindBufferRange)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); + #define glBindBufferRange _ptrc_glBindBufferRange + extern void (CODEGEN_FUNCPTR *_ptrc_glBindFragDataLocation)(GLuint program, GLuint color, const GLchar * name); + #define glBindFragDataLocation _ptrc_glBindFragDataLocation + extern void (CODEGEN_FUNCPTR *_ptrc_glBindFramebuffer)(GLenum target, GLuint framebuffer); + #define glBindFramebuffer _ptrc_glBindFramebuffer + extern void (CODEGEN_FUNCPTR *_ptrc_glBindRenderbuffer)(GLenum target, GLuint renderbuffer); + #define glBindRenderbuffer _ptrc_glBindRenderbuffer + extern void (CODEGEN_FUNCPTR *_ptrc_glBindVertexArray)(GLuint ren_array); + #define glBindVertexArray _ptrc_glBindVertexArray + extern void (CODEGEN_FUNCPTR *_ptrc_glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); + #define glBlitFramebuffer _ptrc_glBlitFramebuffer + extern GLenum (CODEGEN_FUNCPTR *_ptrc_glCheckFramebufferStatus)(GLenum target); + #define glCheckFramebufferStatus _ptrc_glCheckFramebufferStatus + extern void (CODEGEN_FUNCPTR *_ptrc_glClampColor)(GLenum target, GLenum clamp); + #define glClampColor _ptrc_glClampColor + extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferfi)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); + #define glClearBufferfi _ptrc_glClearBufferfi + extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferfv)(GLenum buffer, GLint drawbuffer, const GLfloat * value); + #define glClearBufferfv _ptrc_glClearBufferfv + extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferiv)(GLenum buffer, GLint drawbuffer, const GLint * value); + #define glClearBufferiv _ptrc_glClearBufferiv + extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferuiv)(GLenum buffer, GLint drawbuffer, const GLuint * value); + #define glClearBufferuiv _ptrc_glClearBufferuiv + extern void (CODEGEN_FUNCPTR *_ptrc_glColorMaski)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); + #define glColorMaski _ptrc_glColorMaski + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteFramebuffers)(GLsizei n, const GLuint * framebuffers); + #define glDeleteFramebuffers _ptrc_glDeleteFramebuffers + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteRenderbuffers)(GLsizei n, const GLuint * renderbuffers); + #define glDeleteRenderbuffers _ptrc_glDeleteRenderbuffers + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteVertexArrays)(GLsizei n, const GLuint * arrays); + #define glDeleteVertexArrays _ptrc_glDeleteVertexArrays + extern void (CODEGEN_FUNCPTR *_ptrc_glDisablei)(GLenum target, GLuint index); + #define glDisablei _ptrc_glDisablei + extern void (CODEGEN_FUNCPTR *_ptrc_glEnablei)(GLenum target, GLuint index); + #define glEnablei _ptrc_glEnablei + extern void (CODEGEN_FUNCPTR *_ptrc_glEndConditionalRender)(void); + #define glEndConditionalRender _ptrc_glEndConditionalRender + extern void (CODEGEN_FUNCPTR *_ptrc_glEndTransformFeedback)(void); + #define glEndTransformFeedback _ptrc_glEndTransformFeedback + extern void (CODEGEN_FUNCPTR *_ptrc_glFlushMappedBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length); + #define glFlushMappedBufferRange _ptrc_glFlushMappedBufferRange + extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); + #define glFramebufferRenderbuffer _ptrc_glFramebufferRenderbuffer + extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + #define glFramebufferTexture1D _ptrc_glFramebufferTexture1D + extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + #define glFramebufferTexture2D _ptrc_glFramebufferTexture2D + extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); + #define glFramebufferTexture3D _ptrc_glFramebufferTexture3D + extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); + #define glFramebufferTextureLayer _ptrc_glFramebufferTextureLayer + extern void (CODEGEN_FUNCPTR *_ptrc_glGenFramebuffers)(GLsizei n, GLuint * framebuffers); + #define glGenFramebuffers _ptrc_glGenFramebuffers + extern void (CODEGEN_FUNCPTR *_ptrc_glGenRenderbuffers)(GLsizei n, GLuint * renderbuffers); + #define glGenRenderbuffers _ptrc_glGenRenderbuffers + extern void (CODEGEN_FUNCPTR *_ptrc_glGenVertexArrays)(GLsizei n, GLuint * arrays); + #define glGenVertexArrays _ptrc_glGenVertexArrays + extern void (CODEGEN_FUNCPTR *_ptrc_glGenerateMipmap)(GLenum target); + #define glGenerateMipmap _ptrc_glGenerateMipmap + extern void (CODEGEN_FUNCPTR *_ptrc_glGetBooleani_v)(GLenum target, GLuint index, GLboolean * data); + #define glGetBooleani_v _ptrc_glGetBooleani_v + extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetFragDataLocation)(GLuint program, const GLchar * name); + #define glGetFragDataLocation _ptrc_glGetFragDataLocation + extern void (CODEGEN_FUNCPTR *_ptrc_glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint * params); + #define glGetFramebufferAttachmentParameteriv _ptrc_glGetFramebufferAttachmentParameteriv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetIntegeri_v)(GLenum target, GLuint index, GLint * data); + #define glGetIntegeri_v _ptrc_glGetIntegeri_v + extern void (CODEGEN_FUNCPTR *_ptrc_glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint * params); + #define glGetRenderbufferParameteriv _ptrc_glGetRenderbufferParameteriv + extern const GLubyte * (CODEGEN_FUNCPTR *_ptrc_glGetStringi)(GLenum name, GLuint index); + #define glGetStringi _ptrc_glGetStringi + extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterIiv)(GLenum target, GLenum pname, GLint * params); + #define glGetTexParameterIiv _ptrc_glGetTexParameterIiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterIuiv)(GLenum target, GLenum pname, GLuint * params); + #define glGetTexParameterIuiv _ptrc_glGetTexParameterIuiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetTransformFeedbackVarying)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name); + #define glGetTransformFeedbackVarying _ptrc_glGetTransformFeedbackVarying + extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformuiv)(GLuint program, GLint location, GLuint * params); + #define glGetUniformuiv _ptrc_glGetUniformuiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribIiv)(GLuint index, GLenum pname, GLint * params); + #define glGetVertexAttribIiv _ptrc_glGetVertexAttribIiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribIuiv)(GLuint index, GLenum pname, GLuint * params); + #define glGetVertexAttribIuiv _ptrc_glGetVertexAttribIuiv + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsEnabledi)(GLenum target, GLuint index); + #define glIsEnabledi _ptrc_glIsEnabledi + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsFramebuffer)(GLuint framebuffer); + #define glIsFramebuffer _ptrc_glIsFramebuffer + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsRenderbuffer)(GLuint renderbuffer); + #define glIsRenderbuffer _ptrc_glIsRenderbuffer + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsVertexArray)(GLuint ren_array); + #define glIsVertexArray _ptrc_glIsVertexArray + extern void * (CODEGEN_FUNCPTR *_ptrc_glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); + #define glMapBufferRange _ptrc_glMapBufferRange + extern void (CODEGEN_FUNCPTR *_ptrc_glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); + #define glRenderbufferStorage _ptrc_glRenderbufferStorage + extern void (CODEGEN_FUNCPTR *_ptrc_glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); + #define glRenderbufferStorageMultisample _ptrc_glRenderbufferStorageMultisample + extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterIiv)(GLenum target, GLenum pname, const GLint * params); + #define glTexParameterIiv _ptrc_glTexParameterIiv + extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterIuiv)(GLenum target, GLenum pname, const GLuint * params); + #define glTexParameterIuiv _ptrc_glTexParameterIuiv + extern void (CODEGEN_FUNCPTR *_ptrc_glTransformFeedbackVaryings)(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); + #define glTransformFeedbackVaryings _ptrc_glTransformFeedbackVaryings + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1ui)(GLint location, GLuint v0); + #define glUniform1ui _ptrc_glUniform1ui + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1uiv)(GLint location, GLsizei count, const GLuint * value); + #define glUniform1uiv _ptrc_glUniform1uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2ui)(GLint location, GLuint v0, GLuint v1); + #define glUniform2ui _ptrc_glUniform2ui + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2uiv)(GLint location, GLsizei count, const GLuint * value); + #define glUniform2uiv _ptrc_glUniform2uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3ui)(GLint location, GLuint v0, GLuint v1, GLuint v2); + #define glUniform3ui _ptrc_glUniform3ui + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3uiv)(GLint location, GLsizei count, const GLuint * value); + #define glUniform3uiv _ptrc_glUniform3uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4ui)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); + #define glUniform4ui _ptrc_glUniform4ui + extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4uiv)(GLint location, GLsizei count, const GLuint * value); + #define glUniform4uiv _ptrc_glUniform4uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1i)(GLuint index, GLint x); + #define glVertexAttribI1i _ptrc_glVertexAttribI1i + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1iv)(GLuint index, const GLint * v); + #define glVertexAttribI1iv _ptrc_glVertexAttribI1iv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1ui)(GLuint index, GLuint x); + #define glVertexAttribI1ui _ptrc_glVertexAttribI1ui + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1uiv)(GLuint index, const GLuint * v); + #define glVertexAttribI1uiv _ptrc_glVertexAttribI1uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2i)(GLuint index, GLint x, GLint y); + #define glVertexAttribI2i _ptrc_glVertexAttribI2i + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2iv)(GLuint index, const GLint * v); + #define glVertexAttribI2iv _ptrc_glVertexAttribI2iv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2ui)(GLuint index, GLuint x, GLuint y); + #define glVertexAttribI2ui _ptrc_glVertexAttribI2ui + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2uiv)(GLuint index, const GLuint * v); + #define glVertexAttribI2uiv _ptrc_glVertexAttribI2uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3i)(GLuint index, GLint x, GLint y, GLint z); + #define glVertexAttribI3i _ptrc_glVertexAttribI3i + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3iv)(GLuint index, const GLint * v); + #define glVertexAttribI3iv _ptrc_glVertexAttribI3iv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3ui)(GLuint index, GLuint x, GLuint y, GLuint z); + #define glVertexAttribI3ui _ptrc_glVertexAttribI3ui + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3uiv)(GLuint index, const GLuint * v); + #define glVertexAttribI3uiv _ptrc_glVertexAttribI3uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4bv)(GLuint index, const GLbyte * v); + #define glVertexAttribI4bv _ptrc_glVertexAttribI4bv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4i)(GLuint index, GLint x, GLint y, GLint z, GLint w); + #define glVertexAttribI4i _ptrc_glVertexAttribI4i + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4iv)(GLuint index, const GLint * v); + #define glVertexAttribI4iv _ptrc_glVertexAttribI4iv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4sv)(GLuint index, const GLshort * v); + #define glVertexAttribI4sv _ptrc_glVertexAttribI4sv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4ubv)(GLuint index, const GLubyte * v); + #define glVertexAttribI4ubv _ptrc_glVertexAttribI4ubv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4ui)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); + #define glVertexAttribI4ui _ptrc_glVertexAttribI4ui + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4uiv)(GLuint index, const GLuint * v); + #define glVertexAttribI4uiv _ptrc_glVertexAttribI4uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4usv)(GLuint index, const GLushort * v); + #define glVertexAttribI4usv _ptrc_glVertexAttribI4usv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribIPointer)(GLuint index, GLint size, GLenum type, GLsizei stride, const void * pointer); + #define glVertexAttribIPointer _ptrc_glVertexAttribIPointer + + /* Extension: 3.1*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glCopyBufferSubData)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); + #define glCopyBufferSubData _ptrc_glCopyBufferSubData + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawArraysInstanced)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); + #define glDrawArraysInstanced _ptrc_glDrawArraysInstanced + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawElementsInstanced)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount); + #define glDrawElementsInstanced _ptrc_glDrawElementsInstanced + extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName); + #define glGetActiveUniformBlockName _ptrc_glGetActiveUniformBlockName + extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params); + #define glGetActiveUniformBlockiv _ptrc_glGetActiveUniformBlockiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformName)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName); + #define glGetActiveUniformName _ptrc_glGetActiveUniformName + extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params); + #define glGetActiveUniformsiv _ptrc_glGetActiveUniformsiv + extern GLuint (CODEGEN_FUNCPTR *_ptrc_glGetUniformBlockIndex)(GLuint program, const GLchar * uniformBlockName); + #define glGetUniformBlockIndex _ptrc_glGetUniformBlockIndex + extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices); + #define glGetUniformIndices _ptrc_glGetUniformIndices + extern void (CODEGEN_FUNCPTR *_ptrc_glPrimitiveRestartIndex)(GLuint index); + #define glPrimitiveRestartIndex _ptrc_glPrimitiveRestartIndex + extern void (CODEGEN_FUNCPTR *_ptrc_glTexBuffer)(GLenum target, GLenum internalformat, GLuint buffer); + #define glTexBuffer _ptrc_glTexBuffer + extern void (CODEGEN_FUNCPTR *_ptrc_glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); + #define glUniformBlockBinding _ptrc_glUniformBlockBinding + + /* Extension: 3.2*/ + extern GLenum (CODEGEN_FUNCPTR *_ptrc_glClientWaitSync)(GLsync sync, GLbitfield flags, GLuint64 timeout); + #define glClientWaitSync _ptrc_glClientWaitSync + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteSync)(GLsync sync); + #define glDeleteSync _ptrc_glDeleteSync + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawElementsBaseVertex)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLint basevertex); + #define glDrawElementsBaseVertex _ptrc_glDrawElementsBaseVertex + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawElementsInstancedBaseVertex)(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei instancecount, GLint basevertex); + #define glDrawElementsInstancedBaseVertex _ptrc_glDrawElementsInstancedBaseVertex + extern void (CODEGEN_FUNCPTR *_ptrc_glDrawRangeElementsBaseVertex)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices, GLint basevertex); + #define glDrawRangeElementsBaseVertex _ptrc_glDrawRangeElementsBaseVertex + extern GLsync (CODEGEN_FUNCPTR *_ptrc_glFenceSync)(GLenum condition, GLbitfield flags); + #define glFenceSync _ptrc_glFenceSync + extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture)(GLenum target, GLenum attachment, GLuint texture, GLint level); + #define glFramebufferTexture _ptrc_glFramebufferTexture + extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferParameteri64v)(GLenum target, GLenum pname, GLint64 * params); + #define glGetBufferParameteri64v _ptrc_glGetBufferParameteri64v + extern void (CODEGEN_FUNCPTR *_ptrc_glGetInteger64i_v)(GLenum target, GLuint index, GLint64 * data); + #define glGetInteger64i_v _ptrc_glGetInteger64i_v + extern void (CODEGEN_FUNCPTR *_ptrc_glGetInteger64v)(GLenum pname, GLint64 * data); + #define glGetInteger64v _ptrc_glGetInteger64v + extern void (CODEGEN_FUNCPTR *_ptrc_glGetMultisamplefv)(GLenum pname, GLuint index, GLfloat * val); + #define glGetMultisamplefv _ptrc_glGetMultisamplefv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetSynciv)(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values); + #define glGetSynciv _ptrc_glGetSynciv + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsSync)(GLsync sync); + #define glIsSync _ptrc_glIsSync + extern void (CODEGEN_FUNCPTR *_ptrc_glMultiDrawElementsBaseVertex)(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount, const GLint * basevertex); + #define glMultiDrawElementsBaseVertex _ptrc_glMultiDrawElementsBaseVertex + extern void (CODEGEN_FUNCPTR *_ptrc_glProvokingVertex)(GLenum mode); + #define glProvokingVertex _ptrc_glProvokingVertex + extern void (CODEGEN_FUNCPTR *_ptrc_glSampleMaski)(GLuint maskNumber, GLbitfield mask); + #define glSampleMaski _ptrc_glSampleMaski + extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage2DMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); + #define glTexImage2DMultisample _ptrc_glTexImage2DMultisample + extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage3DMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); + #define glTexImage3DMultisample _ptrc_glTexImage3DMultisample + extern void (CODEGEN_FUNCPTR *_ptrc_glWaitSync)(GLsync sync, GLbitfield flags, GLuint64 timeout); + #define glWaitSync _ptrc_glWaitSync + + /* Extension: 3.3*/ + extern void (CODEGEN_FUNCPTR *_ptrc_glBindFragDataLocationIndexed)(GLuint program, GLuint colorNumber, GLuint index, const GLchar * name); + #define glBindFragDataLocationIndexed _ptrc_glBindFragDataLocationIndexed + extern void (CODEGEN_FUNCPTR *_ptrc_glBindSampler)(GLuint unit, GLuint sampler); + #define glBindSampler _ptrc_glBindSampler + extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteSamplers)(GLsizei count, const GLuint * samplers); + #define glDeleteSamplers _ptrc_glDeleteSamplers + extern void (CODEGEN_FUNCPTR *_ptrc_glGenSamplers)(GLsizei count, GLuint * samplers); + #define glGenSamplers _ptrc_glGenSamplers + extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetFragDataIndex)(GLuint program, const GLchar * name); + #define glGetFragDataIndex _ptrc_glGetFragDataIndex + extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryObjecti64v)(GLuint id, GLenum pname, GLint64 * params); + #define glGetQueryObjecti64v _ptrc_glGetQueryObjecti64v + extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryObjectui64v)(GLuint id, GLenum pname, GLuint64 * params); + #define glGetQueryObjectui64v _ptrc_glGetQueryObjectui64v + extern void (CODEGEN_FUNCPTR *_ptrc_glGetSamplerParameterIiv)(GLuint sampler, GLenum pname, GLint * params); + #define glGetSamplerParameterIiv _ptrc_glGetSamplerParameterIiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetSamplerParameterIuiv)(GLuint sampler, GLenum pname, GLuint * params); + #define glGetSamplerParameterIuiv _ptrc_glGetSamplerParameterIuiv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetSamplerParameterfv)(GLuint sampler, GLenum pname, GLfloat * params); + #define glGetSamplerParameterfv _ptrc_glGetSamplerParameterfv + extern void (CODEGEN_FUNCPTR *_ptrc_glGetSamplerParameteriv)(GLuint sampler, GLenum pname, GLint * params); + #define glGetSamplerParameteriv _ptrc_glGetSamplerParameteriv + extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsSampler)(GLuint sampler); + #define glIsSampler _ptrc_glIsSampler + extern void (CODEGEN_FUNCPTR *_ptrc_glQueryCounter)(GLuint id, GLenum target); + #define glQueryCounter _ptrc_glQueryCounter + extern void (CODEGEN_FUNCPTR *_ptrc_glSamplerParameterIiv)(GLuint sampler, GLenum pname, const GLint * param); + #define glSamplerParameterIiv _ptrc_glSamplerParameterIiv + extern void (CODEGEN_FUNCPTR *_ptrc_glSamplerParameterIuiv)(GLuint sampler, GLenum pname, const GLuint * param); + #define glSamplerParameterIuiv _ptrc_glSamplerParameterIuiv + extern void (CODEGEN_FUNCPTR *_ptrc_glSamplerParameterf)(GLuint sampler, GLenum pname, GLfloat param); + #define glSamplerParameterf _ptrc_glSamplerParameterf + extern void (CODEGEN_FUNCPTR *_ptrc_glSamplerParameterfv)(GLuint sampler, GLenum pname, const GLfloat * param); + #define glSamplerParameterfv _ptrc_glSamplerParameterfv + extern void (CODEGEN_FUNCPTR *_ptrc_glSamplerParameteri)(GLuint sampler, GLenum pname, GLint param); + #define glSamplerParameteri _ptrc_glSamplerParameteri + extern void (CODEGEN_FUNCPTR *_ptrc_glSamplerParameteriv)(GLuint sampler, GLenum pname, const GLint * param); + #define glSamplerParameteriv _ptrc_glSamplerParameteriv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribDivisor)(GLuint index, GLuint divisor); + #define glVertexAttribDivisor _ptrc_glVertexAttribDivisor + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribP1ui)(GLuint index, GLenum type, GLboolean normalized, GLuint value); + #define glVertexAttribP1ui _ptrc_glVertexAttribP1ui + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribP1uiv)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); + #define glVertexAttribP1uiv _ptrc_glVertexAttribP1uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribP2ui)(GLuint index, GLenum type, GLboolean normalized, GLuint value); + #define glVertexAttribP2ui _ptrc_glVertexAttribP2ui + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribP2uiv)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); + #define glVertexAttribP2uiv _ptrc_glVertexAttribP2uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribP3ui)(GLuint index, GLenum type, GLboolean normalized, GLuint value); + #define glVertexAttribP3ui _ptrc_glVertexAttribP3ui + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribP3uiv)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); + #define glVertexAttribP3uiv _ptrc_glVertexAttribP3uiv + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribP4ui)(GLuint index, GLenum type, GLboolean normalized, GLuint value); + #define glVertexAttribP4ui _ptrc_glVertexAttribP4ui + extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribP4uiv)(GLuint index, GLenum type, GLboolean normalized, const GLuint * value); + #define glVertexAttribP4uiv _ptrc_glVertexAttribP4uiv + + void ogl_CheckExtensions(); + + #ifdef __cplusplus + } + #endif /*__cplusplus*/ + + #endif /*OPENGL_NOLOAD_STYLE_H*/ diff --git a/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es2.cpp b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es2.cpp new file mode 100644 index 0000000..b6354e7 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es2.cpp @@ -0,0 +1,424 @@ +// ImGui SDL2 binding with OpenGL ES2 (based on SDL+GL3 example) +// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui +#ifdef GL_PROFILE_GLES2 +#include "imgui.h" +#include "imgui_impl_sdl_es2.h" + +// SDL,GL3W +#include +#include +#include // No need to use a loader, since we're linking against libGLES2.so + +// Data +static double g_Time = 0.0f; +static bool g_MousePressed[3] = { false, false, false }; +static float g_MouseWheel = 0.0f; +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, /*g_VaoHandle = 0,*/ g_ElementsHandle = 0; + +// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// If text or lines are blurry when integrating ImGui in your engine: +// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +void ImGui_ImplSdlGLES2_RenderDrawLists(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + // Because of some weird handling of Android's virtual keyboard, we have to check if the Backspace button is pressed + const Uint8* kbState = SDL_GetKeyboardState(NULL); + if (!kbState[SDL_SCANCODE_BACKSPACE]) + { + io.KeysDown[SDLK_BACKSPACE] = 0; + } + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + // Note that your vertex buffer state is NOT saved, since es2 has no vertex array objects + //GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); + GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); + GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); + GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); + GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); + GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + {-1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + //glBindVertexArray(g_VaoHandle); + + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); +#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); +#undef OFFSETOF + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glActiveTexture(last_active_texture); + //glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +static const char* ImGui_ImplSdlGLES2_GetClipboardText(void*) +{ + return SDL_GetClipboardText(); +} + +static void ImGui_ImplSdlGLES2_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +bool ImGui_ImplSdlGLES2_ProcessEvent(SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + switch (event->type) + { + case SDL_MOUSEWHEEL: + { + if (event->wheel.y > 0) + g_MouseWheel = 1; + if (event->wheel.y < 0) + g_MouseWheel = -1; + return true; + } + case SDL_MOUSEBUTTONDOWN: + { + if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; + if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; + if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + // We have to handle the Backspace key as a special case here + int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; + if (key == SDLK_BACKSPACE) { + io.KeysDown[key] = 1; + } else { + io.KeysDown[key] = (event->type == SDL_KEYDOWN); + } + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); + io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); + return true; + } + } + return false; +} + +void ImGui_ImplSdlGLES2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + // gles2 does not support changing UNPACK_ROW_LENGTH, assume it's always 0? + //glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); +} + +bool ImGui_ImplSdlGLES2_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + //glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + // Set version to 100 for gles2 shading language + const GLchar *vertex_shader = + "#version 100\n" + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0.0,1.0);\n" + "}\n"; + + // You need to specify your precision in FS, according to ES2 shading language + const GLchar* fragment_shader = + "#version 100\n" + "precision mediump float;" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n" + "}\n"; + + g_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + //glGenVertexArrays(1, &g_VaoHandle); + //glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + +#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); +#undef OFFSETOF + + ImGui_ImplSdlGLES2_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + //glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplSdlGLES2_InvalidateDeviceObjects() +{ + //if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + /*g_VaoHandle = */g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + if (g_FontTexture) + { + glDeleteTextures(1, &g_FontTexture); + ImGui::GetIO().Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplSdlGLES2_Init(SDL_Window* window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; + io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; + io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; + io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; + io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDLK_a; + io.KeyMap[ImGuiKey_C] = SDLK_c; + io.KeyMap[ImGuiKey_V] = SDLK_v; + io.KeyMap[ImGuiKey_X] = SDLK_x; + io.KeyMap[ImGuiKey_Y] = SDLK_y; + io.KeyMap[ImGuiKey_Z] = SDLK_z; + + io.RenderDrawListsFn = ImGui_ImplSdlGLES2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. + io.SetClipboardTextFn = ImGui_ImplSdlGLES2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdlGLES2_GetClipboardText; + io.ClipboardUserData = NULL; + +#ifdef _WIN32 + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + io.ImeWindowHandle = wmInfo.info.win.window; +#else + (void)window; +#endif + + return true; +} + +void ImGui_ImplSdlGLES2_Shutdown() +{ + ImGui_ImplSdlGLES2_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +void ImGui_ImplSdlGLES2_NewFrame(SDL_Window* window) +{ + if (!g_FontTexture) + ImGui_ImplSdlGLES2_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(window, &w, &h); + SDL_GL_GetDrawableSize(window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + Uint32 time = SDL_GetTicks(); + double current_time = time / 1000.0; + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) + int mx, my; + Uint32 mouseMask = SDL_GetMouseState(&mx, &my); + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) + io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + else + io.MousePos = ImVec2(-1, -1); + + io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; + + // Hide OS mouse cursor if ImGui is drawing it + SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + + // Start the frame + ImGui::NewFrame(); +} +#endif // GL_PROFILE_GLES2 \ No newline at end of file diff --git a/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es2.h b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es2.h new file mode 100644 index 0000000..d397042 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es2.h @@ -0,0 +1,28 @@ +// ImGui SDL2 binding with OpenGL3 +// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#ifdef GL_PROFILE_GLES2 + +#ifndef IMGUI_IMPL_SDL_ES2 +#define IMGUI_IMPL_SDL_ES2 + +struct SDL_Window; +typedef union SDL_Event SDL_Event; + +IMGUI_API bool ImGui_ImplSdlGLES2_Init(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGLES2_Shutdown(); +IMGUI_API void ImGui_ImplSdlGLES2_NewFrame(SDL_Window* window); +IMGUI_API bool ImGui_ImplSdlGLES2_ProcessEvent(SDL_Event* event); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_API void ImGui_ImplSdlGLES2_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplSdlGLES2_CreateDeviceObjects(); + +#endif // IMGUI_IMPL_SDL_ES2 + +#endif // GL_PROFILE_GLES2 \ No newline at end of file diff --git a/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es3.cpp b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es3.cpp new file mode 100644 index 0000000..d039662 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es3.cpp @@ -0,0 +1,492 @@ +// ImGui SDL2 binding with OpenGL3 +// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#ifdef GL_PROFILE_GLES3 + +#include "imgui.h" +#include "imgui_impl_sdl_gl3.h" + +// SDL,GL3W +#include +#include +// We could have linked with libGLES3, but that would have limited us to ES3-only devices; +// Instead we're going to load all ES3 functions at runtime. +#define GL_GLES_PROTOTYPES 0 +#include +#undef GL_GLES_PROTOTYPES + + +// These are all of the used functions. They will be loaded during the Init() phase. +static PFNGLGETINTEGERVPROC glGetIntegerv; +static PFNGLACTIVETEXTUREPROC glActiveTexture; +static PFNGLISENABLEDPROC glIsEnabled; +static PFNGLENABLEPROC glEnable; +static PFNGLBLENDEQUATIONPROC glBlendEquation; +static PFNGLBLENDFUNCPROC glBlendFunc; +static PFNGLDISABLEPROC glDisable; +static PFNGLVIEWPORTPROC glViewport; +static PFNGLUSEPROGRAMPROC glUseProgram; +static PFNGLUNIFORM1IPROC glUniform1i; +static PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; +static PFNGLBINDVERTEXARRAYPROC glBindVertexArray; +static PFNGLBINDBUFFERPROC glBindBuffer; +static PFNGLBUFFERDATAPROC glBufferData; +static PFNGLBINDTEXTUREPROC glBindTexture; +static PFNGLDRAWELEMENTSPROC glDrawElements; +static PFNGLSCISSORPROC glScissor; +static PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate; +static PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate; +static PFNGLGENTEXTURESPROC glGenTextures; +static PFNGLTEXPARAMETERIPROC glTexParameteri; +static PFNGLPIXELSTOREIPROC glPixelStorei; +static PFNGLTEXIMAGE2DPROC glTexImage2D; +static PFNGLCREATEPROGRAMPROC glCreateProgram; +static PFNGLCREATESHADERPROC glCreateShader; +static PFNGLSHADERSOURCEPROC glShaderSource; +static PFNGLCOMPILESHADERPROC glCompileShader; +static PFNGLATTACHSHADERPROC glAttachShader; +static PFNGLLINKPROGRAMPROC glLinkProgram; +static PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; +static PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; +static PFNGLGENBUFFERSPROC glGenBuffers; +static PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; +static PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; +static PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; +static PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; +static PFNGLDELETEBUFFERSPROC glDeleteBuffers; +static PFNGLDETACHSHADERPROC glDetachShader; +static PFNGLDELETETEXTURESPROC glDeleteTextures; +static PFNGLDELETESHADERPROC glDeleteShader; +static PFNGLDELETEPROGRAMPROC glDeleteProgram; + +// Data +static double g_Time = 0.0f; +static bool g_MousePressed[3] = { false, false, false }; +static float g_MouseWheel = 0.0f; +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// If text or lines are blurry when integrating ImGui in your engine: +// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +void ImGui_ImplSdlGLES3_RenderDrawLists(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); + GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); + GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); + GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); + GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); + GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + {-1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +static const char* ImGui_ImplSdlGLES3_GetClipboardText(void*) +{ + return SDL_GetClipboardText(); +} + +static void ImGui_ImplSdlGLES3_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +bool ImGui_ImplSdlGLES3_ProcessEvent(SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + switch (event->type) + { + case SDL_MOUSEWHEEL: + { + if (event->wheel.y > 0) + g_MouseWheel = 1; + if (event->wheel.y < 0) + g_MouseWheel = -1; + return true; + } + case SDL_MOUSEBUTTONDOWN: + { + if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; + if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; + if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; + io.KeysDown[key] = (event->type == SDL_KEYDOWN); + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); + io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); + return true; + } + } + return false; +} + +void ImGui_ImplSdlGLES3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); +} + +bool ImGui_ImplSdlGLES3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + const GLchar *vertex_shader = + "#version 300 es\n" + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader = + "#version 300 es\n" + "precision mediump float;" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" + "}\n"; + + g_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + +#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); +#undef OFFSETOF + + ImGui_ImplSdlGLES3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplSdlGLES3_InvalidateDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + if (g_FontTexture) + { + glDeleteTextures(1, &g_FontTexture); + ImGui::GetIO().Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplSdlGLES3_Init(SDL_Window* window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; + io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; + io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; + io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; + io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDLK_a; + io.KeyMap[ImGuiKey_C] = SDLK_c; + io.KeyMap[ImGuiKey_V] = SDLK_v; + io.KeyMap[ImGuiKey_X] = SDLK_x; + io.KeyMap[ImGuiKey_Y] = SDLK_y; + io.KeyMap[ImGuiKey_Z] = SDLK_z; + + io.RenderDrawListsFn = ImGui_ImplSdlGLES3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. + io.SetClipboardTextFn = ImGui_ImplSdlGLES3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdlGLES3_GetClipboardText; + io.ClipboardUserData = NULL; + +#ifdef _WIN32 + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + io.ImeWindowHandle = wmInfo.info.win.window; +#else + (void)window; +#endif + // Assume we already have the context + + glGetIntegerv = reinterpret_cast(SDL_GL_GetProcAddress("glGetIntegerv")); + glActiveTexture = reinterpret_cast(SDL_GL_GetProcAddress("glActiveTexture")); + glIsEnabled = reinterpret_cast(SDL_GL_GetProcAddress("glIsEnabled")); + glEnable = reinterpret_cast(SDL_GL_GetProcAddress("glEnable")); + glBlendEquation = reinterpret_cast(SDL_GL_GetProcAddress("glBlendEquation")); + glBlendFunc = reinterpret_cast(SDL_GL_GetProcAddress("glBlendFunc")); + glDisable = reinterpret_cast(SDL_GL_GetProcAddress("glDisable")); + glViewport = reinterpret_cast(SDL_GL_GetProcAddress("glViewport")); + glUseProgram = reinterpret_cast(SDL_GL_GetProcAddress("glUseProgram")); + glUniform1i = reinterpret_cast(SDL_GL_GetProcAddress("glUniform1i")); + glUniformMatrix4fv = reinterpret_cast(SDL_GL_GetProcAddress("glUniformMatrix4fv")); + glBindVertexArray = reinterpret_cast(SDL_GL_GetProcAddress("glBindVertexArray")); + glBindBuffer = reinterpret_cast(SDL_GL_GetProcAddress("glBindBuffer")); + glBufferData = reinterpret_cast(SDL_GL_GetProcAddress("glBufferData")); + glBindTexture = reinterpret_cast(SDL_GL_GetProcAddress("glBindTexture")); + glDrawElements = reinterpret_cast(SDL_GL_GetProcAddress("glDrawElements")); + glScissor = reinterpret_cast(SDL_GL_GetProcAddress("glScissor")); + glBlendEquationSeparate = reinterpret_cast(SDL_GL_GetProcAddress("glBlendEquationSeparate")); + glBlendFuncSeparate = reinterpret_cast(SDL_GL_GetProcAddress("glBlendFuncSeparate")); + glGenTextures = reinterpret_cast(SDL_GL_GetProcAddress("glGenTextures")); + glTexParameteri = reinterpret_cast(SDL_GL_GetProcAddress("glTexParameteri")); + glPixelStorei = reinterpret_cast(SDL_GL_GetProcAddress("glPixelStorei")); + glTexImage2D = reinterpret_cast(SDL_GL_GetProcAddress("glTexImage2D")); + glCreateProgram = reinterpret_cast(SDL_GL_GetProcAddress("glCreateProgram")); + glCreateShader = reinterpret_cast(SDL_GL_GetProcAddress("glCreateShader")); + glShaderSource = reinterpret_cast(SDL_GL_GetProcAddress("glShaderSource")); + glCompileShader = reinterpret_cast(SDL_GL_GetProcAddress("glCompileShader")); + glAttachShader = reinterpret_cast(SDL_GL_GetProcAddress("glAttachShader")); + glLinkProgram = reinterpret_cast(SDL_GL_GetProcAddress("glLinkProgram")); + glGetUniformLocation = reinterpret_cast(SDL_GL_GetProcAddress("glGetUniformLocation")); + glGetAttribLocation = reinterpret_cast(SDL_GL_GetProcAddress("glGetAttribLocation")); + glGenBuffers = reinterpret_cast(SDL_GL_GetProcAddress("glGenBuffers")); + glGenVertexArrays = reinterpret_cast(SDL_GL_GetProcAddress("glGenVertexArrays")); + glEnableVertexAttribArray = reinterpret_cast(SDL_GL_GetProcAddress("glEnableVertexAttribArray")); + glVertexAttribPointer = reinterpret_cast(SDL_GL_GetProcAddress("glVertexAttribPointer")); + glDeleteVertexArrays = reinterpret_cast(SDL_GL_GetProcAddress("glDeleteVertexArrays")); + glDeleteBuffers = reinterpret_cast(SDL_GL_GetProcAddress("glDeleteBuffers")); + glDetachShader = reinterpret_cast(SDL_GL_GetProcAddress("glDetachShader")); + glDeleteTextures = reinterpret_cast(SDL_GL_GetProcAddress("glDeleteTextures")); + glDeleteShader = reinterpret_cast(SDL_GL_GetProcAddress("glDeleteShader")); + glDeleteProgram = reinterpret_cast(SDL_GL_GetProcAddress("glDeleteProgram")); + + return true; +} + +void ImGui_ImplSdlGLES3_Shutdown() +{ + ImGui_ImplSdlGLES3_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +void ImGui_ImplSdlGLES3_NewFrame(SDL_Window* window) +{ + if (!g_FontTexture) + ImGui_ImplSdlGLES3_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(window, &w, &h); + SDL_GL_GetDrawableSize(window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + Uint32 time = SDL_GetTicks(); + double current_time = time / 1000.0; + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) + int mx, my; + Uint32 mouseMask = SDL_GetMouseState(&mx, &my); + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) + io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + else + io.MousePos = ImVec2(-1, -1); + + io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; + + // Hide OS mouse cursor if ImGui is drawing it + SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + + // Start the frame + ImGui::NewFrame(); +} + + +#endif // GL_PROFILE_GLES3 diff --git a/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es3.h b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es3.h new file mode 100644 index 0000000..e7f741d --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_es3.h @@ -0,0 +1,27 @@ +// ImGui SDL2 binding with OpenGL3 +// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#ifdef GL_PROFILE_GLES3 + +#ifndef IMGUI_IMPL_SDL_ES3 +#define IMGUI_IMPL_SDL_ES3 + +struct SDL_Window; +typedef union SDL_Event SDL_Event; + +IMGUI_API bool ImGui_ImplSdlGLES3_Init(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGLES3_Shutdown(); +IMGUI_API void ImGui_ImplSdlGLES3_NewFrame(SDL_Window* window); +IMGUI_API bool ImGui_ImplSdlGLES3_ProcessEvent(SDL_Event* event); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_API void ImGui_ImplSdlGLES3_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplSdlGLES3_CreateDeviceObjects(); + +#endif // IMGUI_IMPL_SDL_ES3 +#endif // GL_PROFILE_GLES3 \ No newline at end of file diff --git a/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_gl3.cpp b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_gl3.cpp new file mode 100644 index 0000000..42d62d2 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_gl3.cpp @@ -0,0 +1,399 @@ +// ImGui SDL2 binding with OpenGL3 +// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui +#ifdef GL_PROFILE_GL3 + +#include "imgui.h" +#include "imgui_impl_sdl_gl3.h" + +// SDL,GL3W +#include +#include +//#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. +#include "gl_glcore_3_3.h" + +// Data +static double g_Time = 0.0f; +static bool g_MousePressed[3] = { false, false, false }; +static float g_MouseWheel = 0.0f; +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; + +// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// If text or lines are blurry when integrating ImGui in your engine: +// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGuiIO& io = ImGui::GetIO(); + int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); + int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Backup GL state + GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); + GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); + GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); + GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); + GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); + GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + + // Setup viewport, orthographic projection matrix + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + {-1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glBindVertexArray(g_VaoHandle); + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glActiveTexture(last_active_texture); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +static const char* ImGui_ImplSdlGL3_GetClipboardText(void*) +{ + return SDL_GetClipboardText(); +} + +static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + switch (event->type) + { + case SDL_MOUSEWHEEL: + { + if (event->wheel.y > 0) + g_MouseWheel = 1; + if (event->wheel.y < 0) + g_MouseWheel = -1; + return true; + } + case SDL_MOUSEBUTTONDOWN: + { + if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; + if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; + if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; + io.KeysDown[key] = (event->type == SDL_KEYDOWN); + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); + io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); + return true; + } + } + return false; +} + +void ImGui_ImplSdlGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); +} + +bool ImGui_ImplSdlGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer, last_vertex_array; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + + const GLchar *vertex_shader = + "#version 330\n" + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader = + "#version 330\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" + "}\n"; + + g_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + glGenVertexArrays(1, &g_VaoHandle); + glBindVertexArray(g_VaoHandle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + +#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); +#undef OFFSETOF + + ImGui_ImplSdlGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindVertexArray(last_vertex_array); + + return true; +} + +void ImGui_ImplSdlGL3_InvalidateDeviceObjects() +{ + if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + if (g_FontTexture) + { + glDeleteTextures(1, &g_FontTexture); + ImGui::GetIO().Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplSdlGL3_Init(SDL_Window* window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; + io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; + io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; + io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; + io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDLK_a; + io.KeyMap[ImGuiKey_C] = SDLK_c; + io.KeyMap[ImGuiKey_V] = SDLK_v; + io.KeyMap[ImGuiKey_X] = SDLK_x; + io.KeyMap[ImGuiKey_Y] = SDLK_y; + io.KeyMap[ImGuiKey_Z] = SDLK_z; + + io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. + io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; + io.ClipboardUserData = NULL; + +#ifdef _WIN32 + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + io.ImeWindowHandle = wmInfo.info.win.window; +#else + (void)window; +#endif + + return true; +} + +void ImGui_ImplSdlGL3_Shutdown() +{ + ImGui_ImplSdlGL3_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) +{ + if (!g_FontTexture) + ImGui_ImplSdlGL3_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(window, &w, &h); + SDL_GL_GetDrawableSize(window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); + + // Setup time step + Uint32 time = SDL_GetTicks(); + double current_time = time / 1000.0; + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) + int mx, my; + Uint32 mouseMask = SDL_GetMouseState(&mx, &my); + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) + io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + else + io.MousePos = ImVec2(-1, -1); + + io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; + + // Hide OS mouse cursor if ImGui is drawing it + SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + + // Start the frame + ImGui::NewFrame(); +} + +#endif \ No newline at end of file diff --git a/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_gl3.h b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_gl3.h new file mode 100644 index 0000000..340947a --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/imgui_impl/imgui_impl_sdl_gl3.h @@ -0,0 +1,28 @@ +// ImGui SDL2 binding with OpenGL3 +// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +#ifdef GL_PROFILE_GL3 + +#ifndef IMGUI_IMPL_SDL_GL3 +#define IMGUI_IMPL_SDL_GL3 + +struct SDL_Window; +typedef union SDL_Event SDL_Event; + +IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); +IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window); +IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects(); + +#endif // IMGUI_IMPL_SDL_GL3 + +#endif // GL_PROFILE_GL3 diff --git a/ImguiDemoSdl/src/main/cpp/src/logger.h b/ImguiDemoSdl/src/main/cpp/src/logger.h new file mode 100644 index 0000000..adb0443 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/logger.h @@ -0,0 +1,108 @@ +// +// Created by sf on 6/28/17. +// + +#ifndef XPLATDEV_LOGGER_H +#define XPLATDEV_LOGGER_H + +#ifdef __ANDROID__ +#include +#define LOG_TAG "NativeApp" +#else +#include +#endif +#include + +namespace _Logger { + enum Severity { + LOG_DEBUG = 0, + LOG_INFO, + LOG_WARN, + LOG_ERROR, + LOG_FATAL + }; + + class Logger { + private: + std::stringstream logbuf; + Severity severity; + + std::string sevStr() + { + switch(severity){ + case LOG_DEBUG: + return "[DEBUG] "; + case LOG_INFO: + return "[INFO] "; + case LOG_WARN: + return "[WARN] "; + case LOG_ERROR: + return "[ERROR] "; + case LOG_FATAL: + return "[FATAL] "; + } + } + +#ifdef __ANDROID__ + int getPrio() + { + switch(severity) + { + case LOG_DEBUG: + return ANDROID_LOG_DEBUG; + case LOG_INFO: + return ANDROID_LOG_INFO; + case LOG_WARN: + return ANDROID_LOG_WARN; + case LOG_ERROR: + return ANDROID_LOG_ERROR; + case LOG_FATAL: + return ANDROID_LOG_FATAL; + default: + return ANDROID_LOG_DEFAULT; + } + } +#else + static std::ostream& getStream(Severity s) + { + if (s < LOG_ERROR) + { + return std::cout; + } + else + { + return std::cerr; + } + } +#endif + + public: + static Severity& minSeverity() + { + static Severity minSeverity = LOG_DEBUG; + return minSeverity; + } + + Logger(Severity s) : severity(s) + { + + } + ~Logger() + { +#ifdef __ANDROID__ + __android_log_print(getPrio(), LOG_TAG, "%s", logbuf.str().c_str()); +#else + getStream(severity) << sevStr() << logbuf.str() << std::endl; +#endif + } + std::stringstream& log() + { + return logbuf; + } + + }; +}; + +#define Log(LOGLEVEL) _Logger::Logger(_Logger::LOGLEVEL).log() + +#endif //XPLATDEV_LOGGER_H diff --git a/ImguiDemoSdl/src/main/cpp/src/main.cpp b/ImguiDemoSdl/src/main/cpp/src/main.cpp new file mode 100644 index 0000000..50e7b7c --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/main.cpp @@ -0,0 +1,287 @@ +#include +#include "imgui.h" + +#include "logger.h" + +#ifdef __ANDROID__ +#include +#include "imgui_impl_sdl_es2.h" +#include "imgui_impl_sdl_es3.h" +#else +#include "gl_glcore_3_3.h" +#include "imgui_impl_sdl_gl3.h" +#endif +#include "teapot.h" + +#include +#include + +/** + * A convenience function to create a context for the specified window + * @param w Pointer to SDL_Window + * @return An SDL_Context value + */ + +typedef bool(initImgui_t)(SDL_Window*); +typedef bool(processEvent_t)(SDL_Event*); +typedef void(newFrame_t)(SDL_Window*); +typedef void(shutdown_t)(); + +static initImgui_t *initImgui; +static processEvent_t *processEvent; +static newFrame_t *newFrame; +static shutdown_t *shutdown; + +static SDL_GLContext createCtx(SDL_Window *w) +{ + // Prepare and create context +#ifdef __ANDROID__ + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#else + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); +#endif + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); + + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + + SDL_GLContext ctx = SDL_GL_CreateContext(w); + + if (!ctx) + { + Log(LOG_ERROR) << "Could not create context! SDL reports error: " << SDL_GetError(); + return ctx; + } + + int major, minor, mask; + int r, g, b, a, depth; + SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &mask); + SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major); + SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor); + + SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r); + SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g); + SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b); + SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a); + + SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth); + + const char* mask_desc; + + if (mask & SDL_GL_CONTEXT_PROFILE_CORE) { + mask_desc = "core"; + } else if (mask & SDL_GL_CONTEXT_PROFILE_COMPATIBILITY) { + mask_desc = "compatibility"; + } else if (mask & SDL_GL_CONTEXT_PROFILE_ES) { + mask_desc = "es"; + } else { + mask_desc = "?"; + } + + Log(LOG_INFO) << "Got context: " << major << "." << minor << mask_desc + << ", R" << r << "G" << g << "B" << b << "A" << a << ", depth bits: " << depth; + + SDL_GL_MakeCurrent(w, ctx); +#ifdef __ANDROID__ + if (major == 3) + { + Log(LOG_INFO) << "Initializing ImGui for GLES3"; + initImgui = ImGui_ImplSdlGLES3_Init; + Log(LOG_INFO) << "Setting processEvent and newFrame functions appropriately"; + processEvent = ImGui_ImplSdlGLES3_ProcessEvent; + newFrame = ImGui_ImplSdlGLES3_NewFrame; + shutdown = ImGui_ImplSdlGLES3_Shutdown; + } + else + { + Log(LOG_INFO) << "Initializing ImGui for GLES2"; + initImgui = ImGui_ImplSdlGLES2_Init; + Log(LOG_INFO) << "Setting processEvent and newFrame functions appropriately"; + processEvent = ImGui_ImplSdlGLES2_ProcessEvent; + newFrame = ImGui_ImplSdlGLES2_NewFrame; + shutdown = ImGui_ImplSdlGLES2_Shutdown; + } +#else + initImgui = ImGui_ImplSdlGL3_Init; + processEvent = ImGui_ImplSdlGL3_ProcessEvent; + newFrame = ImGui_ImplSdlGL3_NewFrame; + shutdown = ImGui_ImplSdlGL3_Shutdown; +#endif + Log(LOG_INFO) << "Finished initialization"; + return ctx; +} + + +int main(int argc, char** argv) +{ + SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER); + + if (argc < 2) + { + Log(LOG_FATAL) << "Not enough arguments! Usage: " << argv[0] << " path_to_data_dir"; + SDL_Quit(); + return 1; + } + if (chdir(argv[1])) { + Log(LOG_ERROR) << "Could not change directory properly!"; + } else { + dirent **namelist; + int numdirs = scandir(".", &namelist, NULL, alphasort); + if (numdirs < 0) { + Log(LOG_ERROR) << "Could not list directory"; + } else { + for (int dirid = 0; dirid < numdirs; ++dirid) { + Log(LOG_INFO) << "Got file: " << namelist[dirid]->d_name; + } + free(namelist); + } + } + + // Create window + Log(LOG_INFO) << "Creating SDL_Window"; + SDL_Window *window = SDL_CreateWindow("Demo App", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1280, 800, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + SDL_GLContext ctx = createCtx(window); + initImgui(window); + + // Load Fonts + // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) + ImGuiIO& io = ImGui::GetIO(); + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); + io.Fonts->AddFontFromFileTTF("Roboto-Medium.ttf", 32.0f); + + bool show_test_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImColor(114, 144, 154); + + Log(LOG_INFO) << "Entering main loop"; + { + + bool done = false; + float teapotRotation = 0; + bool rotateSync = false; + + Teapot teapot; + teapot.init(); + + int deltaX = 0, deltaY = 0; + int prevX , prevY; + SDL_GetMouseState(&prevX, &prevY); + + while (!done) { + SDL_Event e; + + deltaX = 0; + deltaY = 0; + + float deltaZoom = 0.0f; + + while (SDL_PollEvent(&e)) { + bool handledByImGui = processEvent(&e); + { + switch (e.type) { + case SDL_QUIT: + done = true; + break; + case SDL_MOUSEBUTTONDOWN: + prevX = e.button.x; + prevY = e.button.y; + break; + case SDL_MOUSEMOTION: + if (e.motion.state & SDL_BUTTON_LMASK) { + deltaX += prevX - e.motion.x; + deltaY += prevY - e.motion.y; + prevX = e.motion.x; + prevY = e.motion.y; + } + break; + case SDL_MULTIGESTURE: + if (e.mgesture.numFingers > 1) { + deltaZoom += e.mgesture.dDist * 10.0f; + } + break; + case SDL_MOUSEWHEEL: + deltaZoom += e.wheel.y / 100.0f; + break; + default: + break; + } + } + } + if (io.WantTextInput) { + SDL_StartTextInput(); + } else { + SDL_StopTextInput(); + } + newFrame(window); + // 1. Show a simple window + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" + { + static float f = 0.0f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + ImGui::ColorEdit3("clear color", (float *) &clear_color); + if (ImGui::Button("Test Window")) show_test_window ^= 1; + if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, + ImGui::GetIO().Framerate); + } + + // 2. Show another simple window, this time using an explicit Begin/End pair + if (show_another_window) { + ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver); + ImGui::Begin("Another Window", &show_another_window); + ImGui::Text("Hello"); + ImGui::End(); + } + + // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() + if (show_test_window) { + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::ShowTestWindow(&show_test_window); + } + + // 4. Show some controls for the teapot + { + ImGui::Begin("Teapot controls"); + ImGui::SliderFloat("Teapot rotation", &teapotRotation, 0, 2 * M_PI); + ImGui::Checkbox("Rotate synchronously", &rotateSync); + ImGui::Text("Zoom value: %f", teapot.zoomValue()); + ImGui::End(); + } + + + // Rendering + glViewport(0, 0, (int) ImGui::GetIO().DisplaySize.x, (int) ImGui::GetIO().DisplaySize.y); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + teapot.rotateTo(teapotRotation); + if (rotateSync) + teapot.rotateCameraTo(teapotRotation); + + if (!ImGui::IsMouseHoveringAnyWindow()) + { + if (std::abs(deltaZoom) > 0.001f) + teapot.zoomBy(deltaZoom); + if ((deltaX != 0) || (deltaY != 0)) + teapot.rotateCameraBy(deltaX * 0.005f, deltaY * 0.005f); + } + teapot.draw(); + ImGui::Render(); + SDL_GL_SwapWindow(window); + } + } + shutdown(); + SDL_GL_DeleteContext(ctx); + SDL_Quit(); + return 0; +} \ No newline at end of file diff --git a/ImguiDemoSdl/src/main/cpp/src/stb_image.h b/ImguiDemoSdl/src/main/cpp/src/stb_image.h new file mode 100644 index 0000000..a056138 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/stb_image.h @@ -0,0 +1,7187 @@ +/* stb_image - v2.16 - public domain image loader - http://nothings.org/stb_image.h + no warranty implied; use at your own risk + + Do this: + #define STB_IMAGE_IMPLEMENTATION + before you include this file in *one* C or C++ file to create the implementation. + + // i.e. it should look like this: + #include ... + #include ... + #include ... + #define STB_IMAGE_IMPLEMENTATION + #include "stb_image.h" + + You can #define STBI_ASSERT(x) before the #include to avoid using assert.h. + And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free + + + QUICK NOTES: + Primarily of interest to game developers and other people who can + avoid problematic images and only need the trivial interface + + JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) + PNG 1/2/4/8/16-bit-per-channel + + TGA (not sure what subset, if a subset) + BMP non-1bpp, non-RLE + PSD (composited view only, no extra channels, 8/16 bit-per-channel) + + GIF (*comp always reports as 4-channel) + HDR (radiance rgbE format) + PIC (Softimage PIC) + PNM (PPM and PGM binary only) + + Animated GIF still needs a proper API, but here's one way to do it: + http://gist.github.com/urraka/685d9a6340b26b830d49 + + - decode from memory or through FILE (define STBI_NO_STDIO to remove code) + - decode from arbitrary I/O callbacks + - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) + + Full documentation under "DOCUMENTATION" below. + + +LICENSE + + See end of file for license information. + +RECENT REVISION HISTORY: + + 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes + 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64 + RGB-format JPEG; remove white matting in PSD; + allocate large structures on the stack; + correct channel count for PNG & BMP + 2.10 (2016-01-22) avoid warning introduced in 2.09 + 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED + + See end of file for full revision history. + + + ============================ Contributors ========================= + + Image formats Extensions, features + Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info) + Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info) + Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG) + Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks) + Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG) + Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip) + Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD) + github:urraka (animated gif) Junggon Kim (PNM comments) + Daniel Gibson (16-bit TGA) + socks-the-fox (16-bit PNG) + Jeremy Sawicki (handle all ImageNet JPGs) + Optimizations & bugfixes + Fabian "ryg" Giesen + Arseny Kapoulkine + John-Mark Allen + + Bug & warning fixes + Marc LeBlanc David Woo Guillaume George Martins Mozeiko + Christpher Lloyd Jerry Jansson Joseph Thomson Phil Jordan + Dave Moore Roy Eltham Hayaki Saito Nathan Reed + Won Chun Luke Graham Johan Duparc Nick Verigakis + the Horde3D community Thomas Ruf Ronny Chevalier Baldur Karlsson + Janez Zemva John Bartholomew Michal Cichon github:rlyeh + Jonathan Blow Ken Hamada Tero Hanninen github:romigrou + Laurent Gomila Cort Stratton Sergio Gonzalez github:svdijk + Aruelien Pocheville Thibault Reuille Cass Everitt github:snagar + Ryamond Barbiero Paul Du Bois Engin Manap github:Zelex + Michaelangel007@github Philipp Wiesemann Dale Weiler github:grim210 + Oriol Ferrer Mesia Josh Tobin Matthew Gregan github:sammyhw + Blazej Dariusz Roszkowski Gregory Mullen github:phprus + Christian Floisand Kevin Schmidt github:poppolopoppo +*/ + +#ifndef STBI_INCLUDE_STB_IMAGE_H +#define STBI_INCLUDE_STB_IMAGE_H + +// DOCUMENTATION +// +// Limitations: +// - no 16-bit-per-channel PNG +// - no 12-bit-per-channel JPEG +// - no JPEGs with arithmetic coding +// - no 1-bit BMP +// - GIF always returns *comp=4 +// +// Basic usage (see HDR discussion below for HDR usage): +// int x,y,n; +// unsigned char *data = stbi_load(filename, &x, &y, &n, 0); +// // ... process data if not NULL ... +// // ... x = width, y = height, n = # 8-bit components per pixel ... +// // ... replace '0' with '1'..'4' to force that many components per pixel +// // ... but 'n' will always be the number that it would have been if you said 0 +// stbi_image_free(data) +// +// Standard parameters: +// int *x -- outputs image width in pixels +// int *y -- outputs image height in pixels +// int *channels_in_file -- outputs # of image components in image file +// int desired_channels -- if non-zero, # of image components requested in result +// +// The return value from an image loader is an 'unsigned char *' which points +// to the pixel data, or NULL on an allocation failure or if the image is +// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels, +// with each pixel consisting of N interleaved 8-bit components; the first +// pixel pointed to is top-left-most in the image. There is no padding between +// image scanlines or between pixels, regardless of format. The number of +// components N is 'desired_channels' if desired_channels is non-zero, or +// *channels_in_file otherwise. If desired_channels is non-zero, +// *channels_in_file has the number of components that _would_ have been +// output otherwise. E.g. if you set desired_channels to 4, you will always +// get RGBA output, but you can check *channels_in_file to see if it's trivially +// opaque because e.g. there were only 3 channels in the source image. +// +// An output image with N components has the following components interleaved +// in this order in each pixel: +// +// N=#comp components +// 1 grey +// 2 grey, alpha +// 3 red, green, blue +// 4 red, green, blue, alpha +// +// If image loading fails for any reason, the return value will be NULL, +// and *x, *y, *channels_in_file will be unchanged. The function +// stbi_failure_reason() can be queried for an extremely brief, end-user +// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS +// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly +// more user-friendly ones. +// +// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized. +// +// =========================================================================== +// +// Philosophy +// +// stb libraries are designed with the following priorities: +// +// 1. easy to use +// 2. easy to maintain +// 3. good performance +// +// Sometimes I let "good performance" creep up in priority over "easy to maintain", +// and for best performance I may provide less-easy-to-use APIs that give higher +// performance, in addition to the easy to use ones. Nevertheless, it's important +// to keep in mind that from the standpoint of you, a client of this library, +// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all. +// +// Some secondary priorities arise directly from the first two, some of which +// make more explicit reasons why performance can't be emphasized. +// +// - Portable ("ease of use") +// - Small source code footprint ("easy to maintain") +// - No dependencies ("ease of use") +// +// =========================================================================== +// +// I/O callbacks +// +// I/O callbacks allow you to read from arbitrary sources, like packaged +// files or some other source. Data read from callbacks are processed +// through a small internal buffer (currently 128 bytes) to try to reduce +// overhead. +// +// The three functions you must define are "read" (reads some bytes of data), +// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end). +// +// =========================================================================== +// +// SIMD support +// +// The JPEG decoder will try to automatically use SIMD kernels on x86 when +// supported by the compiler. For ARM Neon support, you must explicitly +// request it. +// +// (The old do-it-yourself SIMD API is no longer supported in the current +// code.) +// +// On x86, SSE2 will automatically be used when available based on a run-time +// test; if not, the generic C versions are used as a fall-back. On ARM targets, +// the typical path is to have separate builds for NEON and non-NEON devices +// (at least this is true for iOS and Android). Therefore, the NEON support is +// toggled by a build flag: define STBI_NEON to get NEON loops. +// +// If for some reason you do not want to use any of SIMD code, or if +// you have issues compiling it, you can disable it entirely by +// defining STBI_NO_SIMD. +// +// =========================================================================== +// +// HDR image support (disable by defining STBI_NO_HDR) +// +// stb_image now supports loading HDR images in general, and currently +// the Radiance .HDR file format, although the support is provided +// generically. You can still load any file through the existing interface; +// if you attempt to load an HDR file, it will be automatically remapped to +// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; +// both of these constants can be reconfigured through this interface: +// +// stbi_hdr_to_ldr_gamma(2.2f); +// stbi_hdr_to_ldr_scale(1.0f); +// +// (note, do not use _inverse_ constants; stbi_image will invert them +// appropriately). +// +// Additionally, there is a new, parallel interface for loading files as +// (linear) floats to preserve the full dynamic range: +// +// float *data = stbi_loadf(filename, &x, &y, &n, 0); +// +// If you load LDR images through this interface, those images will +// be promoted to floating point values, run through the inverse of +// constants corresponding to the above: +// +// stbi_ldr_to_hdr_scale(1.0f); +// stbi_ldr_to_hdr_gamma(2.2f); +// +// Finally, given a filename (or an open file or memory block--see header +// file for details) containing image data, you can query for the "most +// appropriate" interface to use (that is, whether the image is HDR or +// not), using: +// +// stbi_is_hdr(char *filename); +// +// =========================================================================== +// +// iPhone PNG support: +// +// By default we convert iphone-formatted PNGs back to RGB, even though +// they are internally encoded differently. You can disable this conversion +// by by calling stbi_convert_iphone_png_to_rgb(0), in which case +// you will always just get the native iphone "format" through (which +// is BGR stored in RGB). +// +// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per +// pixel to remove any premultiplied alpha *only* if the image file explicitly +// says there's premultiplied data (currently only happens in iPhone images, +// and only if iPhone convert-to-rgb processing is on). +// +// =========================================================================== +// +// ADDITIONAL CONFIGURATION +// +// - You can suppress implementation of any of the decoders to reduce +// your code footprint by #defining one or more of the following +// symbols before creating the implementation. +// +// STBI_NO_JPEG +// STBI_NO_PNG +// STBI_NO_BMP +// STBI_NO_PSD +// STBI_NO_TGA +// STBI_NO_GIF +// STBI_NO_HDR +// STBI_NO_PIC +// STBI_NO_PNM (.ppm and .pgm) +// +// - You can request *only* certain decoders and suppress all other ones +// (this will be more forward-compatible, as addition of new decoders +// doesn't require you to disable them explicitly): +// +// STBI_ONLY_JPEG +// STBI_ONLY_PNG +// STBI_ONLY_BMP +// STBI_ONLY_PSD +// STBI_ONLY_TGA +// STBI_ONLY_GIF +// STBI_ONLY_HDR +// STBI_ONLY_PIC +// STBI_ONLY_PNM (.ppm and .pgm) +// +// - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still +// want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB +// + + +#ifndef STBI_NO_STDIO +#include +#endif // STBI_NO_STDIO + +#define STBI_VERSION 1 + +enum +{ + STBI_default = 0, // only used for desired_channels + + STBI_grey = 1, + STBI_grey_alpha = 2, + STBI_rgb = 3, + STBI_rgb_alpha = 4 +}; + +typedef unsigned char stbi_uc; +typedef unsigned short stbi_us; + +#ifdef __cplusplus +extern "C" { +#endif + +#ifdef STB_IMAGE_STATIC +#define STBIDEF static +#else +#define STBIDEF extern +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// PRIMARY API - works on images of any type +// + +// +// load image by filename, open file, or memory buffer +// + +typedef struct +{ + int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read + void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative + int (*eof) (void *user); // returns nonzero if we are at end of file/data +} stbi_io_callbacks; + +//////////////////////////////////// +// +// 8-bits-per-channel interface +// + +STBIDEF stbi_uc *stbi_load_from_memory (stbi_uc const *buffer, int len , int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk , void *user, int *x, int *y, int *channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); +// for stbi_load_from_file, file pointer is left pointing immediately after image +#endif + +//////////////////////////////////// +// +// 16-bits-per-channel interface +// + +STBIDEF stbi_us *stbi_load_16_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO +STBIDEF stbi_us *stbi_load_16 (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); +STBIDEF stbi_us *stbi_load_from_file_16(FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); +#endif + +//////////////////////////////////// +// +// float-per-channel interface +// +#ifndef STBI_NO_LINEAR + STBIDEF float *stbi_loadf_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels); + STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels); + + #ifndef STBI_NO_STDIO + STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels); + STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels); + #endif +#endif + +#ifndef STBI_NO_HDR + STBIDEF void stbi_hdr_to_ldr_gamma(float gamma); + STBIDEF void stbi_hdr_to_ldr_scale(float scale); +#endif // STBI_NO_HDR + +#ifndef STBI_NO_LINEAR + STBIDEF void stbi_ldr_to_hdr_gamma(float gamma); + STBIDEF void stbi_ldr_to_hdr_scale(float scale); +#endif // STBI_NO_LINEAR + +// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user); +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len); +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr (char const *filename); +STBIDEF int stbi_is_hdr_from_file(FILE *f); +#endif // STBI_NO_STDIO + + +// get a VERY brief reason for failure +// NOT THREADSAFE +STBIDEF const char *stbi_failure_reason (void); + +// free the loaded image -- this is just free() +STBIDEF void stbi_image_free (void *retval_from_stbi_load); + +// get image dimensions & components without fully decoding +STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp); +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp); + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp); +STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp); + +#endif + + + +// for image formats that explicitly notate that they have premultiplied alpha, +// we just return the colors as stored in the file. set this flag to force +// unpremultiplication. results are undefined if the unpremultiply overflow. +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply); + +// indicate whether we should process iphone images back to canonical format, +// or just pass them through "as-is" +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert); + +// flip the image vertically, so the first pixel in the output array is the bottom left +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip); + +// ZLIB client - used by PNG, available for other purposes + +STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen); +STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header); +STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen); +STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); + +STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen); +STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen); + + +#ifdef __cplusplus +} +#endif + +// +// +//// end header file ///////////////////////////////////////////////////// +#endif // STBI_INCLUDE_STB_IMAGE_H + +#ifdef STB_IMAGE_IMPLEMENTATION + +#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \ + || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \ + || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \ + || defined(STBI_ONLY_ZLIB) + #ifndef STBI_ONLY_JPEG + #define STBI_NO_JPEG + #endif + #ifndef STBI_ONLY_PNG + #define STBI_NO_PNG + #endif + #ifndef STBI_ONLY_BMP + #define STBI_NO_BMP + #endif + #ifndef STBI_ONLY_PSD + #define STBI_NO_PSD + #endif + #ifndef STBI_ONLY_TGA + #define STBI_NO_TGA + #endif + #ifndef STBI_ONLY_GIF + #define STBI_NO_GIF + #endif + #ifndef STBI_ONLY_HDR + #define STBI_NO_HDR + #endif + #ifndef STBI_ONLY_PIC + #define STBI_NO_PIC + #endif + #ifndef STBI_ONLY_PNM + #define STBI_NO_PNM + #endif +#endif + +#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB) +#define STBI_NO_ZLIB +#endif + + +#include +#include // ptrdiff_t on osx +#include +#include +#include + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +#include // ldexp +#endif + +#ifndef STBI_NO_STDIO +#include +#endif + +#ifndef STBI_ASSERT +#include +#define STBI_ASSERT(x) assert(x) +#endif + + +#ifndef _MSC_VER + #ifdef __cplusplus + #define stbi_inline inline + #else + #define stbi_inline + #endif +#else + #define stbi_inline __forceinline +#endif + + +#ifdef _MSC_VER +typedef unsigned short stbi__uint16; +typedef signed short stbi__int16; +typedef unsigned int stbi__uint32; +typedef signed int stbi__int32; +#else +#include +typedef uint16_t stbi__uint16; +typedef int16_t stbi__int16; +typedef uint32_t stbi__uint32; +typedef int32_t stbi__int32; +#endif + +// should produce compiler error if size is wrong +typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1]; + +#ifdef _MSC_VER +#define STBI_NOTUSED(v) (void)(v) +#else +#define STBI_NOTUSED(v) (void)sizeof(v) +#endif + +#ifdef _MSC_VER +#define STBI_HAS_LROTL +#endif + +#ifdef STBI_HAS_LROTL + #define stbi_lrot(x,y) _lrotl(x,y) +#else + #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (32 - (y)))) +#endif + +#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED)) +// ok +#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED) +// ok +#else +#error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED)." +#endif + +#ifndef STBI_MALLOC +#define STBI_MALLOC(sz) malloc(sz) +#define STBI_REALLOC(p,newsz) realloc(p,newsz) +#define STBI_FREE(p) free(p) +#endif + +#ifndef STBI_REALLOC_SIZED +#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz) +#endif + +// x86/x64 detection +#if defined(__x86_64__) || defined(_M_X64) +#define STBI__X64_TARGET +#elif defined(__i386) || defined(_M_IX86) +#define STBI__X86_TARGET +#endif + +#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD) +// gcc doesn't support sse2 intrinsics unless you compile with -msse2, +// which in turn means it gets to use SSE2 everywhere. This is unfortunate, +// but previous attempts to provide the SSE2 functions with runtime +// detection caused numerous issues. The way architecture extensions are +// exposed in GCC/Clang is, sadly, not really suited for one-file libs. +// New behavior: if compiled with -msse2, we use SSE2 without any +// detection; if not, we don't use it at all. +#define STBI_NO_SIMD +#endif + +#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD) +// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET +// +// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the +// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant. +// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not +// simultaneously enabling "-mstackrealign". +// +// See https://github.com/nothings/stb/issues/81 for more information. +// +// So default to no SSE2 on 32-bit MinGW. If you've read this far and added +// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2. +#define STBI_NO_SIMD +#endif + +#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) +#define STBI_SSE2 +#include + +#ifdef _MSC_VER + +#if _MSC_VER >= 1400 // not VC6 +#include // __cpuid +static int stbi__cpuid3(void) +{ + int info[4]; + __cpuid(info,1); + return info[3]; +} +#else +static int stbi__cpuid3(void) +{ + int res; + __asm { + mov eax,1 + cpuid + mov res,edx + } + return res; +} +#endif + +#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name + +static int stbi__sse2_available(void) +{ + int info3 = stbi__cpuid3(); + return ((info3 >> 26) & 1) != 0; +} +#else // assume GCC-style if not VC++ +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) + +static int stbi__sse2_available(void) +{ + // If we're even attempting to compile this on GCC/Clang, that means + // -msse2 is on, which means the compiler is allowed to use SSE2 + // instructions at will, and so are we. + return 1; +} +#endif +#endif + +// ARM NEON +#if defined(STBI_NO_SIMD) && defined(STBI_NEON) +#undef STBI_NEON +#endif + +#ifdef STBI_NEON +#include +// assume GCC or Clang on ARM targets +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) +#endif + +#ifndef STBI_SIMD_ALIGN +#define STBI_SIMD_ALIGN(type, name) type name +#endif + +/////////////////////////////////////////////// +// +// stbi__context struct and start_xxx functions + +// stbi__context structure is our basic context used by all images, so it +// contains all the IO context, plus some basic image information +typedef struct +{ + stbi__uint32 img_x, img_y; + int img_n, img_out_n; + + stbi_io_callbacks io; + void *io_user_data; + + int read_from_callbacks; + int buflen; + stbi_uc buffer_start[128]; + + stbi_uc *img_buffer, *img_buffer_end; + stbi_uc *img_buffer_original, *img_buffer_original_end; +} stbi__context; + + +static void stbi__refill_buffer(stbi__context *s); + +// initialize a memory-decode context +static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len) +{ + s->io.read = NULL; + s->read_from_callbacks = 0; + s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer; + s->img_buffer_end = s->img_buffer_original_end = (stbi_uc *) buffer+len; +} + +// initialize a callback-based context +static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user) +{ + s->io = *c; + s->io_user_data = user; + s->buflen = sizeof(s->buffer_start); + s->read_from_callbacks = 1; + s->img_buffer_original = s->buffer_start; + stbi__refill_buffer(s); + s->img_buffer_original_end = s->img_buffer_end; +} + +#ifndef STBI_NO_STDIO + +static int stbi__stdio_read(void *user, char *data, int size) +{ + return (int) fread(data,1,size,(FILE*) user); +} + +static void stbi__stdio_skip(void *user, int n) +{ + fseek((FILE*) user, n, SEEK_CUR); +} + +static int stbi__stdio_eof(void *user) +{ + return feof((FILE*) user); +} + +static stbi_io_callbacks stbi__stdio_callbacks = +{ + stbi__stdio_read, + stbi__stdio_skip, + stbi__stdio_eof, +}; + +static void stbi__start_file(stbi__context *s, FILE *f) +{ + stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f); +} + +//static void stop_file(stbi__context *s) { } + +#endif // !STBI_NO_STDIO + +static void stbi__rewind(stbi__context *s) +{ + // conceptually rewind SHOULD rewind to the beginning of the stream, + // but we just rewind to the beginning of the initial buffer, because + // we only use it after doing 'test', which only ever looks at at most 92 bytes + s->img_buffer = s->img_buffer_original; + s->img_buffer_end = s->img_buffer_original_end; +} + +enum +{ + STBI_ORDER_RGB, + STBI_ORDER_BGR +}; + +typedef struct +{ + int bits_per_channel; + int num_channels; + int channel_order; +} stbi__result_info; + +#ifndef STBI_NO_JPEG +static int stbi__jpeg_test(stbi__context *s); +static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PNG +static int stbi__png_test(stbi__context *s); +static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_BMP +static int stbi__bmp_test(stbi__context *s); +static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_TGA +static int stbi__tga_test(stbi__context *s); +static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context *s); +static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc); +static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_HDR +static int stbi__hdr_test(stbi__context *s); +static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_test(stbi__context *s); +static void *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_GIF +static int stbi__gif_test(stbi__context *s); +static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +#ifndef STBI_NO_PNM +static int stbi__pnm_test(stbi__context *s); +static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri); +static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp); +#endif + +// this is not threadsafe +static const char *stbi__g_failure_reason; + +STBIDEF const char *stbi_failure_reason(void) +{ + return stbi__g_failure_reason; +} + +static int stbi__err(const char *str) +{ + stbi__g_failure_reason = str; + return 0; +} + +static void *stbi__malloc(size_t size) +{ + return STBI_MALLOC(size); +} + +// stb_image uses ints pervasively, including for offset calculations. +// therefore the largest decoded image size we can support with the +// current code, even on 64-bit targets, is INT_MAX. this is not a +// significant limitation for the intended use case. +// +// we do, however, need to make sure our size calculations don't +// overflow. hence a few helper functions for size calculations that +// multiply integers together, making sure that they're non-negative +// and no overflow occurs. + +// return 1 if the sum is valid, 0 on overflow. +// negative terms are considered invalid. +static int stbi__addsizes_valid(int a, int b) +{ + if (b < 0) return 0; + // now 0 <= b <= INT_MAX, hence also + // 0 <= INT_MAX - b <= INTMAX. + // And "a + b <= INT_MAX" (which might overflow) is the + // same as a <= INT_MAX - b (no overflow) + return a <= INT_MAX - b; +} + +// returns 1 if the product is valid, 0 on overflow. +// negative factors are considered invalid. +static int stbi__mul2sizes_valid(int a, int b) +{ + if (a < 0 || b < 0) return 0; + if (b == 0) return 1; // mul-by-0 is always safe + // portable way to check for no overflows in a*b + return a <= INT_MAX/b; +} + +// returns 1 if "a*b + add" has no negative terms/factors and doesn't overflow +static int stbi__mad2sizes_valid(int a, int b, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a*b, add); +} + +// returns 1 if "a*b*c + add" has no negative terms/factors and doesn't overflow +static int stbi__mad3sizes_valid(int a, int b, int c, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) && + stbi__addsizes_valid(a*b*c, add); +} + +// returns 1 if "a*b*c*d + add" has no negative terms/factors and doesn't overflow +static int stbi__mad4sizes_valid(int a, int b, int c, int d, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) && + stbi__mul2sizes_valid(a*b*c, d) && stbi__addsizes_valid(a*b*c*d, add); +} + +// mallocs with size overflow checking +static void *stbi__malloc_mad2(int a, int b, int add) +{ + if (!stbi__mad2sizes_valid(a, b, add)) return NULL; + return stbi__malloc(a*b + add); +} + +static void *stbi__malloc_mad3(int a, int b, int c, int add) +{ + if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL; + return stbi__malloc(a*b*c + add); +} + +static void *stbi__malloc_mad4(int a, int b, int c, int d, int add) +{ + if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL; + return stbi__malloc(a*b*c*d + add); +} + +// stbi__err - error +// stbi__errpf - error returning pointer to float +// stbi__errpuc - error returning pointer to unsigned char + +#ifdef STBI_NO_FAILURE_STRINGS + #define stbi__err(x,y) 0 +#elif defined(STBI_FAILURE_USERMSG) + #define stbi__err(x,y) stbi__err(y) +#else + #define stbi__err(x,y) stbi__err(x) +#endif + +#define stbi__errpf(x,y) ((float *)(size_t) (stbi__err(x,y)?NULL:NULL)) +#define stbi__errpuc(x,y) ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL)) + +STBIDEF void stbi_image_free(void *retval_from_stbi_load) +{ + STBI_FREE(retval_from_stbi_load); +} + +#ifndef STBI_NO_LINEAR +static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp); +#endif + +#ifndef STBI_NO_HDR +static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp); +#endif + +static int stbi__vertically_flip_on_load = 0; + +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip) +{ + stbi__vertically_flip_on_load = flag_true_if_should_flip; +} + +static void *stbi__load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc) +{ + memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields + ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed + ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order + ri->num_channels = 0; + + #ifndef STBI_NO_JPEG + if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_PNG + if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_BMP + if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_GIF + if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_PSD + if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp, ri, bpc); + #endif + #ifndef STBI_NO_PIC + if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp, ri); + #endif + #ifndef STBI_NO_PNM + if (stbi__pnm_test(s)) return stbi__pnm_load(s,x,y,comp,req_comp, ri); + #endif + + #ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + float *hdr = stbi__hdr_load(s, x,y,comp,req_comp, ri); + return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); + } + #endif + + #ifndef STBI_NO_TGA + // test tga last because it's a crappy test! + if (stbi__tga_test(s)) + return stbi__tga_load(s,x,y,comp,req_comp, ri); + #endif + + return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt"); +} + +static stbi_uc *stbi__convert_16_to_8(stbi__uint16 *orig, int w, int h, int channels) +{ + int i; + int img_len = w * h * channels; + stbi_uc *reduced; + + reduced = (stbi_uc *) stbi__malloc(img_len); + if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling + + STBI_FREE(orig); + return reduced; +} + +static stbi__uint16 *stbi__convert_8_to_16(stbi_uc *orig, int w, int h, int channels) +{ + int i; + int img_len = w * h * channels; + stbi__uint16 *enlarged; + + enlarged = (stbi__uint16 *) stbi__malloc(img_len*2); + if (enlarged == NULL) return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff + + STBI_FREE(orig); + return enlarged; +} + +static void stbi__vertical_flip(void *image, int w, int h, int bytes_per_pixel) +{ + int row; + size_t bytes_per_row = (size_t)w * bytes_per_pixel; + stbi_uc temp[2048]; + stbi_uc *bytes = (stbi_uc *)image; + + for (row = 0; row < (h>>1); row++) { + stbi_uc *row0 = bytes + row*bytes_per_row; + stbi_uc *row1 = bytes + (h - row - 1)*bytes_per_row; + // swap row0 with row1 + size_t bytes_left = bytes_per_row; + while (bytes_left) { + size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp); + memcpy(temp, row0, bytes_copy); + memcpy(row0, row1, bytes_copy); + memcpy(row1, temp, bytes_copy); + row0 += bytes_copy; + row1 += bytes_copy; + bytes_left -= bytes_copy; + } + } +} + +static unsigned char *stbi__load_and_postprocess_8bit(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + stbi__result_info ri; + void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8); + + if (result == NULL) + return NULL; + + if (ri.bits_per_channel != 8) { + STBI_ASSERT(ri.bits_per_channel == 16); + result = stbi__convert_16_to_8((stbi__uint16 *) result, *x, *y, req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 8; + } + + // @TODO: move stbi__convert_format to here + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc)); + } + + return (unsigned char *) result; +} + +static stbi__uint16 *stbi__load_and_postprocess_16bit(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + stbi__result_info ri; + void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16); + + if (result == NULL) + return NULL; + + if (ri.bits_per_channel != 16) { + STBI_ASSERT(ri.bits_per_channel == 8); + result = stbi__convert_8_to_16((stbi_uc *) result, *x, *y, req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 16; + } + + // @TODO: move stbi__convert_format16 to here + // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16)); + } + + return (stbi__uint16 *) result; +} + +#ifndef STBI_NO_HDR +static void stbi__float_postprocess(float *result, int *x, int *y, int *comp, int req_comp) +{ + if (stbi__vertically_flip_on_load && result != NULL) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(float)); + } +} +#endif + +#ifndef STBI_NO_STDIO + +static FILE *stbi__fopen(char const *filename, char const *mode) +{ + FILE *f; +#if defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != fopen_s(&f, filename, mode)) + f=0; +#else + f = fopen(filename, mode); +#endif + return f; +} + + +STBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + unsigned char *result; + if (!f) return stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} + +STBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *result; + stbi__context s; + stbi__start_file(&s,f); + result = stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi__uint16 *stbi_load_from_file_16(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi__uint16 *result; + stbi__context s; + stbi__start_file(&s,f); + result = stbi__load_and_postprocess_16bit(&s,x,y,comp,req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi_us *stbi_load_16(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + stbi__uint16 *result; + if (!f) return (stbi_us *) stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file_16(f,x,y,comp,req_comp); + fclose(f); + return result; +} + + +#endif //!STBI_NO_STDIO + +STBIDEF stbi_us *stbi_load_16_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels); +} + +STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user); + return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels); +} + +STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); +} + +STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp); +} + +#ifndef STBI_NO_LINEAR +static float *stbi__loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp) +{ + unsigned char *data; + #ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + stbi__result_info ri; + float *hdr_data = stbi__hdr_load(s,x,y,comp,req_comp, &ri); + if (hdr_data) + stbi__float_postprocess(hdr_data,x,y,comp,req_comp); + return hdr_data; + } + #endif + data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp); + if (data) + return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); + return stbi__errpf("unknown image type", "Image not of any known type, or corrupt"); +} + +STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} + +STBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} + +#ifndef STBI_NO_STDIO +STBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp) +{ + float *result; + FILE *f = stbi__fopen(filename, "rb"); + if (!f) return stbi__errpf("can't fopen", "Unable to open file"); + result = stbi_loadf_from_file(f,x,y,comp,req_comp); + fclose(f); + return result; +} + +STBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp) +{ + stbi__context s; + stbi__start_file(&s,f); + return stbi__loadf_main(&s,x,y,comp,req_comp); +} +#endif // !STBI_NO_STDIO + +#endif // !STBI_NO_LINEAR + +// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is +// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always +// reports false! + +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len) +{ + #ifndef STBI_NO_HDR + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__hdr_test(&s); + #else + STBI_NOTUSED(buffer); + STBI_NOTUSED(len); + return 0; + #endif +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr (char const *filename) +{ + FILE *f = stbi__fopen(filename, "rb"); + int result=0; + if (f) { + result = stbi_is_hdr_from_file(f); + fclose(f); + } + return result; +} + +STBIDEF int stbi_is_hdr_from_file(FILE *f) +{ + #ifndef STBI_NO_HDR + stbi__context s; + stbi__start_file(&s,f); + return stbi__hdr_test(&s); + #else + STBI_NOTUSED(f); + return 0; + #endif +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user) +{ + #ifndef STBI_NO_HDR + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user); + return stbi__hdr_test(&s); + #else + STBI_NOTUSED(clbk); + STBI_NOTUSED(user); + return 0; + #endif +} + +#ifndef STBI_NO_LINEAR +static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f; + +STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; } +STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; } +#endif + +static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f; + +STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; } +STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; } + + +////////////////////////////////////////////////////////////////////////////// +// +// Common code used by all image loaders +// + +enum +{ + STBI__SCAN_load=0, + STBI__SCAN_type, + STBI__SCAN_header +}; + +static void stbi__refill_buffer(stbi__context *s) +{ + int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen); + if (n == 0) { + // at end of file, treat same as if from memory, but need to handle case + // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file + s->read_from_callbacks = 0; + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start+1; + *s->img_buffer = 0; + } else { + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start + n; + } +} + +stbi_inline static stbi_uc stbi__get8(stbi__context *s) +{ + if (s->img_buffer < s->img_buffer_end) + return *s->img_buffer++; + if (s->read_from_callbacks) { + stbi__refill_buffer(s); + return *s->img_buffer++; + } + return 0; +} + +stbi_inline static int stbi__at_eof(stbi__context *s) +{ + if (s->io.read) { + if (!(s->io.eof)(s->io_user_data)) return 0; + // if feof() is true, check if buffer = end + // special case: we've only got the special 0 character at the end + if (s->read_from_callbacks == 0) return 1; + } + + return s->img_buffer >= s->img_buffer_end; +} + +static void stbi__skip(stbi__context *s, int n) +{ + if (n < 0) { + s->img_buffer = s->img_buffer_end; + return; + } + if (s->io.read) { + int blen = (int) (s->img_buffer_end - s->img_buffer); + if (blen < n) { + s->img_buffer = s->img_buffer_end; + (s->io.skip)(s->io_user_data, n - blen); + return; + } + } + s->img_buffer += n; +} + +static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n) +{ + if (s->io.read) { + int blen = (int) (s->img_buffer_end - s->img_buffer); + if (blen < n) { + int res, count; + + memcpy(buffer, s->img_buffer, blen); + + count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen); + res = (count == (n-blen)); + s->img_buffer = s->img_buffer_end; + return res; + } + } + + if (s->img_buffer+n <= s->img_buffer_end) { + memcpy(buffer, s->img_buffer, n); + s->img_buffer += n; + return 1; + } else + return 0; +} + +static int stbi__get16be(stbi__context *s) +{ + int z = stbi__get8(s); + return (z << 8) + stbi__get8(s); +} + +static stbi__uint32 stbi__get32be(stbi__context *s) +{ + stbi__uint32 z = stbi__get16be(s); + return (z << 16) + stbi__get16be(s); +} + +#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) +// nothing +#else +static int stbi__get16le(stbi__context *s) +{ + int z = stbi__get8(s); + return z + (stbi__get8(s) << 8); +} +#endif + +#ifndef STBI_NO_BMP +static stbi__uint32 stbi__get32le(stbi__context *s) +{ + stbi__uint32 z = stbi__get16le(s); + return z + (stbi__get16le(s) << 16); +} +#endif + +#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings + + +////////////////////////////////////////////////////////////////////////////// +// +// generic converter from built-in img_n to req_comp +// individual types do this automatically as much as possible (e.g. jpeg +// does all cases internally since it needs to colorspace convert anyway, +// and it never has alpha, so very few cases ). png can automatically +// interleave an alpha=255 channel, but falls back to this for other cases +// +// assume data buffer is malloced, so malloc a new one and free that one +// only failure mode is malloc failing + +static stbi_uc stbi__compute_y(int r, int g, int b) +{ + return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8); +} + +static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y) +{ + int i,j; + unsigned char *good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (unsigned char *) stbi__malloc_mad3(req_comp, x, y, 0); + if (good == NULL) { + STBI_FREE(data); + return stbi__errpuc("outofmem", "Out of memory"); + } + + for (j=0; j < (int) y; ++j) { + unsigned char *src = data + j * x * img_n ; + unsigned char *dest = good + j * x * req_comp; + + #define STBI__COMBO(a,b) ((a)*8+(b)) + #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1,2) { dest[0]=src[0], dest[1]=255; } break; + STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0], dest[3]=255; } break; + STBI__CASE(2,1) { dest[0]=src[0]; } break; + STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0], dest[3]=src[1]; } break; + STBI__CASE(3,4) { dest[0]=src[0],dest[1]=src[1],dest[2]=src[2],dest[3]=255; } break; + STBI__CASE(3,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break; + STBI__CASE(3,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = 255; } break; + STBI__CASE(4,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break; + STBI__CASE(4,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = src[3]; } break; + STBI__CASE(4,3) { dest[0]=src[0],dest[1]=src[1],dest[2]=src[2]; } break; + default: STBI_ASSERT(0); + } + #undef STBI__CASE + } + + STBI_FREE(data); + return good; +} + +static stbi__uint16 stbi__compute_y_16(int r, int g, int b) +{ + return (stbi__uint16) (((r*77) + (g*150) + (29*b)) >> 8); +} + +static stbi__uint16 *stbi__convert_format16(stbi__uint16 *data, int img_n, int req_comp, unsigned int x, unsigned int y) +{ + int i,j; + stbi__uint16 *good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (stbi__uint16 *) stbi__malloc(req_comp * x * y * 2); + if (good == NULL) { + STBI_FREE(data); + return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory"); + } + + for (j=0; j < (int) y; ++j) { + stbi__uint16 *src = data + j * x * img_n ; + stbi__uint16 *dest = good + j * x * req_comp; + + #define STBI__COMBO(a,b) ((a)*8+(b)) + #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1,2) { dest[0]=src[0], dest[1]=0xffff; } break; + STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0], dest[3]=0xffff; } break; + STBI__CASE(2,1) { dest[0]=src[0]; } break; + STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break; + STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0], dest[3]=src[1]; } break; + STBI__CASE(3,4) { dest[0]=src[0],dest[1]=src[1],dest[2]=src[2],dest[3]=0xffff; } break; + STBI__CASE(3,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break; + STBI__CASE(3,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]), dest[1] = 0xffff; } break; + STBI__CASE(4,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break; + STBI__CASE(4,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]), dest[1] = src[3]; } break; + STBI__CASE(4,3) { dest[0]=src[0],dest[1]=src[1],dest[2]=src[2]; } break; + default: STBI_ASSERT(0); + } + #undef STBI__CASE + } + + STBI_FREE(data); + return good; +} + +#ifndef STBI_NO_LINEAR +static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp) +{ + int i,k,n; + float *output; + if (!data) return NULL; + output = (float *) stbi__malloc_mad4(x, y, comp, sizeof(float), 0); + if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp-1; + for (i=0; i < x*y; ++i) { + for (k=0; k < n; ++k) { + output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale); + } + if (k < comp) output[i*comp + k] = data[i*comp+k]/255.0f; + } + STBI_FREE(data); + return output; +} +#endif + +#ifndef STBI_NO_HDR +#define stbi__float2int(x) ((int) (x)) +static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp) +{ + int i,k,n; + stbi_uc *output; + if (!data) return NULL; + output = (stbi_uc *) stbi__malloc_mad3(x, y, comp, 0); + if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp-1; + for (i=0; i < x*y; ++i) { + for (k=0; k < n; ++k) { + float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i*comp + k] = (stbi_uc) stbi__float2int(z); + } + if (k < comp) { + float z = data[i*comp+k] * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i*comp + k] = (stbi_uc) stbi__float2int(z); + } + } + STBI_FREE(data); + return output; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// "baseline" JPEG/JFIF decoder +// +// simple implementation +// - doesn't support delayed output of y-dimension +// - simple interface (only one output format: 8-bit interleaved RGB) +// - doesn't try to recover corrupt jpegs +// - doesn't allow partial loading, loading multiple at once +// - still fast on x86 (copying globals into locals doesn't help x86) +// - allocates lots of intermediate memory (full size of all components) +// - non-interleaved case requires this anyway +// - allows good upsampling (see next) +// high-quality +// - upsampled channels are bilinearly interpolated, even across blocks +// - quality integer IDCT derived from IJG's 'slow' +// performance +// - fast huffman; reasonable integer IDCT +// - some SIMD kernels for common paths on targets with SSE2/NEON +// - uses a lot of intermediate memory, could cache poorly + +#ifndef STBI_NO_JPEG + +// huffman decoding acceleration +#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache + +typedef struct +{ + stbi_uc fast[1 << FAST_BITS]; + // weirdly, repacking this into AoS is a 10% speed loss, instead of a win + stbi__uint16 code[256]; + stbi_uc values[256]; + stbi_uc size[257]; + unsigned int maxcode[18]; + int delta[17]; // old 'firstsymbol' - old 'firstcode' +} stbi__huffman; + +typedef struct +{ + stbi__context *s; + stbi__huffman huff_dc[4]; + stbi__huffman huff_ac[4]; + stbi__uint16 dequant[4][64]; + stbi__int16 fast_ac[4][1 << FAST_BITS]; + +// sizes for components, interleaved MCUs + int img_h_max, img_v_max; + int img_mcu_x, img_mcu_y; + int img_mcu_w, img_mcu_h; + +// definition of jpeg image component + struct + { + int id; + int h,v; + int tq; + int hd,ha; + int dc_pred; + + int x,y,w2,h2; + stbi_uc *data; + void *raw_data, *raw_coeff; + stbi_uc *linebuf; + short *coeff; // progressive only + int coeff_w, coeff_h; // number of 8x8 coefficient blocks + } img_comp[4]; + + stbi__uint32 code_buffer; // jpeg entropy-coded buffer + int code_bits; // number of valid bits + unsigned char marker; // marker seen while filling entropy buffer + int nomore; // flag if we saw a marker so must stop + + int progressive; + int spec_start; + int spec_end; + int succ_high; + int succ_low; + int eob_run; + int jfif; + int app14_color_transform; // Adobe APP14 tag + int rgb; + + int scan_n, order[4]; + int restart_interval, todo; + +// kernels + void (*idct_block_kernel)(stbi_uc *out, int out_stride, short data[64]); + void (*YCbCr_to_RGB_kernel)(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step); + stbi_uc *(*resample_row_hv_2_kernel)(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs); +} stbi__jpeg; + +static int stbi__build_huffman(stbi__huffman *h, int *count) +{ + int i,j,k=0,code; + // build size list for each symbol (from JPEG spec) + for (i=0; i < 16; ++i) + for (j=0; j < count[i]; ++j) + h->size[k++] = (stbi_uc) (i+1); + h->size[k] = 0; + + // compute actual symbols (from jpeg spec) + code = 0; + k = 0; + for(j=1; j <= 16; ++j) { + // compute delta to add to code to compute symbol id + h->delta[j] = k - code; + if (h->size[k] == j) { + while (h->size[k] == j) + h->code[k++] = (stbi__uint16) (code++); + if (code-1 >= (1 << j)) return stbi__err("bad code lengths","Corrupt JPEG"); + } + // compute largest code + 1 for this size, preshifted as needed later + h->maxcode[j] = code << (16-j); + code <<= 1; + } + h->maxcode[j] = 0xffffffff; + + // build non-spec acceleration table; 255 is flag for not-accelerated + memset(h->fast, 255, 1 << FAST_BITS); + for (i=0; i < k; ++i) { + int s = h->size[i]; + if (s <= FAST_BITS) { + int c = h->code[i] << (FAST_BITS-s); + int m = 1 << (FAST_BITS-s); + for (j=0; j < m; ++j) { + h->fast[c+j] = (stbi_uc) i; + } + } + } + return 1; +} + +// build a table that decodes both magnitude and value of small ACs in +// one go. +static void stbi__build_fast_ac(stbi__int16 *fast_ac, stbi__huffman *h) +{ + int i; + for (i=0; i < (1 << FAST_BITS); ++i) { + stbi_uc fast = h->fast[i]; + fast_ac[i] = 0; + if (fast < 255) { + int rs = h->values[fast]; + int run = (rs >> 4) & 15; + int magbits = rs & 15; + int len = h->size[fast]; + + if (magbits && len + magbits <= FAST_BITS) { + // magnitude code followed by receive_extend code + int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits); + int m = 1 << (magbits - 1); + if (k < m) k += (~0U << magbits) + 1; + // if the result is small enough, we can fit it in fast_ac table + if (k >= -128 && k <= 127) + fast_ac[i] = (stbi__int16) ((k << 8) + (run << 4) + (len + magbits)); + } + } + } +} + +static void stbi__grow_buffer_unsafe(stbi__jpeg *j) +{ + do { + int b = j->nomore ? 0 : stbi__get8(j->s); + if (b == 0xff) { + int c = stbi__get8(j->s); + while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes + if (c != 0) { + j->marker = (unsigned char) c; + j->nomore = 1; + return; + } + } + j->code_buffer |= b << (24 - j->code_bits); + j->code_bits += 8; + } while (j->code_bits <= 24); +} + +// (1 << n) - 1 +static stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535}; + +// decode a jpeg huffman value from the bitstream +stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h) +{ + unsigned int temp; + int c,k; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + // look at the top FAST_BITS and determine what symbol ID it is, + // if the code is <= FAST_BITS + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + k = h->fast[c]; + if (k < 255) { + int s = h->size[k]; + if (s > j->code_bits) + return -1; + j->code_buffer <<= s; + j->code_bits -= s; + return h->values[k]; + } + + // naive test is to shift the code_buffer down so k bits are + // valid, then test against maxcode. To speed this up, we've + // preshifted maxcode left so that it has (16-k) 0s at the + // end; in other words, regardless of the number of bits, it + // wants to be compared against something shifted to have 16; + // that way we don't need to shift inside the loop. + temp = j->code_buffer >> 16; + for (k=FAST_BITS+1 ; ; ++k) + if (temp < h->maxcode[k]) + break; + if (k == 17) { + // error! code not found + j->code_bits -= 16; + return -1; + } + + if (k > j->code_bits) + return -1; + + // convert the huffman code to the symbol id + c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k]; + STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]); + + // convert the id to a symbol + j->code_bits -= k; + j->code_buffer <<= k; + return h->values[c]; +} + +// bias[n] = (-1<code_bits < n) stbi__grow_buffer_unsafe(j); + + sgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB + k = stbi_lrot(j->code_buffer, n); + STBI_ASSERT(n >= 0 && n < (int) (sizeof(stbi__bmask)/sizeof(*stbi__bmask))); + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k + (stbi__jbias[n] & ~sgn); +} + +// get some unsigned bits +stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg *j, int n) +{ + unsigned int k; + if (j->code_bits < n) stbi__grow_buffer_unsafe(j); + k = stbi_lrot(j->code_buffer, n); + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k; +} + +stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg *j) +{ + unsigned int k; + if (j->code_bits < 1) stbi__grow_buffer_unsafe(j); + k = j->code_buffer; + j->code_buffer <<= 1; + --j->code_bits; + return k & 0x80000000; +} + +// given a value that's at position X in the zigzag stream, +// where does it appear in the 8x8 matrix coded as row-major? +static stbi_uc stbi__jpeg_dezigzag[64+15] = +{ + 0, 1, 8, 16, 9, 2, 3, 10, + 17, 24, 32, 25, 18, 11, 4, 5, + 12, 19, 26, 33, 40, 48, 41, 34, + 27, 20, 13, 6, 7, 14, 21, 28, + 35, 42, 49, 56, 57, 50, 43, 36, + 29, 22, 15, 23, 30, 37, 44, 51, + 58, 59, 52, 45, 38, 31, 39, 46, + 53, 60, 61, 54, 47, 55, 62, 63, + // let corrupt input sample past end + 63, 63, 63, 63, 63, 63, 63, 63, + 63, 63, 63, 63, 63, 63, 63 +}; + +// decode one 64-entry block-- +static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, stbi__int16 *fac, int b, stbi__uint16 *dequant) +{ + int diff,dc,k; + int t; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + t = stbi__jpeg_huff_decode(j, hdc); + if (t < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + + // 0 all the ac values now so we can do it 32-bits at a time + memset(data,0,64*sizeof(data[0])); + + diff = t ? stbi__extend_receive(j, t) : 0; + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + data[0] = (short) (dc * dequant[0]); + + // decode AC components, see JPEG spec + k = 1; + do { + unsigned int zig; + int c,r,s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + j->code_buffer <<= s; + j->code_bits -= s; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) ((r >> 8) * dequant[zig]); + } else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (rs != 0xf0) break; // end block + k += 16; + } else { + k += r; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) (stbi__extend_receive(j,s) * dequant[zig]); + } + } + } while (k < 64); + return 1; +} + +static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg *j, short data[64], stbi__huffman *hdc, int b) +{ + int diff,dc; + int t; + if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + if (j->succ_high == 0) { + // first scan for DC coefficient, must be first + memset(data,0,64*sizeof(data[0])); // 0 all the ac values now + t = stbi__jpeg_huff_decode(j, hdc); + diff = t ? stbi__extend_receive(j, t) : 0; + + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + data[0] = (short) (dc << j->succ_low); + } else { + // refinement scan for DC coefficient + if (stbi__jpeg_get_bit(j)) + data[0] += (short) (1 << j->succ_low); + } + return 1; +} + +// @OPTIMIZE: store non-zigzagged during the decode passes, +// and only de-zigzag when dequantizing +static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg *j, short data[64], stbi__huffman *hac, stbi__int16 *fac) +{ + int k; + if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->succ_high == 0) { + int shift = j->succ_low; + + if (j->eob_run) { + --j->eob_run; + return 1; + } + + k = j->spec_start; + do { + unsigned int zig; + int c,r,s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + j->code_buffer <<= s; + j->code_bits -= s; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) ((r >> 8) << shift); + } else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r); + if (r) + j->eob_run += stbi__jpeg_get_bits(j, r); + --j->eob_run; + break; + } + k += 16; + } else { + k += r; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short) (stbi__extend_receive(j,s) << shift); + } + } + } while (k <= j->spec_end); + } else { + // refinement scan for these AC coefficients + + short bit = (short) (1 << j->succ_low); + + if (j->eob_run) { + --j->eob_run; + for (k = j->spec_start; k <= j->spec_end; ++k) { + short *p = &data[stbi__jpeg_dezigzag[k]]; + if (*p != 0) + if (stbi__jpeg_get_bit(j)) + if ((*p & bit)==0) { + if (*p > 0) + *p += bit; + else + *p -= bit; + } + } + } else { + k = j->spec_start; + do { + int r,s; + int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh + if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r) - 1; + if (r) + j->eob_run += stbi__jpeg_get_bits(j, r); + r = 64; // force end of block + } else { + // r=15 s=0 should write 16 0s, so we just do + // a run of 15 0s and then write s (which is 0), + // so we don't have to do anything special here + } + } else { + if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG"); + // sign bit + if (stbi__jpeg_get_bit(j)) + s = bit; + else + s = -bit; + } + + // advance by r + while (k <= j->spec_end) { + short *p = &data[stbi__jpeg_dezigzag[k++]]; + if (*p != 0) { + if (stbi__jpeg_get_bit(j)) + if ((*p & bit)==0) { + if (*p > 0) + *p += bit; + else + *p -= bit; + } + } else { + if (r == 0) { + *p = (short) s; + break; + } + --r; + } + } + } while (k <= j->spec_end); + } + } + return 1; +} + +// take a -128..127 value and stbi__clamp it and convert to 0..255 +stbi_inline static stbi_uc stbi__clamp(int x) +{ + // trick to use a single test to catch both cases + if ((unsigned int) x > 255) { + if (x < 0) return 0; + if (x > 255) return 255; + } + return (stbi_uc) x; +} + +#define stbi__f2f(x) ((int) (((x) * 4096 + 0.5))) +#define stbi__fsh(x) ((x) << 12) + +// derived from jidctint -- DCT_ISLOW +#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \ + int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \ + p2 = s2; \ + p3 = s6; \ + p1 = (p2+p3) * stbi__f2f(0.5411961f); \ + t2 = p1 + p3*stbi__f2f(-1.847759065f); \ + t3 = p1 + p2*stbi__f2f( 0.765366865f); \ + p2 = s0; \ + p3 = s4; \ + t0 = stbi__fsh(p2+p3); \ + t1 = stbi__fsh(p2-p3); \ + x0 = t0+t3; \ + x3 = t0-t3; \ + x1 = t1+t2; \ + x2 = t1-t2; \ + t0 = s7; \ + t1 = s5; \ + t2 = s3; \ + t3 = s1; \ + p3 = t0+t2; \ + p4 = t1+t3; \ + p1 = t0+t3; \ + p2 = t1+t2; \ + p5 = (p3+p4)*stbi__f2f( 1.175875602f); \ + t0 = t0*stbi__f2f( 0.298631336f); \ + t1 = t1*stbi__f2f( 2.053119869f); \ + t2 = t2*stbi__f2f( 3.072711026f); \ + t3 = t3*stbi__f2f( 1.501321110f); \ + p1 = p5 + p1*stbi__f2f(-0.899976223f); \ + p2 = p5 + p2*stbi__f2f(-2.562915447f); \ + p3 = p3*stbi__f2f(-1.961570560f); \ + p4 = p4*stbi__f2f(-0.390180644f); \ + t3 += p1+p4; \ + t2 += p2+p3; \ + t1 += p2+p4; \ + t0 += p1+p3; + +static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64]) +{ + int i,val[64],*v=val; + stbi_uc *o; + short *d = data; + + // columns + for (i=0; i < 8; ++i,++d, ++v) { + // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing + if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0 + && d[40]==0 && d[48]==0 && d[56]==0) { + // no shortcut 0 seconds + // (1|2|3|4|5|6|7)==0 0 seconds + // all separate -0.047 seconds + // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds + int dcterm = d[0] << 2; + v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; + } else { + STBI__IDCT_1D(d[ 0],d[ 8],d[16],d[24],d[32],d[40],d[48],d[56]) + // constants scaled things up by 1<<12; let's bring them back + // down, but keep 2 extra bits of precision + x0 += 512; x1 += 512; x2 += 512; x3 += 512; + v[ 0] = (x0+t3) >> 10; + v[56] = (x0-t3) >> 10; + v[ 8] = (x1+t2) >> 10; + v[48] = (x1-t2) >> 10; + v[16] = (x2+t1) >> 10; + v[40] = (x2-t1) >> 10; + v[24] = (x3+t0) >> 10; + v[32] = (x3-t0) >> 10; + } + } + + for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) { + // no fast case since the first 1D IDCT spread components out + STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7]) + // constants scaled things up by 1<<12, plus we had 1<<2 from first + // loop, plus horizontal and vertical each scale by sqrt(8) so together + // we've got an extra 1<<3, so 1<<17 total we need to remove. + // so we want to round that, which means adding 0.5 * 1<<17, + // aka 65536. Also, we'll end up with -128 to 127 that we want + // to encode as 0..255 by adding 128, so we'll add that before the shift + x0 += 65536 + (128<<17); + x1 += 65536 + (128<<17); + x2 += 65536 + (128<<17); + x3 += 65536 + (128<<17); + // tried computing the shifts into temps, or'ing the temps to see + // if any were out of range, but that was slower + o[0] = stbi__clamp((x0+t3) >> 17); + o[7] = stbi__clamp((x0-t3) >> 17); + o[1] = stbi__clamp((x1+t2) >> 17); + o[6] = stbi__clamp((x1-t2) >> 17); + o[2] = stbi__clamp((x2+t1) >> 17); + o[5] = stbi__clamp((x2-t1) >> 17); + o[3] = stbi__clamp((x3+t0) >> 17); + o[4] = stbi__clamp((x3-t0) >> 17); + } +} + +#ifdef STBI_SSE2 +// sse2 integer IDCT. not the fastest possible implementation but it +// produces bit-identical results to the generic C version so it's +// fully "transparent". +static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64]) +{ + // This is constructed to match our regular (generic) integer IDCT exactly. + __m128i row0, row1, row2, row3, row4, row5, row6, row7; + __m128i tmp; + + // dot product constant: even elems=x, odd elems=y + #define dct_const(x,y) _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y)) + + // out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit) + // out(1) = c1[even]*x + c1[odd]*y + #define dct_rot(out0,out1, x,y,c0,c1) \ + __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \ + __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \ + __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \ + __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \ + __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \ + __m128i out1##_h = _mm_madd_epi16(c0##hi, c1) + + // out = in << 12 (in 16-bit, out 32-bit) + #define dct_widen(out, in) \ + __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \ + __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4) + + // wide add + #define dct_wadd(out, a, b) \ + __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_add_epi32(a##_h, b##_h) + + // wide sub + #define dct_wsub(out, a, b) \ + __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_sub_epi32(a##_h, b##_h) + + // butterfly a/b, add bias, then shift by "s" and pack + #define dct_bfly32o(out0, out1, a,b,bias,s) \ + { \ + __m128i abiased_l = _mm_add_epi32(a##_l, bias); \ + __m128i abiased_h = _mm_add_epi32(a##_h, bias); \ + dct_wadd(sum, abiased, b); \ + dct_wsub(dif, abiased, b); \ + out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \ + out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \ + } + + // 8-bit interleave step (for transposes) + #define dct_interleave8(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi8(a, b); \ + b = _mm_unpackhi_epi8(tmp, b) + + // 16-bit interleave step (for transposes) + #define dct_interleave16(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi16(a, b); \ + b = _mm_unpackhi_epi16(tmp, b) + + #define dct_pass(bias,shift) \ + { \ + /* even part */ \ + dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \ + __m128i sum04 = _mm_add_epi16(row0, row4); \ + __m128i dif04 = _mm_sub_epi16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \ + dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \ + __m128i sum17 = _mm_add_epi16(row1, row7); \ + __m128i sum35 = _mm_add_epi16(row3, row5); \ + dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \ + dct_wadd(x4, y0o, y4o); \ + dct_wadd(x5, y1o, y5o); \ + dct_wadd(x6, y2o, y5o); \ + dct_wadd(x7, y3o, y4o); \ + dct_bfly32o(row0,row7, x0,x7,bias,shift); \ + dct_bfly32o(row1,row6, x1,x6,bias,shift); \ + dct_bfly32o(row2,row5, x2,x5,bias,shift); \ + dct_bfly32o(row3,row4, x3,x4,bias,shift); \ + } + + __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f)); + __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f( 0.765366865f), stbi__f2f(0.5411961f)); + __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f)); + __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f)); + __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f( 0.298631336f), stbi__f2f(-1.961570560f)); + __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f( 3.072711026f)); + __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f( 2.053119869f), stbi__f2f(-0.390180644f)); + __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f( 1.501321110f)); + + // rounding biases in column/row passes, see stbi__idct_block for explanation. + __m128i bias_0 = _mm_set1_epi32(512); + __m128i bias_1 = _mm_set1_epi32(65536 + (128<<17)); + + // load + row0 = _mm_load_si128((const __m128i *) (data + 0*8)); + row1 = _mm_load_si128((const __m128i *) (data + 1*8)); + row2 = _mm_load_si128((const __m128i *) (data + 2*8)); + row3 = _mm_load_si128((const __m128i *) (data + 3*8)); + row4 = _mm_load_si128((const __m128i *) (data + 4*8)); + row5 = _mm_load_si128((const __m128i *) (data + 5*8)); + row6 = _mm_load_si128((const __m128i *) (data + 6*8)); + row7 = _mm_load_si128((const __m128i *) (data + 7*8)); + + // column pass + dct_pass(bias_0, 10); + + { + // 16bit 8x8 transpose pass 1 + dct_interleave16(row0, row4); + dct_interleave16(row1, row5); + dct_interleave16(row2, row6); + dct_interleave16(row3, row7); + + // transpose pass 2 + dct_interleave16(row0, row2); + dct_interleave16(row1, row3); + dct_interleave16(row4, row6); + dct_interleave16(row5, row7); + + // transpose pass 3 + dct_interleave16(row0, row1); + dct_interleave16(row2, row3); + dct_interleave16(row4, row5); + dct_interleave16(row6, row7); + } + + // row pass + dct_pass(bias_1, 17); + + { + // pack + __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7 + __m128i p1 = _mm_packus_epi16(row2, row3); + __m128i p2 = _mm_packus_epi16(row4, row5); + __m128i p3 = _mm_packus_epi16(row6, row7); + + // 8bit 8x8 transpose pass 1 + dct_interleave8(p0, p2); // a0e0a1e1... + dct_interleave8(p1, p3); // c0g0c1g1... + + // transpose pass 2 + dct_interleave8(p0, p1); // a0c0e0g0... + dct_interleave8(p2, p3); // b0d0f0h0... + + // transpose pass 3 + dct_interleave8(p0, p2); // a0b0c0d0... + dct_interleave8(p1, p3); // a4b4c4d4... + + // store + _mm_storel_epi64((__m128i *) out, p0); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p2); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p1); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i *) out, p3); out += out_stride; + _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e)); + } + +#undef dct_const +#undef dct_rot +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_interleave8 +#undef dct_interleave16 +#undef dct_pass +} + +#endif // STBI_SSE2 + +#ifdef STBI_NEON + +// NEON integer IDCT. should produce bit-identical +// results to the generic C version. +static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64]) +{ + int16x8_t row0, row1, row2, row3, row4, row5, row6, row7; + + int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f)); + int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f)); + int16x4_t rot0_2 = vdup_n_s16(stbi__f2f( 0.765366865f)); + int16x4_t rot1_0 = vdup_n_s16(stbi__f2f( 1.175875602f)); + int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f)); + int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f)); + int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f)); + int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f)); + int16x4_t rot3_0 = vdup_n_s16(stbi__f2f( 0.298631336f)); + int16x4_t rot3_1 = vdup_n_s16(stbi__f2f( 2.053119869f)); + int16x4_t rot3_2 = vdup_n_s16(stbi__f2f( 3.072711026f)); + int16x4_t rot3_3 = vdup_n_s16(stbi__f2f( 1.501321110f)); + +#define dct_long_mul(out, inq, coeff) \ + int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff) + +#define dct_long_mac(out, acc, inq, coeff) \ + int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff) + +#define dct_widen(out, inq) \ + int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \ + int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12) + +// wide add +#define dct_wadd(out, a, b) \ + int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vaddq_s32(a##_h, b##_h) + +// wide sub +#define dct_wsub(out, a, b) \ + int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vsubq_s32(a##_h, b##_h) + +// butterfly a/b, then shift using "shiftop" by "s" and pack +#define dct_bfly32o(out0,out1, a,b,shiftop,s) \ + { \ + dct_wadd(sum, a, b); \ + dct_wsub(dif, a, b); \ + out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \ + out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \ + } + +#define dct_pass(shiftop, shift) \ + { \ + /* even part */ \ + int16x8_t sum26 = vaddq_s16(row2, row6); \ + dct_long_mul(p1e, sum26, rot0_0); \ + dct_long_mac(t2e, p1e, row6, rot0_1); \ + dct_long_mac(t3e, p1e, row2, rot0_2); \ + int16x8_t sum04 = vaddq_s16(row0, row4); \ + int16x8_t dif04 = vsubq_s16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + int16x8_t sum15 = vaddq_s16(row1, row5); \ + int16x8_t sum17 = vaddq_s16(row1, row7); \ + int16x8_t sum35 = vaddq_s16(row3, row5); \ + int16x8_t sum37 = vaddq_s16(row3, row7); \ + int16x8_t sumodd = vaddq_s16(sum17, sum35); \ + dct_long_mul(p5o, sumodd, rot1_0); \ + dct_long_mac(p1o, p5o, sum17, rot1_1); \ + dct_long_mac(p2o, p5o, sum35, rot1_2); \ + dct_long_mul(p3o, sum37, rot2_0); \ + dct_long_mul(p4o, sum15, rot2_1); \ + dct_wadd(sump13o, p1o, p3o); \ + dct_wadd(sump24o, p2o, p4o); \ + dct_wadd(sump23o, p2o, p3o); \ + dct_wadd(sump14o, p1o, p4o); \ + dct_long_mac(x4, sump13o, row7, rot3_0); \ + dct_long_mac(x5, sump24o, row5, rot3_1); \ + dct_long_mac(x6, sump23o, row3, rot3_2); \ + dct_long_mac(x7, sump14o, row1, rot3_3); \ + dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \ + dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \ + dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \ + dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \ + } + + // load + row0 = vld1q_s16(data + 0*8); + row1 = vld1q_s16(data + 1*8); + row2 = vld1q_s16(data + 2*8); + row3 = vld1q_s16(data + 3*8); + row4 = vld1q_s16(data + 4*8); + row5 = vld1q_s16(data + 5*8); + row6 = vld1q_s16(data + 6*8); + row7 = vld1q_s16(data + 7*8); + + // add DC bias + row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0)); + + // column pass + dct_pass(vrshrn_n_s32, 10); + + // 16bit 8x8 transpose + { +// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively. +// whether compilers actually get this is another story, sadly. +#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; } +#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); } +#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); } + + // pass 1 + dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6 + dct_trn16(row2, row3); + dct_trn16(row4, row5); + dct_trn16(row6, row7); + + // pass 2 + dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4 + dct_trn32(row1, row3); + dct_trn32(row4, row6); + dct_trn32(row5, row7); + + // pass 3 + dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0 + dct_trn64(row1, row5); + dct_trn64(row2, row6); + dct_trn64(row3, row7); + +#undef dct_trn16 +#undef dct_trn32 +#undef dct_trn64 + } + + // row pass + // vrshrn_n_s32 only supports shifts up to 16, we need + // 17. so do a non-rounding shift of 16 first then follow + // up with a rounding shift by 1. + dct_pass(vshrn_n_s32, 16); + + { + // pack and round + uint8x8_t p0 = vqrshrun_n_s16(row0, 1); + uint8x8_t p1 = vqrshrun_n_s16(row1, 1); + uint8x8_t p2 = vqrshrun_n_s16(row2, 1); + uint8x8_t p3 = vqrshrun_n_s16(row3, 1); + uint8x8_t p4 = vqrshrun_n_s16(row4, 1); + uint8x8_t p5 = vqrshrun_n_s16(row5, 1); + uint8x8_t p6 = vqrshrun_n_s16(row6, 1); + uint8x8_t p7 = vqrshrun_n_s16(row7, 1); + + // again, these can translate into one instruction, but often don't. +#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; } +#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); } +#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); } + + // sadly can't use interleaved stores here since we only write + // 8 bytes to each scan line! + + // 8x8 8-bit transpose pass 1 + dct_trn8_8(p0, p1); + dct_trn8_8(p2, p3); + dct_trn8_8(p4, p5); + dct_trn8_8(p6, p7); + + // pass 2 + dct_trn8_16(p0, p2); + dct_trn8_16(p1, p3); + dct_trn8_16(p4, p6); + dct_trn8_16(p5, p7); + + // pass 3 + dct_trn8_32(p0, p4); + dct_trn8_32(p1, p5); + dct_trn8_32(p2, p6); + dct_trn8_32(p3, p7); + + // store + vst1_u8(out, p0); out += out_stride; + vst1_u8(out, p1); out += out_stride; + vst1_u8(out, p2); out += out_stride; + vst1_u8(out, p3); out += out_stride; + vst1_u8(out, p4); out += out_stride; + vst1_u8(out, p5); out += out_stride; + vst1_u8(out, p6); out += out_stride; + vst1_u8(out, p7); + +#undef dct_trn8_8 +#undef dct_trn8_16 +#undef dct_trn8_32 + } + +#undef dct_long_mul +#undef dct_long_mac +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_pass +} + +#endif // STBI_NEON + +#define STBI__MARKER_none 0xff +// if there's a pending marker from the entropy stream, return that +// otherwise, fetch from the stream and get a marker. if there's no +// marker, return 0xff, which is never a valid marker value +static stbi_uc stbi__get_marker(stbi__jpeg *j) +{ + stbi_uc x; + if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; } + x = stbi__get8(j->s); + if (x != 0xff) return STBI__MARKER_none; + while (x == 0xff) + x = stbi__get8(j->s); // consume repeated 0xff fill bytes + return x; +} + +// in each scan, we'll have scan_n components, and the order +// of the components is specified by order[] +#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7) + +// after a restart interval, stbi__jpeg_reset the entropy decoder and +// the dc prediction +static void stbi__jpeg_reset(stbi__jpeg *j) +{ + j->code_bits = 0; + j->code_buffer = 0; + j->nomore = 0; + j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0; + j->marker = STBI__MARKER_none; + j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff; + j->eob_run = 0; + // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, + // since we don't even allow 1<<30 pixels +} + +static int stbi__parse_entropy_coded_data(stbi__jpeg *z) +{ + stbi__jpeg_reset(z); + if (!z->progressive) { + if (z->scan_n == 1) { + int i,j; + STBI_SIMD_ALIGN(short, data[64]); + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data); + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + // if it's NOT a restart, then just bail, so we get corrupt data + // rather than no data + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } else { // interleaved + int i,j,k,x,y; + STBI_SIMD_ALIGN(short, data[64]); + for (j=0; j < z->img_mcu_y; ++j) { + for (i=0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k=0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y=0; y < z->img_comp[n].v; ++y) { + for (x=0; x < z->img_comp[n].h; ++x) { + int x2 = (i*z->img_comp[n].h + x)*8; + int y2 = (j*z->img_comp[n].v + y)*8; + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data); + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } else { + if (z->scan_n == 1) { + int i,j; + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + if (z->spec_start == 0) { + if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } else { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha])) + return 0; + } + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } else { // interleaved + int i,j,k,x,y; + for (j=0; j < z->img_mcu_y; ++j) { + for (i=0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k=0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y=0; y < z->img_comp[n].v; ++y) { + for (x=0; x < z->img_comp[n].h; ++x) { + int x2 = (i*z->img_comp[n].h + x); + int y2 = (j*z->img_comp[n].v + y); + short *data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w); + if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } +} + +static void stbi__jpeg_dequantize(short *data, stbi__uint16 *dequant) +{ + int i; + for (i=0; i < 64; ++i) + data[i] *= dequant[i]; +} + +static void stbi__jpeg_finish(stbi__jpeg *z) +{ + if (z->progressive) { + // dequantize and idct the data + int i,j,n; + for (n=0; n < z->s->img_n; ++n) { + int w = (z->img_comp[n].x+7) >> 3; + int h = (z->img_comp[n].y+7) >> 3; + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) { + short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]); + z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data); + } + } + } + } +} + +static int stbi__process_marker(stbi__jpeg *z, int m) +{ + int L; + switch (m) { + case STBI__MARKER_none: // no marker found + return stbi__err("expected marker","Corrupt JPEG"); + + case 0xDD: // DRI - specify restart interval + if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG"); + z->restart_interval = stbi__get16be(z->s); + return 1; + + case 0xDB: // DQT - define quantization table + L = stbi__get16be(z->s)-2; + while (L > 0) { + int q = stbi__get8(z->s); + int p = q >> 4, sixteen = (p != 0); + int t = q & 15,i; + if (p != 0 && p != 1) return stbi__err("bad DQT type","Corrupt JPEG"); + if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG"); + + for (i=0; i < 64; ++i) + z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s)); + L -= (sixteen ? 129 : 65); + } + return L==0; + + case 0xC4: // DHT - define huffman table + L = stbi__get16be(z->s)-2; + while (L > 0) { + stbi_uc *v; + int sizes[16],i,n=0; + int q = stbi__get8(z->s); + int tc = q >> 4; + int th = q & 15; + if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG"); + for (i=0; i < 16; ++i) { + sizes[i] = stbi__get8(z->s); + n += sizes[i]; + } + L -= 17; + if (tc == 0) { + if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0; + v = z->huff_dc[th].values; + } else { + if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0; + v = z->huff_ac[th].values; + } + for (i=0; i < n; ++i) + v[i] = stbi__get8(z->s); + if (tc != 0) + stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th); + L -= n; + } + return L==0; + } + + // check for comment block or APP blocks + if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) { + L = stbi__get16be(z->s); + if (L < 2) { + if (m == 0xFE) + return stbi__err("bad COM len","Corrupt JPEG"); + else + return stbi__err("bad APP len","Corrupt JPEG"); + } + L -= 2; + + if (m == 0xE0 && L >= 5) { // JFIF APP0 segment + static const unsigned char tag[5] = {'J','F','I','F','\0'}; + int ok = 1; + int i; + for (i=0; i < 5; ++i) + if (stbi__get8(z->s) != tag[i]) + ok = 0; + L -= 5; + if (ok) + z->jfif = 1; + } else if (m == 0xEE && L >= 12) { // Adobe APP14 segment + static const unsigned char tag[6] = {'A','d','o','b','e','\0'}; + int ok = 1; + int i; + for (i=0; i < 6; ++i) + if (stbi__get8(z->s) != tag[i]) + ok = 0; + L -= 6; + if (ok) { + stbi__get8(z->s); // version + stbi__get16be(z->s); // flags0 + stbi__get16be(z->s); // flags1 + z->app14_color_transform = stbi__get8(z->s); // color transform + L -= 6; + } + } + + stbi__skip(z->s, L); + return 1; + } + + return stbi__err("unknown marker","Corrupt JPEG"); +} + +// after we see SOS +static int stbi__process_scan_header(stbi__jpeg *z) +{ + int i; + int Ls = stbi__get16be(z->s); + z->scan_n = stbi__get8(z->s); + if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad SOS component count","Corrupt JPEG"); + if (Ls != 6+2*z->scan_n) return stbi__err("bad SOS len","Corrupt JPEG"); + for (i=0; i < z->scan_n; ++i) { + int id = stbi__get8(z->s), which; + int q = stbi__get8(z->s); + for (which = 0; which < z->s->img_n; ++which) + if (z->img_comp[which].id == id) + break; + if (which == z->s->img_n) return 0; // no match + z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG"); + z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG"); + z->order[i] = which; + } + + { + int aa; + z->spec_start = stbi__get8(z->s); + z->spec_end = stbi__get8(z->s); // should be 63, but might be 0 + aa = stbi__get8(z->s); + z->succ_high = (aa >> 4); + z->succ_low = (aa & 15); + if (z->progressive) { + if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13) + return stbi__err("bad SOS", "Corrupt JPEG"); + } else { + if (z->spec_start != 0) return stbi__err("bad SOS","Corrupt JPEG"); + if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS","Corrupt JPEG"); + z->spec_end = 63; + } + } + + return 1; +} + +static int stbi__free_jpeg_components(stbi__jpeg *z, int ncomp, int why) +{ + int i; + for (i=0; i < ncomp; ++i) { + if (z->img_comp[i].raw_data) { + STBI_FREE(z->img_comp[i].raw_data); + z->img_comp[i].raw_data = NULL; + z->img_comp[i].data = NULL; + } + if (z->img_comp[i].raw_coeff) { + STBI_FREE(z->img_comp[i].raw_coeff); + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].coeff = 0; + } + if (z->img_comp[i].linebuf) { + STBI_FREE(z->img_comp[i].linebuf); + z->img_comp[i].linebuf = NULL; + } + } + return why; +} + +static int stbi__process_frame_header(stbi__jpeg *z, int scan) +{ + stbi__context *s = z->s; + int Lf,p,i,q, h_max=1,v_max=1,c; + Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad SOF len","Corrupt JPEG"); // JPEG + p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline + s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG + s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires + c = stbi__get8(s); + if (c != 3 && c != 1 && c != 4) return stbi__err("bad component count","Corrupt JPEG"); + s->img_n = c; + for (i=0; i < c; ++i) { + z->img_comp[i].data = NULL; + z->img_comp[i].linebuf = NULL; + } + + if (Lf != 8+3*s->img_n) return stbi__err("bad SOF len","Corrupt JPEG"); + + z->rgb = 0; + for (i=0; i < s->img_n; ++i) { + static unsigned char rgb[3] = { 'R', 'G', 'B' }; + z->img_comp[i].id = stbi__get8(s); + if (s->img_n == 3 && z->img_comp[i].id == rgb[i]) + ++z->rgb; + q = stbi__get8(s); + z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG"); + z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG"); + z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG"); + } + + if (scan != STBI__SCAN_load) return 1; + + if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err("too large", "Image too large to decode"); + + for (i=0; i < s->img_n; ++i) { + if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h; + if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v; + } + + // compute interleaved mcu info + z->img_h_max = h_max; + z->img_v_max = v_max; + z->img_mcu_w = h_max * 8; + z->img_mcu_h = v_max * 8; + // these sizes can't be more than 17 bits + z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w; + z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h; + + for (i=0; i < s->img_n; ++i) { + // number of effective pixels (e.g. for non-interleaved MCU) + z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max; + z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max; + // to simplify generation, we'll allocate enough memory to decode + // the bogus oversized data from using interleaved MCUs and their + // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't + // discard the extra data until colorspace conversion + // + // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier) + // so these muls can't overflow with 32-bit ints (which we require) + z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8; + z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8; + z->img_comp[i].coeff = 0; + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].linebuf = NULL; + z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15); + if (z->img_comp[i].raw_data == NULL) + return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory")); + // align blocks for idct using mmx/sse + z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15); + if (z->progressive) { + // w2, h2 are multiples of 8 (see above) + z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8; + z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8; + z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15); + if (z->img_comp[i].raw_coeff == NULL) + return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory")); + z->img_comp[i].coeff = (short*) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15); + } + } + + return 1; +} + +// use comparisons since in some cases we handle more than one case (e.g. SOF) +#define stbi__DNL(x) ((x) == 0xdc) +#define stbi__SOI(x) ((x) == 0xd8) +#define stbi__EOI(x) ((x) == 0xd9) +#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2) +#define stbi__SOS(x) ((x) == 0xda) + +#define stbi__SOF_progressive(x) ((x) == 0xc2) + +static int stbi__decode_jpeg_header(stbi__jpeg *z, int scan) +{ + int m; + z->jfif = 0; + z->app14_color_transform = -1; // valid values are 0,1,2 + z->marker = STBI__MARKER_none; // initialize cached marker to empty + m = stbi__get_marker(z); + if (!stbi__SOI(m)) return stbi__err("no SOI","Corrupt JPEG"); + if (scan == STBI__SCAN_type) return 1; + m = stbi__get_marker(z); + while (!stbi__SOF(m)) { + if (!stbi__process_marker(z,m)) return 0; + m = stbi__get_marker(z); + while (m == STBI__MARKER_none) { + // some files have extra padding after their blocks, so ok, we'll scan + if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG"); + m = stbi__get_marker(z); + } + } + z->progressive = stbi__SOF_progressive(m); + if (!stbi__process_frame_header(z, scan)) return 0; + return 1; +} + +// decode image to YCbCr format +static int stbi__decode_jpeg_image(stbi__jpeg *j) +{ + int m; + for (m = 0; m < 4; m++) { + j->img_comp[m].raw_data = NULL; + j->img_comp[m].raw_coeff = NULL; + } + j->restart_interval = 0; + if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0; + m = stbi__get_marker(j); + while (!stbi__EOI(m)) { + if (stbi__SOS(m)) { + if (!stbi__process_scan_header(j)) return 0; + if (!stbi__parse_entropy_coded_data(j)) return 0; + if (j->marker == STBI__MARKER_none ) { + // handle 0s at the end of image data from IP Kamera 9060 + while (!stbi__at_eof(j->s)) { + int x = stbi__get8(j->s); + if (x == 255) { + j->marker = stbi__get8(j->s); + break; + } + } + // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0 + } + } else if (stbi__DNL(m)) { + int Ld = stbi__get16be(j->s); + stbi__uint32 NL = stbi__get16be(j->s); + if (Ld != 4) stbi__err("bad DNL len", "Corrupt JPEG"); + if (NL != j->s->img_y) stbi__err("bad DNL height", "Corrupt JPEG"); + } else { + if (!stbi__process_marker(j, m)) return 0; + } + m = stbi__get_marker(j); + } + if (j->progressive) + stbi__jpeg_finish(j); + return 1; +} + +// static jfif-centered resampling (across block boundaries) + +typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1, + int w, int hs); + +#define stbi__div4(x) ((stbi_uc) ((x) >> 2)) + +static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + STBI_NOTUSED(out); + STBI_NOTUSED(in_far); + STBI_NOTUSED(w); + STBI_NOTUSED(hs); + return in_near; +} + +static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate two samples vertically for every one in input + int i; + STBI_NOTUSED(hs); + for (i=0; i < w; ++i) + out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2); + return out; +} + +static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate two samples horizontally for every one in input + int i; + stbi_uc *input = in_near; + + if (w == 1) { + // if only one sample, can't do any interpolation + out[0] = out[1] = input[0]; + return out; + } + + out[0] = input[0]; + out[1] = stbi__div4(input[0]*3 + input[1] + 2); + for (i=1; i < w-1; ++i) { + int n = 3*input[i]+2; + out[i*2+0] = stbi__div4(n+input[i-1]); + out[i*2+1] = stbi__div4(n+input[i+1]); + } + out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2); + out[i*2+1] = input[w-1]; + + STBI_NOTUSED(in_far); + STBI_NOTUSED(hs); + + return out; +} + +#define stbi__div16(x) ((stbi_uc) ((x) >> 4)) + +static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i,t0,t1; + if (w == 1) { + out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3*in_near[0] + in_far[0]; + out[0] = stbi__div4(t1+2); + for (i=1; i < w; ++i) { + t0 = t1; + t1 = 3*in_near[i]+in_far[i]; + out[i*2-1] = stbi__div16(3*t0 + t1 + 8); + out[i*2 ] = stbi__div16(3*t1 + t0 + 8); + } + out[w*2-1] = stbi__div4(t1+2); + + STBI_NOTUSED(hs); + + return out; +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static stbi_uc *stbi__resample_row_hv_2_simd(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i=0,t0,t1; + + if (w == 1) { + out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3*in_near[0] + in_far[0]; + // process groups of 8 pixels for as long as we can. + // note we can't handle the last pixel in a row in this loop + // because we need to handle the filter boundary conditions. + for (; i < ((w-1) & ~7); i += 8) { +#if defined(STBI_SSE2) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + __m128i zero = _mm_setzero_si128(); + __m128i farb = _mm_loadl_epi64((__m128i *) (in_far + i)); + __m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i)); + __m128i farw = _mm_unpacklo_epi8(farb, zero); + __m128i nearw = _mm_unpacklo_epi8(nearb, zero); + __m128i diff = _mm_sub_epi16(farw, nearw); + __m128i nears = _mm_slli_epi16(nearw, 2); + __m128i curr = _mm_add_epi16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + __m128i prv0 = _mm_slli_si128(curr, 2); + __m128i nxt0 = _mm_srli_si128(curr, 2); + __m128i prev = _mm_insert_epi16(prv0, t1, 0); + __m128i next = _mm_insert_epi16(nxt0, 3*in_near[i+8] + in_far[i+8], 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + __m128i bias = _mm_set1_epi16(8); + __m128i curs = _mm_slli_epi16(curr, 2); + __m128i prvd = _mm_sub_epi16(prev, curr); + __m128i nxtd = _mm_sub_epi16(next, curr); + __m128i curb = _mm_add_epi16(curs, bias); + __m128i even = _mm_add_epi16(prvd, curb); + __m128i odd = _mm_add_epi16(nxtd, curb); + + // interleave even and odd pixels, then undo scaling. + __m128i int0 = _mm_unpacklo_epi16(even, odd); + __m128i int1 = _mm_unpackhi_epi16(even, odd); + __m128i de0 = _mm_srli_epi16(int0, 4); + __m128i de1 = _mm_srli_epi16(int1, 4); + + // pack and write output + __m128i outv = _mm_packus_epi16(de0, de1); + _mm_storeu_si128((__m128i *) (out + i*2), outv); +#elif defined(STBI_NEON) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + uint8x8_t farb = vld1_u8(in_far + i); + uint8x8_t nearb = vld1_u8(in_near + i); + int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb)); + int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2)); + int16x8_t curr = vaddq_s16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + int16x8_t prv0 = vextq_s16(curr, curr, 7); + int16x8_t nxt0 = vextq_s16(curr, curr, 1); + int16x8_t prev = vsetq_lane_s16(t1, prv0, 0); + int16x8_t next = vsetq_lane_s16(3*in_near[i+8] + in_far[i+8], nxt0, 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + int16x8_t curs = vshlq_n_s16(curr, 2); + int16x8_t prvd = vsubq_s16(prev, curr); + int16x8_t nxtd = vsubq_s16(next, curr); + int16x8_t even = vaddq_s16(curs, prvd); + int16x8_t odd = vaddq_s16(curs, nxtd); + + // undo scaling and round, then store with even/odd phases interleaved + uint8x8x2_t o; + o.val[0] = vqrshrun_n_s16(even, 4); + o.val[1] = vqrshrun_n_s16(odd, 4); + vst2_u8(out + i*2, o); +#endif + + // "previous" value for next iter + t1 = 3*in_near[i+7] + in_far[i+7]; + } + + t0 = t1; + t1 = 3*in_near[i] + in_far[i]; + out[i*2] = stbi__div16(3*t1 + t0 + 8); + + for (++i; i < w; ++i) { + t0 = t1; + t1 = 3*in_near[i]+in_far[i]; + out[i*2-1] = stbi__div16(3*t0 + t1 + 8); + out[i*2 ] = stbi__div16(3*t1 + t0 + 8); + } + out[w*2-1] = stbi__div4(t1+2); + + STBI_NOTUSED(hs); + + return out; +} +#endif + +static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs) +{ + // resample with nearest-neighbor + int i,j; + STBI_NOTUSED(in_far); + for (i=0; i < w; ++i) + for (j=0; j < hs; ++j) + out[i*hs+j] = in_near[i]; + return out; +} + +// this is a reduced-precision calculation of YCbCr-to-RGB introduced +// to make sure the code produces the same results in both SIMD and scalar +#define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8) +static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step) +{ + int i; + for (i=0; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1<<19); // rounding + int r,g,b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr* stbi__float2fixed(1.40200f); + g = y_fixed + (cr*-stbi__float2fixed(0.71414f)) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb* stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (stbi_uc)r; + out[1] = (stbi_uc)g; + out[2] = (stbi_uc)b; + out[3] = 255; + out += step; + } +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static void stbi__YCbCr_to_RGB_simd(stbi_uc *out, stbi_uc const *y, stbi_uc const *pcb, stbi_uc const *pcr, int count, int step) +{ + int i = 0; + +#ifdef STBI_SSE2 + // step == 3 is pretty ugly on the final interleave, and i'm not convinced + // it's useful in practice (you wouldn't use it for textures, for example). + // so just accelerate step == 4 case. + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + __m128i signflip = _mm_set1_epi8(-0x80); + __m128i cr_const0 = _mm_set1_epi16( (short) ( 1.40200f*4096.0f+0.5f)); + __m128i cr_const1 = _mm_set1_epi16( - (short) ( 0.71414f*4096.0f+0.5f)); + __m128i cb_const0 = _mm_set1_epi16( - (short) ( 0.34414f*4096.0f+0.5f)); + __m128i cb_const1 = _mm_set1_epi16( (short) ( 1.77200f*4096.0f+0.5f)); + __m128i y_bias = _mm_set1_epi8((char) (unsigned char) 128); + __m128i xw = _mm_set1_epi16(255); // alpha channel + + for (; i+7 < count; i += 8) { + // load + __m128i y_bytes = _mm_loadl_epi64((__m128i *) (y+i)); + __m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr+i)); + __m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb+i)); + __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128 + __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128 + + // unpack to short (and left-shift cr, cb by 8) + __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes); + __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased); + __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased); + + // color transform + __m128i yws = _mm_srli_epi16(yw, 4); + __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw); + __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw); + __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1); + __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1); + __m128i rws = _mm_add_epi16(cr0, yws); + __m128i gwt = _mm_add_epi16(cb0, yws); + __m128i bws = _mm_add_epi16(yws, cb1); + __m128i gws = _mm_add_epi16(gwt, cr1); + + // descale + __m128i rw = _mm_srai_epi16(rws, 4); + __m128i bw = _mm_srai_epi16(bws, 4); + __m128i gw = _mm_srai_epi16(gws, 4); + + // back to byte, set up for transpose + __m128i brb = _mm_packus_epi16(rw, bw); + __m128i gxb = _mm_packus_epi16(gw, xw); + + // transpose to interleave channels + __m128i t0 = _mm_unpacklo_epi8(brb, gxb); + __m128i t1 = _mm_unpackhi_epi8(brb, gxb); + __m128i o0 = _mm_unpacklo_epi16(t0, t1); + __m128i o1 = _mm_unpackhi_epi16(t0, t1); + + // store + _mm_storeu_si128((__m128i *) (out + 0), o0); + _mm_storeu_si128((__m128i *) (out + 16), o1); + out += 32; + } + } +#endif + +#ifdef STBI_NEON + // in this version, step=3 support would be easy to add. but is there demand? + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + uint8x8_t signflip = vdup_n_u8(0x80); + int16x8_t cr_const0 = vdupq_n_s16( (short) ( 1.40200f*4096.0f+0.5f)); + int16x8_t cr_const1 = vdupq_n_s16( - (short) ( 0.71414f*4096.0f+0.5f)); + int16x8_t cb_const0 = vdupq_n_s16( - (short) ( 0.34414f*4096.0f+0.5f)); + int16x8_t cb_const1 = vdupq_n_s16( (short) ( 1.77200f*4096.0f+0.5f)); + + for (; i+7 < count; i += 8) { + // load + uint8x8_t y_bytes = vld1_u8(y + i); + uint8x8_t cr_bytes = vld1_u8(pcr + i); + uint8x8_t cb_bytes = vld1_u8(pcb + i); + int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip)); + int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip)); + + // expand to s16 + int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4)); + int16x8_t crw = vshll_n_s8(cr_biased, 7); + int16x8_t cbw = vshll_n_s8(cb_biased, 7); + + // color transform + int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0); + int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0); + int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1); + int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1); + int16x8_t rws = vaddq_s16(yws, cr0); + int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1); + int16x8_t bws = vaddq_s16(yws, cb1); + + // undo scaling, round, convert to byte + uint8x8x4_t o; + o.val[0] = vqrshrun_n_s16(rws, 4); + o.val[1] = vqrshrun_n_s16(gws, 4); + o.val[2] = vqrshrun_n_s16(bws, 4); + o.val[3] = vdup_n_u8(255); + + // store, interleaving r/g/b/a + vst4_u8(out, o); + out += 8*4; + } + } +#endif + + for (; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1<<19); // rounding + int r,g,b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr* stbi__float2fixed(1.40200f); + g = y_fixed + cr*-stbi__float2fixed(0.71414f) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb* stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (stbi_uc)r; + out[1] = (stbi_uc)g; + out[2] = (stbi_uc)b; + out[3] = 255; + out += step; + } +} +#endif + +// set up the kernels +static void stbi__setup_jpeg(stbi__jpeg *j) +{ + j->idct_block_kernel = stbi__idct_block; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2; + +#ifdef STBI_SSE2 + if (stbi__sse2_available()) { + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; + } +#endif + +#ifdef STBI_NEON + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; +#endif +} + +// clean up the temporary component buffers +static void stbi__cleanup_jpeg(stbi__jpeg *j) +{ + stbi__free_jpeg_components(j, j->s->img_n, 0); +} + +typedef struct +{ + resample_row_func resample; + stbi_uc *line0,*line1; + int hs,vs; // expansion factor in each axis + int w_lores; // horizontal pixels pre-expansion + int ystep; // how far through vertical expansion we are + int ypos; // which pre-expansion row we're on +} stbi__resample; + +// fast 0..255 * 0..255 => 0..255 rounded multiplication +static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y) +{ + unsigned int t = x*y + 128; + return (stbi_uc) ((t + (t >>8)) >> 8); +} + +static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp) +{ + int n, decode_n, is_rgb; + z->s->img_n = 0; // make stbi__cleanup_jpeg safe + + // validate req_comp + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + + // load a jpeg image from whichever source, but leave in YCbCr format + if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; } + + // determine actual number of components to generate + n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1; + + is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif)); + + if (z->s->img_n == 3 && n < 3 && !is_rgb) + decode_n = 1; + else + decode_n = z->s->img_n; + + // resample and color-convert + { + int k; + unsigned int i,j; + stbi_uc *output; + stbi_uc *coutput[4]; + + stbi__resample res_comp[4]; + + for (k=0; k < decode_n; ++k) { + stbi__resample *r = &res_comp[k]; + + // allocate line buffer big enough for upsampling off the edges + // with upsample factor of 4 + z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3); + if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } + + r->hs = z->img_h_max / z->img_comp[k].h; + r->vs = z->img_v_max / z->img_comp[k].v; + r->ystep = r->vs >> 1; + r->w_lores = (z->s->img_x + r->hs-1) / r->hs; + r->ypos = 0; + r->line0 = r->line1 = z->img_comp[k].data; + + if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1; + else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2; + else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2; + else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel; + else r->resample = stbi__resample_row_generic; + } + + // can't error after this so, this is safe + output = (stbi_uc *) stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1); + if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } + + // now go ahead and resample + for (j=0; j < z->s->img_y; ++j) { + stbi_uc *out = output + n * z->s->img_x * j; + for (k=0; k < decode_n; ++k) { + stbi__resample *r = &res_comp[k]; + int y_bot = r->ystep >= (r->vs >> 1); + coutput[k] = r->resample(z->img_comp[k].linebuf, + y_bot ? r->line1 : r->line0, + y_bot ? r->line0 : r->line1, + r->w_lores, r->hs); + if (++r->ystep >= r->vs) { + r->ystep = 0; + r->line0 = r->line1; + if (++r->ypos < z->img_comp[k].y) + r->line1 += z->img_comp[k].w2; + } + } + if (n >= 3) { + stbi_uc *y = coutput[0]; + if (z->s->img_n == 3) { + if (is_rgb) { + for (i=0; i < z->s->img_x; ++i) { + out[0] = y[i]; + out[1] = coutput[1][i]; + out[2] = coutput[2][i]; + out[3] = 255; + out += n; + } + } else { + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } else if (z->s->img_n == 4) { + if (z->app14_color_transform == 0) { // CMYK + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(coutput[0][i], m); + out[1] = stbi__blinn_8x8(coutput[1][i], m); + out[2] = stbi__blinn_8x8(coutput[2][i], m); + out[3] = 255; + out += n; + } + } else if (z->app14_color_transform == 2) { // YCCK + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(255 - out[0], m); + out[1] = stbi__blinn_8x8(255 - out[1], m); + out[2] = stbi__blinn_8x8(255 - out[2], m); + out += n; + } + } else { // YCbCr + alpha? Ignore the fourth channel for now + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } else + for (i=0; i < z->s->img_x; ++i) { + out[0] = out[1] = out[2] = y[i]; + out[3] = 255; // not used if n==3 + out += n; + } + } else { + if (is_rgb) { + if (n == 1) + for (i=0; i < z->s->img_x; ++i) + *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + else { + for (i=0; i < z->s->img_x; ++i, out += 2) { + out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + out[1] = 255; + } + } + } else if (z->s->img_n == 4 && z->app14_color_transform == 0) { + for (i=0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + stbi_uc r = stbi__blinn_8x8(coutput[0][i], m); + stbi_uc g = stbi__blinn_8x8(coutput[1][i], m); + stbi_uc b = stbi__blinn_8x8(coutput[2][i], m); + out[0] = stbi__compute_y(r, g, b); + out[1] = 255; + out += n; + } + } else if (z->s->img_n == 4 && z->app14_color_transform == 2) { + for (i=0; i < z->s->img_x; ++i) { + out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]); + out[1] = 255; + out += n; + } + } else { + stbi_uc *y = coutput[0]; + if (n == 1) + for (i=0; i < z->s->img_x; ++i) out[i] = y[i]; + else + for (i=0; i < z->s->img_x; ++i) *out++ = y[i], *out++ = 255; + } + } + } + stbi__cleanup_jpeg(z); + *out_x = z->s->img_x; + *out_y = z->s->img_y; + if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output + return output; + } +} + +static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + unsigned char* result; + stbi__jpeg* j = (stbi__jpeg*) stbi__malloc(sizeof(stbi__jpeg)); + STBI_NOTUSED(ri); + j->s = s; + stbi__setup_jpeg(j); + result = load_jpeg_image(j, x,y,comp,req_comp); + STBI_FREE(j); + return result; +} + +static int stbi__jpeg_test(stbi__context *s) +{ + int r; + stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg)); + j->s = s; + stbi__setup_jpeg(j); + r = stbi__decode_jpeg_header(j, STBI__SCAN_type); + stbi__rewind(s); + STBI_FREE(j); + return r; +} + +static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp) +{ + if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) { + stbi__rewind( j->s ); + return 0; + } + if (x) *x = j->s->img_x; + if (y) *y = j->s->img_y; + if (comp) *comp = j->s->img_n >= 3 ? 3 : 1; + return 1; +} + +static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp) +{ + int result; + stbi__jpeg* j = (stbi__jpeg*) (stbi__malloc(sizeof(stbi__jpeg))); + j->s = s; + result = stbi__jpeg_info_raw(j, x, y, comp); + STBI_FREE(j); + return result; +} +#endif + +// public domain zlib decode v0.2 Sean Barrett 2006-11-18 +// simple implementation +// - all input must be provided in an upfront buffer +// - all output is written to a single output buffer (can malloc/realloc) +// performance +// - fast huffman + +#ifndef STBI_NO_ZLIB + +// fast-way is faster to check than jpeg huffman, but slow way is slower +#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables +#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1) + +// zlib-style huffman encoding +// (jpegs packs from left, zlib from right, so can't share code) +typedef struct +{ + stbi__uint16 fast[1 << STBI__ZFAST_BITS]; + stbi__uint16 firstcode[16]; + int maxcode[17]; + stbi__uint16 firstsymbol[16]; + stbi_uc size[288]; + stbi__uint16 value[288]; +} stbi__zhuffman; + +stbi_inline static int stbi__bitreverse16(int n) +{ + n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1); + n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2); + n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4); + n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8); + return n; +} + +stbi_inline static int stbi__bit_reverse(int v, int bits) +{ + STBI_ASSERT(bits <= 16); + // to bit reverse n bits, reverse 16 and shift + // e.g. 11 bits, bit reverse and shift away 5 + return stbi__bitreverse16(v) >> (16-bits); +} + +static int stbi__zbuild_huffman(stbi__zhuffman *z, const stbi_uc *sizelist, int num) +{ + int i,k=0; + int code, next_code[16], sizes[17]; + + // DEFLATE spec for generating codes + memset(sizes, 0, sizeof(sizes)); + memset(z->fast, 0, sizeof(z->fast)); + for (i=0; i < num; ++i) + ++sizes[sizelist[i]]; + sizes[0] = 0; + for (i=1; i < 16; ++i) + if (sizes[i] > (1 << i)) + return stbi__err("bad sizes", "Corrupt PNG"); + code = 0; + for (i=1; i < 16; ++i) { + next_code[i] = code; + z->firstcode[i] = (stbi__uint16) code; + z->firstsymbol[i] = (stbi__uint16) k; + code = (code + sizes[i]); + if (sizes[i]) + if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt PNG"); + z->maxcode[i] = code << (16-i); // preshift for inner loop + code <<= 1; + k += sizes[i]; + } + z->maxcode[16] = 0x10000; // sentinel + for (i=0; i < num; ++i) { + int s = sizelist[i]; + if (s) { + int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s]; + stbi__uint16 fastv = (stbi__uint16) ((s << 9) | i); + z->size [c] = (stbi_uc ) s; + z->value[c] = (stbi__uint16) i; + if (s <= STBI__ZFAST_BITS) { + int j = stbi__bit_reverse(next_code[s],s); + while (j < (1 << STBI__ZFAST_BITS)) { + z->fast[j] = fastv; + j += (1 << s); + } + } + ++next_code[s]; + } + } + return 1; +} + +// zlib-from-memory implementation for PNG reading +// because PNG allows splitting the zlib stream arbitrarily, +// and it's annoying structurally to have PNG call ZLIB call PNG, +// we require PNG read all the IDATs and combine them into a single +// memory buffer + +typedef struct +{ + stbi_uc *zbuffer, *zbuffer_end; + int num_bits; + stbi__uint32 code_buffer; + + char *zout; + char *zout_start; + char *zout_end; + int z_expandable; + + stbi__zhuffman z_length, z_distance; +} stbi__zbuf; + +stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z) +{ + if (z->zbuffer >= z->zbuffer_end) return 0; + return *z->zbuffer++; +} + +static void stbi__fill_bits(stbi__zbuf *z) +{ + do { + STBI_ASSERT(z->code_buffer < (1U << z->num_bits)); + z->code_buffer |= (unsigned int) stbi__zget8(z) << z->num_bits; + z->num_bits += 8; + } while (z->num_bits <= 24); +} + +stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n) +{ + unsigned int k; + if (z->num_bits < n) stbi__fill_bits(z); + k = z->code_buffer & ((1 << n) - 1); + z->code_buffer >>= n; + z->num_bits -= n; + return k; +} + +static int stbi__zhuffman_decode_slowpath(stbi__zbuf *a, stbi__zhuffman *z) +{ + int b,s,k; + // not resolved by fast table, so compute it the slow way + // use jpeg approach, which requires MSbits at top + k = stbi__bit_reverse(a->code_buffer, 16); + for (s=STBI__ZFAST_BITS+1; ; ++s) + if (k < z->maxcode[s]) + break; + if (s == 16) return -1; // invalid code! + // code size is s, so: + b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s]; + STBI_ASSERT(z->size[b] == s); + a->code_buffer >>= s; + a->num_bits -= s; + return z->value[b]; +} + +stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z) +{ + int b,s; + if (a->num_bits < 16) stbi__fill_bits(a); + b = z->fast[a->code_buffer & STBI__ZFAST_MASK]; + if (b) { + s = b >> 9; + a->code_buffer >>= s; + a->num_bits -= s; + return b & 511; + } + return stbi__zhuffman_decode_slowpath(a, z); +} + +static int stbi__zexpand(stbi__zbuf *z, char *zout, int n) // need to make room for n bytes +{ + char *q; + int cur, limit, old_limit; + z->zout = zout; + if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG"); + cur = (int) (z->zout - z->zout_start); + limit = old_limit = (int) (z->zout_end - z->zout_start); + while (cur + n > limit) + limit *= 2; + q = (char *) STBI_REALLOC_SIZED(z->zout_start, old_limit, limit); + STBI_NOTUSED(old_limit); + if (q == NULL) return stbi__err("outofmem", "Out of memory"); + z->zout_start = q; + z->zout = q + cur; + z->zout_end = q + limit; + return 1; +} + +static int stbi__zlength_base[31] = { + 3,4,5,6,7,8,9,10,11,13, + 15,17,19,23,27,31,35,43,51,59, + 67,83,99,115,131,163,195,227,258,0,0 }; + +static int stbi__zlength_extra[31]= +{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 }; + +static int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193, +257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0}; + +static int stbi__zdist_extra[32] = +{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13}; + +static int stbi__parse_huffman_block(stbi__zbuf *a) +{ + char *zout = a->zout; + for(;;) { + int z = stbi__zhuffman_decode(a, &a->z_length); + if (z < 256) { + if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes + if (zout >= a->zout_end) { + if (!stbi__zexpand(a, zout, 1)) return 0; + zout = a->zout; + } + *zout++ = (char) z; + } else { + stbi_uc *p; + int len,dist; + if (z == 256) { + a->zout = zout; + return 1; + } + z -= 257; + len = stbi__zlength_base[z]; + if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]); + z = stbi__zhuffman_decode(a, &a->z_distance); + if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); + dist = stbi__zdist_base[z]; + if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); + if (zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG"); + if (zout + len > a->zout_end) { + if (!stbi__zexpand(a, zout, len)) return 0; + zout = a->zout; + } + p = (stbi_uc *) (zout - dist); + if (dist == 1) { // run of one byte; common in images. + stbi_uc v = *p; + if (len) { do *zout++ = v; while (--len); } + } else { + if (len) { do *zout++ = *p++; while (--len); } + } + } + } +} + +static int stbi__compute_huffman_codes(stbi__zbuf *a) +{ + static stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 }; + stbi__zhuffman z_codelength; + stbi_uc lencodes[286+32+137];//padding for maximum single op + stbi_uc codelength_sizes[19]; + int i,n; + + int hlit = stbi__zreceive(a,5) + 257; + int hdist = stbi__zreceive(a,5) + 1; + int hclen = stbi__zreceive(a,4) + 4; + int ntot = hlit + hdist; + + memset(codelength_sizes, 0, sizeof(codelength_sizes)); + for (i=0; i < hclen; ++i) { + int s = stbi__zreceive(a,3); + codelength_sizes[length_dezigzag[i]] = (stbi_uc) s; + } + if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0; + + n = 0; + while (n < ntot) { + int c = stbi__zhuffman_decode(a, &z_codelength); + if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG"); + if (c < 16) + lencodes[n++] = (stbi_uc) c; + else { + stbi_uc fill = 0; + if (c == 16) { + c = stbi__zreceive(a,2)+3; + if (n == 0) return stbi__err("bad codelengths", "Corrupt PNG"); + fill = lencodes[n-1]; + } else if (c == 17) + c = stbi__zreceive(a,3)+3; + else { + STBI_ASSERT(c == 18); + c = stbi__zreceive(a,7)+11; + } + if (ntot - n < c) return stbi__err("bad codelengths", "Corrupt PNG"); + memset(lencodes+n, fill, c); + n += c; + } + } + if (n != ntot) return stbi__err("bad codelengths","Corrupt PNG"); + if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0; + return 1; +} + +static int stbi__parse_uncompressed_block(stbi__zbuf *a) +{ + stbi_uc header[4]; + int len,nlen,k; + if (a->num_bits & 7) + stbi__zreceive(a, a->num_bits & 7); // discard + // drain the bit-packed data into header + k = 0; + while (a->num_bits > 0) { + header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check + a->code_buffer >>= 8; + a->num_bits -= 8; + } + STBI_ASSERT(a->num_bits == 0); + // now fill header the normal way + while (k < 4) + header[k++] = stbi__zget8(a); + len = header[1] * 256 + header[0]; + nlen = header[3] * 256 + header[2]; + if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG"); + if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG"); + if (a->zout + len > a->zout_end) + if (!stbi__zexpand(a, a->zout, len)) return 0; + memcpy(a->zout, a->zbuffer, len); + a->zbuffer += len; + a->zout += len; + return 1; +} + +static int stbi__parse_zlib_header(stbi__zbuf *a) +{ + int cmf = stbi__zget8(a); + int cm = cmf & 15; + /* int cinfo = cmf >> 4; */ + int flg = stbi__zget8(a); + if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec + if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png + if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png + // window = 1 << (8 + cinfo)... but who cares, we fully buffer output + return 1; +} + +static const stbi_uc stbi__zdefault_length[288] = +{ + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8 +}; +static const stbi_uc stbi__zdefault_distance[32] = +{ + 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5 +}; +/* +Init algorithm: +{ + int i; // use <= to match clearly with spec + for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8; + for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9; + for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7; + for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8; + + for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5; +} +*/ + +static int stbi__parse_zlib(stbi__zbuf *a, int parse_header) +{ + int final, type; + if (parse_header) + if (!stbi__parse_zlib_header(a)) return 0; + a->num_bits = 0; + a->code_buffer = 0; + do { + final = stbi__zreceive(a,1); + type = stbi__zreceive(a,2); + if (type == 0) { + if (!stbi__parse_uncompressed_block(a)) return 0; + } else if (type == 3) { + return 0; + } else { + if (type == 1) { + // use fixed code lengths + if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , 288)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0; + } else { + if (!stbi__compute_huffman_codes(a)) return 0; + } + if (!stbi__parse_huffman_block(a)) return 0; + } + } while (!final); + return 1; +} + +static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header) +{ + a->zout_start = obuf; + a->zout = obuf; + a->zout_end = obuf + olen; + a->z_expandable = exp; + + return stbi__parse_zlib(a, parse_header); +} + +STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, 1)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen) +{ + return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); +} + +STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen) +{ + stbi__zbuf a; + a.zbuffer = (stbi_uc *) ibuffer; + a.zbuffer_end = (stbi_uc *) ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 1)) + return (int) (a.zout - a.zout_start); + else + return -1; +} + +STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen) +{ + stbi__zbuf a; + char *p = (char *) stbi__malloc(16384); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc *) buffer; + a.zbuffer_end = (stbi_uc *) buffer+len; + if (stbi__do_zlib(&a, p, 16384, 1, 0)) { + if (outlen) *outlen = (int) (a.zout - a.zout_start); + return a.zout_start; + } else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen) +{ + stbi__zbuf a; + a.zbuffer = (stbi_uc *) ibuffer; + a.zbuffer_end = (stbi_uc *) ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 0)) + return (int) (a.zout - a.zout_start); + else + return -1; +} +#endif + +// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18 +// simple implementation +// - only 8-bit samples +// - no CRC checking +// - allocates lots of intermediate memory +// - avoids problem of streaming data between subsystems +// - avoids explicit window management +// performance +// - uses stb_zlib, a PD zlib implementation with fast huffman decoding + +#ifndef STBI_NO_PNG +typedef struct +{ + stbi__uint32 length; + stbi__uint32 type; +} stbi__pngchunk; + +static stbi__pngchunk stbi__get_chunk_header(stbi__context *s) +{ + stbi__pngchunk c; + c.length = stbi__get32be(s); + c.type = stbi__get32be(s); + return c; +} + +static int stbi__check_png_header(stbi__context *s) +{ + static stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 }; + int i; + for (i=0; i < 8; ++i) + if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG"); + return 1; +} + +typedef struct +{ + stbi__context *s; + stbi_uc *idata, *expanded, *out; + int depth; +} stbi__png; + + +enum { + STBI__F_none=0, + STBI__F_sub=1, + STBI__F_up=2, + STBI__F_avg=3, + STBI__F_paeth=4, + // synthetic filters used for first scanline to avoid needing a dummy row of 0s + STBI__F_avg_first, + STBI__F_paeth_first +}; + +static stbi_uc first_row_filter[5] = +{ + STBI__F_none, + STBI__F_sub, + STBI__F_none, + STBI__F_avg_first, + STBI__F_paeth_first +}; + +static int stbi__paeth(int a, int b, int c) +{ + int p = a + b - c; + int pa = abs(p-a); + int pb = abs(p-b); + int pc = abs(p-c); + if (pa <= pb && pa <= pc) return a; + if (pb <= pc) return b; + return c; +} + +static stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 }; + +// create the png data from post-deflated data +static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color) +{ + int bytes = (depth == 16? 2 : 1); + stbi__context *s = a->s; + stbi__uint32 i,j,stride = x*out_n*bytes; + stbi__uint32 img_len, img_width_bytes; + int k; + int img_n = s->img_n; // copy it into a local for later + + int output_bytes = out_n*bytes; + int filter_bytes = img_n*bytes; + int width = x; + + STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1); + a->out = (stbi_uc *) stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into + if (!a->out) return stbi__err("outofmem", "Out of memory"); + + img_width_bytes = (((img_n * x * depth) + 7) >> 3); + img_len = (img_width_bytes + 1) * y; + // we used to check for exact match between raw_len and img_len on non-interlaced PNGs, + // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros), + // so just check for raw_len < img_len always. + if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG"); + + for (j=0; j < y; ++j) { + stbi_uc *cur = a->out + stride*j; + stbi_uc *prior; + int filter = *raw++; + + if (filter > 4) + return stbi__err("invalid filter","Corrupt PNG"); + + if (depth < 8) { + STBI_ASSERT(img_width_bytes <= x); + cur += x*out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place + filter_bytes = 1; + width = img_width_bytes; + } + prior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above + + // if first row, use special filter that doesn't sample previous row + if (j == 0) filter = first_row_filter[filter]; + + // handle first byte explicitly + for (k=0; k < filter_bytes; ++k) { + switch (filter) { + case STBI__F_none : cur[k] = raw[k]; break; + case STBI__F_sub : cur[k] = raw[k]; break; + case STBI__F_up : cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break; + case STBI__F_avg : cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); break; + case STBI__F_paeth : cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0,prior[k],0)); break; + case STBI__F_avg_first : cur[k] = raw[k]; break; + case STBI__F_paeth_first: cur[k] = raw[k]; break; + } + } + + if (depth == 8) { + if (img_n != out_n) + cur[img_n] = 255; // first pixel + raw += img_n; + cur += out_n; + prior += out_n; + } else if (depth == 16) { + if (img_n != out_n) { + cur[filter_bytes] = 255; // first pixel top byte + cur[filter_bytes+1] = 255; // first pixel bottom byte + } + raw += filter_bytes; + cur += output_bytes; + prior += output_bytes; + } else { + raw += 1; + cur += 1; + prior += 1; + } + + // this is a little gross, so that we don't switch per-pixel or per-component + if (depth < 8 || img_n == out_n) { + int nk = (width - 1)*filter_bytes; + #define STBI__CASE(f) \ + case f: \ + for (k=0; k < nk; ++k) + switch (filter) { + // "none" filter turns into a memcpy here; make that explicit. + case STBI__F_none: memcpy(cur, raw, nk); break; + STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); } break; + STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; + STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); } break; + STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],prior[k],prior[k-filter_bytes])); } break; + STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); } break; + STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],0,0)); } break; + } + #undef STBI__CASE + raw += nk; + } else { + STBI_ASSERT(img_n+1 == out_n); + #define STBI__CASE(f) \ + case f: \ + for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \ + for (k=0; k < filter_bytes; ++k) + switch (filter) { + STBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break; + STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k- output_bytes]); } break; + STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; + STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k- output_bytes])>>1)); } break; + STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k- output_bytes],prior[k],prior[k- output_bytes])); } break; + STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k- output_bytes] >> 1)); } break; + STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k- output_bytes],0,0)); } break; + } + #undef STBI__CASE + + // the loop above sets the high byte of the pixels' alpha, but for + // 16 bit png files we also need the low byte set. we'll do that here. + if (depth == 16) { + cur = a->out + stride*j; // start at the beginning of the row again + for (i=0; i < x; ++i,cur+=output_bytes) { + cur[filter_bytes+1] = 255; + } + } + } + } + + // we make a separate pass to expand bits to pixels; for performance, + // this could run two scanlines behind the above code, so it won't + // intefere with filtering but will still be in the cache. + if (depth < 8) { + for (j=0; j < y; ++j) { + stbi_uc *cur = a->out + stride*j; + stbi_uc *in = a->out + stride*j + x*out_n - img_width_bytes; + // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit + // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop + stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range + + // note that the final byte might overshoot and write more data than desired. + // we can allocate enough data that this never writes out of memory, but it + // could also overwrite the next scanline. can it overwrite non-empty data + // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel. + // so we need to explicitly clamp the final ones + + if (depth == 4) { + for (k=x*img_n; k >= 2; k-=2, ++in) { + *cur++ = scale * ((*in >> 4) ); + *cur++ = scale * ((*in ) & 0x0f); + } + if (k > 0) *cur++ = scale * ((*in >> 4) ); + } else if (depth == 2) { + for (k=x*img_n; k >= 4; k-=4, ++in) { + *cur++ = scale * ((*in >> 6) ); + *cur++ = scale * ((*in >> 4) & 0x03); + *cur++ = scale * ((*in >> 2) & 0x03); + *cur++ = scale * ((*in ) & 0x03); + } + if (k > 0) *cur++ = scale * ((*in >> 6) ); + if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03); + if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03); + } else if (depth == 1) { + for (k=x*img_n; k >= 8; k-=8, ++in) { + *cur++ = scale * ((*in >> 7) ); + *cur++ = scale * ((*in >> 6) & 0x01); + *cur++ = scale * ((*in >> 5) & 0x01); + *cur++ = scale * ((*in >> 4) & 0x01); + *cur++ = scale * ((*in >> 3) & 0x01); + *cur++ = scale * ((*in >> 2) & 0x01); + *cur++ = scale * ((*in >> 1) & 0x01); + *cur++ = scale * ((*in ) & 0x01); + } + if (k > 0) *cur++ = scale * ((*in >> 7) ); + if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01); + if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01); + if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01); + if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01); + if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01); + if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01); + } + if (img_n != out_n) { + int q; + // insert alpha = 255 + cur = a->out + stride*j; + if (img_n == 1) { + for (q=x-1; q >= 0; --q) { + cur[q*2+1] = 255; + cur[q*2+0] = cur[q]; + } + } else { + STBI_ASSERT(img_n == 3); + for (q=x-1; q >= 0; --q) { + cur[q*4+3] = 255; + cur[q*4+2] = cur[q*3+2]; + cur[q*4+1] = cur[q*3+1]; + cur[q*4+0] = cur[q*3+0]; + } + } + } + } + } else if (depth == 16) { + // force the image data from big-endian to platform-native. + // this is done in a separate pass due to the decoding relying + // on the data being untouched, but could probably be done + // per-line during decode if care is taken. + stbi_uc *cur = a->out; + stbi__uint16 *cur16 = (stbi__uint16*)cur; + + for(i=0; i < x*y*out_n; ++i,cur16++,cur+=2) { + *cur16 = (cur[0] << 8) | cur[1]; + } + } + + return 1; +} + +static int stbi__create_png_image(stbi__png *a, stbi_uc *image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced) +{ + int bytes = (depth == 16 ? 2 : 1); + int out_bytes = out_n * bytes; + stbi_uc *final; + int p; + if (!interlaced) + return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color); + + // de-interlacing + final = (stbi_uc *) stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0); + for (p=0; p < 7; ++p) { + int xorig[] = { 0,4,0,2,0,1,0 }; + int yorig[] = { 0,0,4,0,2,0,1 }; + int xspc[] = { 8,8,4,4,2,2,1 }; + int yspc[] = { 8,8,8,4,4,2,2 }; + int i,j,x,y; + // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1 + x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p]; + y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p]; + if (x && y) { + stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y; + if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) { + STBI_FREE(final); + return 0; + } + for (j=0; j < y; ++j) { + for (i=0; i < x; ++i) { + int out_y = j*yspc[p]+yorig[p]; + int out_x = i*xspc[p]+xorig[p]; + memcpy(final + out_y*a->s->img_x*out_bytes + out_x*out_bytes, + a->out + (j*x+i)*out_bytes, out_bytes); + } + } + STBI_FREE(a->out); + image_data += img_len; + image_data_len -= img_len; + } + } + a->out = final; + + return 1; +} + +static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc *p = z->out; + + // compute color-based transparency, assuming we've + // already got 255 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i=0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 255); + p += 2; + } + } else { + for (i=0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__compute_transparency16(stbi__png *z, stbi__uint16 tc[3], int out_n) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi__uint16 *p = (stbi__uint16*) z->out; + + // compute color-based transparency, assuming we've + // already got 65535 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i = 0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 65535); + p += 2; + } + } else { + for (i = 0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n) +{ + stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y; + stbi_uc *p, *temp_out, *orig = a->out; + + p = (stbi_uc *) stbi__malloc_mad2(pixel_count, pal_img_n, 0); + if (p == NULL) return stbi__err("outofmem", "Out of memory"); + + // between here and free(out) below, exitting would leak + temp_out = p; + + if (pal_img_n == 3) { + for (i=0; i < pixel_count; ++i) { + int n = orig[i]*4; + p[0] = palette[n ]; + p[1] = palette[n+1]; + p[2] = palette[n+2]; + p += 3; + } + } else { + for (i=0; i < pixel_count; ++i) { + int n = orig[i]*4; + p[0] = palette[n ]; + p[1] = palette[n+1]; + p[2] = palette[n+2]; + p[3] = palette[n+3]; + p += 4; + } + } + STBI_FREE(a->out); + a->out = temp_out; + + STBI_NOTUSED(len); + + return 1; +} + +static int stbi__unpremultiply_on_load = 0; +static int stbi__de_iphone_flag = 0; + +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply) +{ + stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply; +} + +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert) +{ + stbi__de_iphone_flag = flag_true_if_should_convert; +} + +static void stbi__de_iphone(stbi__png *z) +{ + stbi__context *s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc *p = z->out; + + if (s->img_out_n == 3) { // convert bgr to rgb + for (i=0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 3; + } + } else { + STBI_ASSERT(s->img_out_n == 4); + if (stbi__unpremultiply_on_load) { + // convert bgr to rgb and unpremultiply + for (i=0; i < pixel_count; ++i) { + stbi_uc a = p[3]; + stbi_uc t = p[0]; + if (a) { + stbi_uc half = a / 2; + p[0] = (p[2] * 255 + half) / a; + p[1] = (p[1] * 255 + half) / a; + p[2] = ( t * 255 + half) / a; + } else { + p[0] = p[2]; + p[2] = t; + } + p += 4; + } + } else { + // convert bgr to rgb + for (i=0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 4; + } + } + } +} + +#define STBI__PNG_TYPE(a,b,c,d) (((a) << 24) + ((b) << 16) + ((c) << 8) + (d)) + +static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp) +{ + stbi_uc palette[1024], pal_img_n=0; + stbi_uc has_trans=0, tc[3]; + stbi__uint16 tc16[3]; + stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0; + int first=1,k,interlace=0, color=0, is_iphone=0; + stbi__context *s = z->s; + + z->expanded = NULL; + z->idata = NULL; + z->out = NULL; + + if (!stbi__check_png_header(s)) return 0; + + if (scan == STBI__SCAN_type) return 1; + + for (;;) { + stbi__pngchunk c = stbi__get_chunk_header(s); + switch (c.type) { + case STBI__PNG_TYPE('C','g','B','I'): + is_iphone = 1; + stbi__skip(s, c.length); + break; + case STBI__PNG_TYPE('I','H','D','R'): { + int comp,filter; + if (!first) return stbi__err("multiple IHDR","Corrupt PNG"); + first = 0; + if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG"); + s->img_x = stbi__get32be(s); if (s->img_x > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)"); + s->img_y = stbi__get32be(s); if (s->img_y > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)"); + z->depth = stbi__get8(s); if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16) return stbi__err("1/2/4/8/16-bit only","PNG not supported: 1/2/4/8/16-bit only"); + color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG"); + if (color == 3 && z->depth == 16) return stbi__err("bad ctype","Corrupt PNG"); + if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG"); + comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG"); + filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG"); + interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG"); + if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG"); + if (!pal_img_n) { + s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0); + if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode"); + if (scan == STBI__SCAN_header) return 1; + } else { + // if paletted, then pal_n is our final components, and + // img_n is # components to decompress/filter. + s->img_n = 1; + if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG"); + // if SCAN_header, have to scan to see if we have a tRNS + } + break; + } + + case STBI__PNG_TYPE('P','L','T','E'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG"); + pal_len = c.length / 3; + if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG"); + for (i=0; i < pal_len; ++i) { + palette[i*4+0] = stbi__get8(s); + palette[i*4+1] = stbi__get8(s); + palette[i*4+2] = stbi__get8(s); + palette[i*4+3] = 255; + } + break; + } + + case STBI__PNG_TYPE('t','R','N','S'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG"); + if (pal_img_n) { + if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; } + if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG"); + if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG"); + pal_img_n = 4; + for (i=0; i < c.length; ++i) + palette[i*4+3] = stbi__get8(s); + } else { + if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG"); + if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG"); + has_trans = 1; + if (z->depth == 16) { + for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is + } else { + for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger + } + } + break; + } + + case STBI__PNG_TYPE('I','D','A','T'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG"); + if (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; } + if ((int)(ioff + c.length) < (int)ioff) return 0; + if (ioff + c.length > idata_limit) { + stbi__uint32 idata_limit_old = idata_limit; + stbi_uc *p; + if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096; + while (ioff + c.length > idata_limit) + idata_limit *= 2; + STBI_NOTUSED(idata_limit_old); + p = (stbi_uc *) STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory"); + z->idata = p; + } + if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG"); + ioff += c.length; + break; + } + + case STBI__PNG_TYPE('I','E','N','D'): { + stbi__uint32 raw_len, bpl; + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (scan != STBI__SCAN_load) return 1; + if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG"); + // initial guess for decoded data size to avoid unnecessary reallocs + bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component + raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */; + z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone); + if (z->expanded == NULL) return 0; // zlib should set error + STBI_FREE(z->idata); z->idata = NULL; + if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans) + s->img_out_n = s->img_n+1; + else + s->img_out_n = s->img_n; + if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0; + if (has_trans) { + if (z->depth == 16) { + if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0; + } else { + if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0; + } + } + if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2) + stbi__de_iphone(z); + if (pal_img_n) { + // pal_img_n == 3 or 4 + s->img_n = pal_img_n; // record the actual colors we had + s->img_out_n = pal_img_n; + if (req_comp >= 3) s->img_out_n = req_comp; + if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n)) + return 0; + } else if (has_trans) { + // non-paletted image with tRNS -> source image has (constant) alpha + ++s->img_n; + } + STBI_FREE(z->expanded); z->expanded = NULL; + return 1; + } + + default: + // if critical, fail + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if ((c.type & (1 << 29)) == 0) { + #ifndef STBI_NO_FAILURE_STRINGS + // not threadsafe + static char invalid_chunk[] = "XXXX PNG chunk not known"; + invalid_chunk[0] = STBI__BYTECAST(c.type >> 24); + invalid_chunk[1] = STBI__BYTECAST(c.type >> 16); + invalid_chunk[2] = STBI__BYTECAST(c.type >> 8); + invalid_chunk[3] = STBI__BYTECAST(c.type >> 0); + #endif + return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type"); + } + stbi__skip(s, c.length); + break; + } + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + } +} + +static void *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp, stbi__result_info *ri) +{ + void *result=NULL; + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) { + if (p->depth < 8) + ri->bits_per_channel = 8; + else + ri->bits_per_channel = p->depth; + result = p->out; + p->out = NULL; + if (req_comp && req_comp != p->s->img_out_n) { + if (ri->bits_per_channel == 8) + result = stbi__convert_format((unsigned char *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); + else + result = stbi__convert_format16((stbi__uint16 *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); + p->s->img_out_n = req_comp; + if (result == NULL) return result; + } + *x = p->s->img_x; + *y = p->s->img_y; + if (n) *n = p->s->img_n; + } + STBI_FREE(p->out); p->out = NULL; + STBI_FREE(p->expanded); p->expanded = NULL; + STBI_FREE(p->idata); p->idata = NULL; + + return result; +} + +static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi__png p; + p.s = s; + return stbi__do_png(&p, x,y,comp,req_comp, ri); +} + +static int stbi__png_test(stbi__context *s) +{ + int r; + r = stbi__check_png_header(s); + stbi__rewind(s); + return r; +} + +static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp) +{ + if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) { + stbi__rewind( p->s ); + return 0; + } + if (x) *x = p->s->img_x; + if (y) *y = p->s->img_y; + if (comp) *comp = p->s->img_n; + return 1; +} + +static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp) +{ + stbi__png p; + p.s = s; + return stbi__png_info_raw(&p, x, y, comp); +} +#endif + +// Microsoft/Windows BMP image + +#ifndef STBI_NO_BMP +static int stbi__bmp_test_raw(stbi__context *s) +{ + int r; + int sz; + if (stbi__get8(s) != 'B') return 0; + if (stbi__get8(s) != 'M') return 0; + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + stbi__get32le(s); // discard data offset + sz = stbi__get32le(s); + r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124); + return r; +} + +static int stbi__bmp_test(stbi__context *s) +{ + int r = stbi__bmp_test_raw(s); + stbi__rewind(s); + return r; +} + + +// returns 0..31 for the highest set bit +static int stbi__high_bit(unsigned int z) +{ + int n=0; + if (z == 0) return -1; + if (z >= 0x10000) n += 16, z >>= 16; + if (z >= 0x00100) n += 8, z >>= 8; + if (z >= 0x00010) n += 4, z >>= 4; + if (z >= 0x00004) n += 2, z >>= 2; + if (z >= 0x00002) n += 1, z >>= 1; + return n; +} + +static int stbi__bitcount(unsigned int a) +{ + a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2 + a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4 + a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits + a = (a + (a >> 8)); // max 16 per 8 bits + a = (a + (a >> 16)); // max 32 per 8 bits + return a & 0xff; +} + +static int stbi__shiftsigned(int v, int shift, int bits) +{ + int result; + int z=0; + + if (shift < 0) v <<= -shift; + else v >>= shift; + result = v; + + z = bits; + while (z < 8) { + result += v >> z; + z += bits; + } + return result; +} + +typedef struct +{ + int bpp, offset, hsz; + unsigned int mr,mg,mb,ma, all_a; +} stbi__bmp_data; + +static void *stbi__bmp_parse_header(stbi__context *s, stbi__bmp_data *info) +{ + int hsz; + if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP"); + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + info->offset = stbi__get32le(s); + info->hsz = hsz = stbi__get32le(s); + info->mr = info->mg = info->mb = info->ma = 0; + + if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown"); + if (hsz == 12) { + s->img_x = stbi__get16le(s); + s->img_y = stbi__get16le(s); + } else { + s->img_x = stbi__get32le(s); + s->img_y = stbi__get32le(s); + } + if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP"); + info->bpp = stbi__get16le(s); + if (info->bpp == 1) return stbi__errpuc("monochrome", "BMP type not supported: 1-bit"); + if (hsz != 12) { + int compress = stbi__get32le(s); + if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE"); + stbi__get32le(s); // discard sizeof + stbi__get32le(s); // discard hres + stbi__get32le(s); // discard vres + stbi__get32le(s); // discard colorsused + stbi__get32le(s); // discard max important + if (hsz == 40 || hsz == 56) { + if (hsz == 56) { + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + } + if (info->bpp == 16 || info->bpp == 32) { + if (compress == 0) { + if (info->bpp == 32) { + info->mr = 0xffu << 16; + info->mg = 0xffu << 8; + info->mb = 0xffu << 0; + info->ma = 0xffu << 24; + info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0 + } else { + info->mr = 31u << 10; + info->mg = 31u << 5; + info->mb = 31u << 0; + } + } else if (compress == 3) { + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + // not documented, but generated by photoshop and handled by mspaint + if (info->mr == info->mg && info->mg == info->mb) { + // ?!?!? + return stbi__errpuc("bad BMP", "bad BMP"); + } + } else + return stbi__errpuc("bad BMP", "bad BMP"); + } + } else { + int i; + if (hsz != 108 && hsz != 124) + return stbi__errpuc("bad BMP", "bad BMP"); + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->ma = stbi__get32le(s); + stbi__get32le(s); // discard color space + for (i=0; i < 12; ++i) + stbi__get32le(s); // discard color space parameters + if (hsz == 124) { + stbi__get32le(s); // discard rendering intent + stbi__get32le(s); // discard offset of profile data + stbi__get32le(s); // discard size of profile data + stbi__get32le(s); // discard reserved + } + } + } + return (void *) 1; +} + + +static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *out; + unsigned int mr=0,mg=0,mb=0,ma=0, all_a; + stbi_uc pal[256][4]; + int psize=0,i,j,width; + int flip_vertically, pad, target; + stbi__bmp_data info; + STBI_NOTUSED(ri); + + info.all_a = 255; + if (stbi__bmp_parse_header(s, &info) == NULL) + return NULL; // error code already set + + flip_vertically = ((int) s->img_y) > 0; + s->img_y = abs((int) s->img_y); + + mr = info.mr; + mg = info.mg; + mb = info.mb; + ma = info.ma; + all_a = info.all_a; + + if (info.hsz == 12) { + if (info.bpp < 24) + psize = (info.offset - 14 - 24) / 3; + } else { + if (info.bpp < 16) + psize = (info.offset - 14 - info.hsz) >> 2; + } + + s->img_n = ma ? 4 : 3; + if (req_comp && req_comp >= 3) // we can directly decode 3 or 4 + target = req_comp; + else + target = s->img_n; // if they want monochrome, we'll post-convert + + // sanity-check size + if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0)) + return stbi__errpuc("too large", "Corrupt BMP"); + + out = (stbi_uc *) stbi__malloc_mad3(target, s->img_x, s->img_y, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + if (info.bpp < 16) { + int z=0; + if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); } + for (i=0; i < psize; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + if (info.hsz != 12) stbi__get8(s); + pal[i][3] = 255; + } + stbi__skip(s, info.offset - 14 - info.hsz - psize * (info.hsz == 12 ? 3 : 4)); + if (info.bpp == 4) width = (s->img_x + 1) >> 1; + else if (info.bpp == 8) width = s->img_x; + else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); } + pad = (-width)&3; + for (j=0; j < (int) s->img_y; ++j) { + for (i=0; i < (int) s->img_x; i += 2) { + int v=stbi__get8(s),v2=0; + if (info.bpp == 4) { + v2 = v & 15; + v >>= 4; + } + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + if (i+1 == (int) s->img_x) break; + v = (info.bpp == 8) ? stbi__get8(s) : v2; + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + } + stbi__skip(s, pad); + } + } else { + int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0; + int z = 0; + int easy=0; + stbi__skip(s, info.offset - 14 - info.hsz); + if (info.bpp == 24) width = 3 * s->img_x; + else if (info.bpp == 16) width = 2*s->img_x; + else /* bpp = 32 and pad = 0 */ width=0; + pad = (-width) & 3; + if (info.bpp == 24) { + easy = 1; + } else if (info.bpp == 32) { + if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000) + easy = 2; + } + if (!easy) { + if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } + // right shift amt to put high bit in position #7 + rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr); + gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg); + bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb); + ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma); + } + for (j=0; j < (int) s->img_y; ++j) { + if (easy) { + for (i=0; i < (int) s->img_x; ++i) { + unsigned char a; + out[z+2] = stbi__get8(s); + out[z+1] = stbi__get8(s); + out[z+0] = stbi__get8(s); + z += 3; + a = (easy == 2 ? stbi__get8(s) : 255); + all_a |= a; + if (target == 4) out[z++] = a; + } + } else { + int bpp = info.bpp; + for (i=0; i < (int) s->img_x; ++i) { + stbi__uint32 v = (bpp == 16 ? (stbi__uint32) stbi__get16le(s) : stbi__get32le(s)); + int a; + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount)); + a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255); + all_a |= a; + if (target == 4) out[z++] = STBI__BYTECAST(a); + } + } + stbi__skip(s, pad); + } + } + + // if alpha channel is all 0s, replace with all 255s + if (target == 4 && all_a == 0) + for (i=4*s->img_x*s->img_y-1; i >= 0; i -= 4) + out[i] = 255; + + if (flip_vertically) { + stbi_uc t; + for (j=0; j < (int) s->img_y>>1; ++j) { + stbi_uc *p1 = out + j *s->img_x*target; + stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target; + for (i=0; i < (int) s->img_x*target; ++i) { + t = p1[i], p1[i] = p2[i], p2[i] = t; + } + } + } + + if (req_comp && req_comp != target) { + out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + return out; +} +#endif + +// Targa Truevision - TGA +// by Jonathan Dummer +#ifndef STBI_NO_TGA +// returns STBI_rgb or whatever, 0 on error +static int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16) +{ + // only RGB or RGBA (incl. 16bit) or grey allowed + if(is_rgb16) *is_rgb16 = 0; + switch(bits_per_pixel) { + case 8: return STBI_grey; + case 16: if(is_grey) return STBI_grey_alpha; + // else: fall-through + case 15: if(is_rgb16) *is_rgb16 = 1; + return STBI_rgb; + case 24: // fall-through + case 32: return bits_per_pixel/8; + default: return 0; + } +} + +static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp) +{ + int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp; + int sz, tga_colormap_type; + stbi__get8(s); // discard Offset + tga_colormap_type = stbi__get8(s); // colormap type + if( tga_colormap_type > 1 ) { + stbi__rewind(s); + return 0; // only RGB or indexed allowed + } + tga_image_type = stbi__get8(s); // image type + if ( tga_colormap_type == 1 ) { // colormapped (paletted) image + if (tga_image_type != 1 && tga_image_type != 9) { + stbi__rewind(s); + return 0; + } + stbi__skip(s,4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) { + stbi__rewind(s); + return 0; + } + stbi__skip(s,4); // skip image x and y origin + tga_colormap_bpp = sz; + } else { // "normal" image w/o colormap - only RGB or grey allowed, +/- RLE + if ( (tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11) ) { + stbi__rewind(s); + return 0; // only RGB or grey allowed, +/- RLE + } + stbi__skip(s,9); // skip colormap specification and image x/y origin + tga_colormap_bpp = 0; + } + tga_w = stbi__get16le(s); + if( tga_w < 1 ) { + stbi__rewind(s); + return 0; // test width + } + tga_h = stbi__get16le(s); + if( tga_h < 1 ) { + stbi__rewind(s); + return 0; // test height + } + tga_bits_per_pixel = stbi__get8(s); // bits per pixel + stbi__get8(s); // ignore alpha bits + if (tga_colormap_bpp != 0) { + if((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) { + // when using a colormap, tga_bits_per_pixel is the size of the indexes + // I don't think anything but 8 or 16bit indexes makes sense + stbi__rewind(s); + return 0; + } + tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL); + } else { + tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL); + } + if(!tga_comp) { + stbi__rewind(s); + return 0; + } + if (x) *x = tga_w; + if (y) *y = tga_h; + if (comp) *comp = tga_comp; + return 1; // seems to have passed everything +} + +static int stbi__tga_test(stbi__context *s) +{ + int res = 0; + int sz, tga_color_type; + stbi__get8(s); // discard Offset + tga_color_type = stbi__get8(s); // color type + if ( tga_color_type > 1 ) goto errorEnd; // only RGB or indexed allowed + sz = stbi__get8(s); // image type + if ( tga_color_type == 1 ) { // colormapped (paletted) image + if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9 + stbi__skip(s,4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd; + stbi__skip(s,4); // skip image x and y origin + } else { // "normal" image w/o colormap + if ( (sz != 2) && (sz != 3) && (sz != 10) && (sz != 11) ) goto errorEnd; // only RGB or grey allowed, +/- RLE + stbi__skip(s,9); // skip colormap specification and image x/y origin + } + if ( stbi__get16le(s) < 1 ) goto errorEnd; // test width + if ( stbi__get16le(s) < 1 ) goto errorEnd; // test height + sz = stbi__get8(s); // bits per pixel + if ( (tga_color_type == 1) && (sz != 8) && (sz != 16) ) goto errorEnd; // for colormapped images, bpp is size of an index + if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd; + + res = 1; // if we got this far, everything's good and we can return 1 instead of 0 + +errorEnd: + stbi__rewind(s); + return res; +} + +// read 16bit value and convert to 24bit RGB +static void stbi__tga_read_rgb16(stbi__context *s, stbi_uc* out) +{ + stbi__uint16 px = (stbi__uint16)stbi__get16le(s); + stbi__uint16 fiveBitMask = 31; + // we have 3 channels with 5bits each + int r = (px >> 10) & fiveBitMask; + int g = (px >> 5) & fiveBitMask; + int b = px & fiveBitMask; + // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later + out[0] = (stbi_uc)((r * 255)/31); + out[1] = (stbi_uc)((g * 255)/31); + out[2] = (stbi_uc)((b * 255)/31); + + // some people claim that the most significant bit might be used for alpha + // (possibly if an alpha-bit is set in the "image descriptor byte") + // but that only made 16bit test images completely translucent.. + // so let's treat all 15 and 16bit TGAs as RGB with no alpha. +} + +static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + // read in the TGA header stuff + int tga_offset = stbi__get8(s); + int tga_indexed = stbi__get8(s); + int tga_image_type = stbi__get8(s); + int tga_is_RLE = 0; + int tga_palette_start = stbi__get16le(s); + int tga_palette_len = stbi__get16le(s); + int tga_palette_bits = stbi__get8(s); + int tga_x_origin = stbi__get16le(s); + int tga_y_origin = stbi__get16le(s); + int tga_width = stbi__get16le(s); + int tga_height = stbi__get16le(s); + int tga_bits_per_pixel = stbi__get8(s); + int tga_comp, tga_rgb16=0; + int tga_inverted = stbi__get8(s); + // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?) + // image data + unsigned char *tga_data; + unsigned char *tga_palette = NULL; + int i, j; + unsigned char raw_data[4] = {0}; + int RLE_count = 0; + int RLE_repeating = 0; + int read_next_pixel = 1; + STBI_NOTUSED(ri); + + // do a tiny bit of precessing + if ( tga_image_type >= 8 ) + { + tga_image_type -= 8; + tga_is_RLE = 1; + } + tga_inverted = 1 - ((tga_inverted >> 5) & 1); + + // If I'm paletted, then I'll use the number of bits from the palette + if ( tga_indexed ) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16); + else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16); + + if(!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency + return stbi__errpuc("bad format", "Can't find out TGA pixelformat"); + + // tga info + *x = tga_width; + *y = tga_height; + if (comp) *comp = tga_comp; + + if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0)) + return stbi__errpuc("too large", "Corrupt TGA"); + + tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0); + if (!tga_data) return stbi__errpuc("outofmem", "Out of memory"); + + // skip to the data's starting position (offset usually = 0) + stbi__skip(s, tga_offset ); + + if ( !tga_indexed && !tga_is_RLE && !tga_rgb16 ) { + for (i=0; i < tga_height; ++i) { + int row = tga_inverted ? tga_height -i - 1 : i; + stbi_uc *tga_row = tga_data + row*tga_width*tga_comp; + stbi__getn(s, tga_row, tga_width * tga_comp); + } + } else { + // do I need to load a palette? + if ( tga_indexed) + { + // any data to skip? (offset usually = 0) + stbi__skip(s, tga_palette_start ); + // load the palette + tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0); + if (!tga_palette) { + STBI_FREE(tga_data); + return stbi__errpuc("outofmem", "Out of memory"); + } + if (tga_rgb16) { + stbi_uc *pal_entry = tga_palette; + STBI_ASSERT(tga_comp == STBI_rgb); + for (i=0; i < tga_palette_len; ++i) { + stbi__tga_read_rgb16(s, pal_entry); + pal_entry += tga_comp; + } + } else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) { + STBI_FREE(tga_data); + STBI_FREE(tga_palette); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + } + // load the data + for (i=0; i < tga_width * tga_height; ++i) + { + // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk? + if ( tga_is_RLE ) + { + if ( RLE_count == 0 ) + { + // yep, get the next byte as a RLE command + int RLE_cmd = stbi__get8(s); + RLE_count = 1 + (RLE_cmd & 127); + RLE_repeating = RLE_cmd >> 7; + read_next_pixel = 1; + } else if ( !RLE_repeating ) + { + read_next_pixel = 1; + } + } else + { + read_next_pixel = 1; + } + // OK, if I need to read a pixel, do it now + if ( read_next_pixel ) + { + // load however much data we did have + if ( tga_indexed ) + { + // read in index, then perform the lookup + int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s); + if ( pal_idx >= tga_palette_len ) { + // invalid index + pal_idx = 0; + } + pal_idx *= tga_comp; + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = tga_palette[pal_idx+j]; + } + } else if(tga_rgb16) { + STBI_ASSERT(tga_comp == STBI_rgb); + stbi__tga_read_rgb16(s, raw_data); + } else { + // read in the data raw + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = stbi__get8(s); + } + } + // clear the reading flag for the next pixel + read_next_pixel = 0; + } // end of reading a pixel + + // copy data + for (j = 0; j < tga_comp; ++j) + tga_data[i*tga_comp+j] = raw_data[j]; + + // in case we're in RLE mode, keep counting down + --RLE_count; + } + // do I need to invert the image? + if ( tga_inverted ) + { + for (j = 0; j*2 < tga_height; ++j) + { + int index1 = j * tga_width * tga_comp; + int index2 = (tga_height - 1 - j) * tga_width * tga_comp; + for (i = tga_width * tga_comp; i > 0; --i) + { + unsigned char temp = tga_data[index1]; + tga_data[index1] = tga_data[index2]; + tga_data[index2] = temp; + ++index1; + ++index2; + } + } + } + // clear my palette, if I had one + if ( tga_palette != NULL ) + { + STBI_FREE( tga_palette ); + } + } + + // swap RGB - if the source data was RGB16, it already is in the right order + if (tga_comp >= 3 && !tga_rgb16) + { + unsigned char* tga_pixel = tga_data; + for (i=0; i < tga_width * tga_height; ++i) + { + unsigned char temp = tga_pixel[0]; + tga_pixel[0] = tga_pixel[2]; + tga_pixel[2] = temp; + tga_pixel += tga_comp; + } + } + + // convert to target component count + if (req_comp && req_comp != tga_comp) + tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height); + + // the things I do to get rid of an error message, and yet keep + // Microsoft's C compilers happy... [8^( + tga_palette_start = tga_palette_len = tga_palette_bits = + tga_x_origin = tga_y_origin = 0; + // OK, done + return tga_data; +} +#endif + +// ************************************************************************************************* +// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context *s) +{ + int r = (stbi__get32be(s) == 0x38425053); + stbi__rewind(s); + return r; +} + +static int stbi__psd_decode_rle(stbi__context *s, stbi_uc *p, int pixelCount) +{ + int count, nleft, len; + + count = 0; + while ((nleft = pixelCount - count) > 0) { + len = stbi__get8(s); + if (len == 128) { + // No-op. + } else if (len < 128) { + // Copy next len+1 bytes literally. + len++; + if (len > nleft) return 0; // corrupt data + count += len; + while (len) { + *p = stbi__get8(s); + p += 4; + len--; + } + } else if (len > 128) { + stbi_uc val; + // Next -len+1 bytes in the dest are replicated from next source byte. + // (Interpret len as a negative 8-bit int.) + len = 257 - len; + if (len > nleft) return 0; // corrupt data + val = stbi__get8(s); + count += len; + while (len) { + *p = val; + p += 4; + len--; + } + } + } + + return 1; +} + +static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc) +{ + int pixelCount; + int channelCount, compression; + int channel, i; + int bitdepth; + int w,h; + stbi_uc *out; + STBI_NOTUSED(ri); + + // Check identifier + if (stbi__get32be(s) != 0x38425053) // "8BPS" + return stbi__errpuc("not PSD", "Corrupt PSD image"); + + // Check file type version. + if (stbi__get16be(s) != 1) + return stbi__errpuc("wrong version", "Unsupported version of PSD image"); + + // Skip 6 reserved bytes. + stbi__skip(s, 6 ); + + // Read the number of channels (R, G, B, A, etc). + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) + return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image"); + + // Read the rows and columns of the image. + h = stbi__get32be(s); + w = stbi__get32be(s); + + // Make sure the depth is 8 bits. + bitdepth = stbi__get16be(s); + if (bitdepth != 8 && bitdepth != 16) + return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 or 16 bit"); + + // Make sure the color mode is RGB. + // Valid options are: + // 0: Bitmap + // 1: Grayscale + // 2: Indexed color + // 3: RGB color + // 4: CMYK color + // 7: Multichannel + // 8: Duotone + // 9: Lab color + if (stbi__get16be(s) != 3) + return stbi__errpuc("wrong color format", "PSD is not in RGB color format"); + + // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.) + stbi__skip(s,stbi__get32be(s) ); + + // Skip the image resources. (resolution, pen tool paths, etc) + stbi__skip(s, stbi__get32be(s) ); + + // Skip the reserved data. + stbi__skip(s, stbi__get32be(s) ); + + // Find out if the data is compressed. + // Known values: + // 0: no compression + // 1: RLE compressed + compression = stbi__get16be(s); + if (compression > 1) + return stbi__errpuc("bad compression", "PSD has an unknown compression format"); + + // Check size + if (!stbi__mad3sizes_valid(4, w, h, 0)) + return stbi__errpuc("too large", "Corrupt PSD"); + + // Create the destination image. + + if (!compression && bitdepth == 16 && bpc == 16) { + out = (stbi_uc *) stbi__malloc_mad3(8, w, h, 0); + ri->bits_per_channel = 16; + } else + out = (stbi_uc *) stbi__malloc(4 * w*h); + + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + pixelCount = w*h; + + // Initialize the data to zero. + //memset( out, 0, pixelCount * 4 ); + + // Finally, the image data. + if (compression) { + // RLE as used by .PSD and .TIFF + // Loop until you get the number of unpacked bytes you are expecting: + // Read the next source byte into n. + // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally. + // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times. + // Else if n is 128, noop. + // Endloop + + // The RLE-compressed data is preceeded by a 2-byte data count for each row in the data, + // which we're going to just skip. + stbi__skip(s, h * channelCount * 2 ); + + // Read the RLE data by channel. + for (channel = 0; channel < 4; channel++) { + stbi_uc *p; + + p = out+channel; + if (channel >= channelCount) { + // Fill this channel with default data. + for (i = 0; i < pixelCount; i++, p += 4) + *p = (channel == 3 ? 255 : 0); + } else { + // Read the RLE data. + if (!stbi__psd_decode_rle(s, p, pixelCount)) { + STBI_FREE(out); + return stbi__errpuc("corrupt", "bad RLE data"); + } + } + } + + } else { + // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...) + // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image. + + // Read the data by channel. + for (channel = 0; channel < 4; channel++) { + if (channel >= channelCount) { + // Fill this channel with default data. + if (bitdepth == 16 && bpc == 16) { + stbi__uint16 *q = ((stbi__uint16 *) out) + channel; + stbi__uint16 val = channel == 3 ? 65535 : 0; + for (i = 0; i < pixelCount; i++, q += 4) + *q = val; + } else { + stbi_uc *p = out+channel; + stbi_uc val = channel == 3 ? 255 : 0; + for (i = 0; i < pixelCount; i++, p += 4) + *p = val; + } + } else { + if (ri->bits_per_channel == 16) { // output bpc + stbi__uint16 *q = ((stbi__uint16 *) out) + channel; + for (i = 0; i < pixelCount; i++, q += 4) + *q = (stbi__uint16) stbi__get16be(s); + } else { + stbi_uc *p = out+channel; + if (bitdepth == 16) { // input bpc + for (i = 0; i < pixelCount; i++, p += 4) + *p = (stbi_uc) (stbi__get16be(s) >> 8); + } else { + for (i = 0; i < pixelCount; i++, p += 4) + *p = stbi__get8(s); + } + } + } + } + } + + // remove weird white matte from PSD + if (channelCount >= 4) { + if (ri->bits_per_channel == 16) { + for (i=0; i < w*h; ++i) { + stbi__uint16 *pixel = (stbi__uint16 *) out + 4*i; + if (pixel[3] != 0 && pixel[3] != 65535) { + float a = pixel[3] / 65535.0f; + float ra = 1.0f / a; + float inv_a = 65535.0f * (1 - ra); + pixel[0] = (stbi__uint16) (pixel[0]*ra + inv_a); + pixel[1] = (stbi__uint16) (pixel[1]*ra + inv_a); + pixel[2] = (stbi__uint16) (pixel[2]*ra + inv_a); + } + } + } else { + for (i=0; i < w*h; ++i) { + unsigned char *pixel = out + 4*i; + if (pixel[3] != 0 && pixel[3] != 255) { + float a = pixel[3] / 255.0f; + float ra = 1.0f / a; + float inv_a = 255.0f * (1 - ra); + pixel[0] = (unsigned char) (pixel[0]*ra + inv_a); + pixel[1] = (unsigned char) (pixel[1]*ra + inv_a); + pixel[2] = (unsigned char) (pixel[2]*ra + inv_a); + } + } + } + } + + // convert to desired output format + if (req_comp && req_comp != 4) { + if (ri->bits_per_channel == 16) + out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, 4, req_comp, w, h); + else + out = stbi__convert_format(out, 4, req_comp, w, h); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + if (comp) *comp = 4; + *y = h; + *x = w; + + return out; +} +#endif + +// ************************************************************************************************* +// Softimage PIC loader +// by Tom Seddon +// +// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format +// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/ + +#ifndef STBI_NO_PIC +static int stbi__pic_is4(stbi__context *s,const char *str) +{ + int i; + for (i=0; i<4; ++i) + if (stbi__get8(s) != (stbi_uc)str[i]) + return 0; + + return 1; +} + +static int stbi__pic_test_core(stbi__context *s) +{ + int i; + + if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) + return 0; + + for(i=0;i<84;++i) + stbi__get8(s); + + if (!stbi__pic_is4(s,"PICT")) + return 0; + + return 1; +} + +typedef struct +{ + stbi_uc size,type,channel; +} stbi__pic_packet; + +static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest) +{ + int mask=0x80, i; + + for (i=0; i<4; ++i, mask>>=1) { + if (channel & mask) { + if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short"); + dest[i]=stbi__get8(s); + } + } + + return dest; +} + +static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src) +{ + int mask=0x80,i; + + for (i=0;i<4; ++i, mask>>=1) + if (channel&mask) + dest[i]=src[i]; +} + +static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result) +{ + int act_comp=0,num_packets=0,y,chained; + stbi__pic_packet packets[10]; + + // this will (should...) cater for even some bizarre stuff like having data + // for the same channel in multiple packets. + do { + stbi__pic_packet *packet; + + if (num_packets==sizeof(packets)/sizeof(packets[0])) + return stbi__errpuc("bad format","too many packets"); + + packet = &packets[num_packets++]; + + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + + act_comp |= packet->channel; + + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)"); + if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp"); + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel? + + for(y=0; ytype) { + default: + return stbi__errpuc("bad format","packet has bad compression type"); + + case 0: {//uncompressed + int x; + + for(x=0;xchannel,dest)) + return 0; + break; + } + + case 1://Pure RLE + { + int left=width, i; + + while (left>0) { + stbi_uc count,value[4]; + + count=stbi__get8(s); + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)"); + + if (count > left) + count = (stbi_uc) left; + + if (!stbi__readval(s,packet->channel,value)) return 0; + + for(i=0; ichannel,dest,value); + left -= count; + } + } + break; + + case 2: {//Mixed RLE + int left=width; + while (left>0) { + int count = stbi__get8(s), i; + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)"); + + if (count >= 128) { // Repeated + stbi_uc value[4]; + + if (count==128) + count = stbi__get16be(s); + else + count -= 127; + if (count > left) + return stbi__errpuc("bad file","scanline overrun"); + + if (!stbi__readval(s,packet->channel,value)) + return 0; + + for(i=0;ichannel,dest,value); + } else { // Raw + ++count; + if (count>left) return stbi__errpuc("bad file","scanline overrun"); + + for(i=0;ichannel,dest)) + return 0; + } + left-=count; + } + break; + } + } + } + } + + return result; +} + +static void *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp, stbi__result_info *ri) +{ + stbi_uc *result; + int i, x,y, internal_comp; + STBI_NOTUSED(ri); + + if (!comp) comp = &internal_comp; + + for (i=0; i<92; ++i) + stbi__get8(s); + + x = stbi__get16be(s); + y = stbi__get16be(s); + if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)"); + if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc("too large", "PIC image too large to decode"); + + stbi__get32be(s); //skip `ratio' + stbi__get16be(s); //skip `fields' + stbi__get16be(s); //skip `pad' + + // intermediate buffer is RGBA + result = (stbi_uc *) stbi__malloc_mad3(x, y, 4, 0); + memset(result, 0xff, x*y*4); + + if (!stbi__pic_load_core(s,x,y,comp, result)) { + STBI_FREE(result); + result=0; + } + *px = x; + *py = y; + if (req_comp == 0) req_comp = *comp; + result=stbi__convert_format(result,4,req_comp,x,y); + + return result; +} + +static int stbi__pic_test(stbi__context *s) +{ + int r = stbi__pic_test_core(s); + stbi__rewind(s); + return r; +} +#endif + +// ************************************************************************************************* +// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb + +#ifndef STBI_NO_GIF +typedef struct +{ + stbi__int16 prefix; + stbi_uc first; + stbi_uc suffix; +} stbi__gif_lzw; + +typedef struct +{ + int w,h; + stbi_uc *out, *old_out; // output buffer (always 4 components) + int flags, bgindex, ratio, transparent, eflags, delay; + stbi_uc pal[256][4]; + stbi_uc lpal[256][4]; + stbi__gif_lzw codes[4096]; + stbi_uc *color_table; + int parse, step; + int lflags; + int start_x, start_y; + int max_x, max_y; + int cur_x, cur_y; + int line_size; +} stbi__gif; + +static int stbi__gif_test_raw(stbi__context *s) +{ + int sz; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0; + sz = stbi__get8(s); + if (sz != '9' && sz != '7') return 0; + if (stbi__get8(s) != 'a') return 0; + return 1; +} + +static int stbi__gif_test(stbi__context *s) +{ + int r = stbi__gif_test_raw(s); + stbi__rewind(s); + return r; +} + +static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp) +{ + int i; + for (i=0; i < num_entries; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + pal[i][3] = transp == i ? 0 : 255; + } +} + +static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info) +{ + stbi_uc version; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') + return stbi__err("not GIF", "Corrupt GIF"); + + version = stbi__get8(s); + if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF"); + if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF"); + + stbi__g_failure_reason = ""; + g->w = stbi__get16le(s); + g->h = stbi__get16le(s); + g->flags = stbi__get8(s); + g->bgindex = stbi__get8(s); + g->ratio = stbi__get8(s); + g->transparent = -1; + + if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments + + if (is_info) return 1; + + if (g->flags & 0x80) + stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1); + + return 1; +} + +static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp) +{ + stbi__gif* g = (stbi__gif*) stbi__malloc(sizeof(stbi__gif)); + if (!stbi__gif_header(s, g, comp, 1)) { + STBI_FREE(g); + stbi__rewind( s ); + return 0; + } + if (x) *x = g->w; + if (y) *y = g->h; + STBI_FREE(g); + return 1; +} + +static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code) +{ + stbi_uc *p, *c; + + // recurse to decode the prefixes, since the linked-list is backwards, + // and working backwards through an interleaved image would be nasty + if (g->codes[code].prefix >= 0) + stbi__out_gif_code(g, g->codes[code].prefix); + + if (g->cur_y >= g->max_y) return; + + p = &g->out[g->cur_x + g->cur_y]; + c = &g->color_table[g->codes[code].suffix * 4]; + + if (c[3] >= 128) { + p[0] = c[2]; + p[1] = c[1]; + p[2] = c[0]; + p[3] = c[3]; + } + g->cur_x += 4; + + if (g->cur_x >= g->max_x) { + g->cur_x = g->start_x; + g->cur_y += g->step; + + while (g->cur_y >= g->max_y && g->parse > 0) { + g->step = (1 << g->parse) * g->line_size; + g->cur_y = g->start_y + (g->step >> 1); + --g->parse; + } + } +} + +static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g) +{ + stbi_uc lzw_cs; + stbi__int32 len, init_code; + stbi__uint32 first; + stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear; + stbi__gif_lzw *p; + + lzw_cs = stbi__get8(s); + if (lzw_cs > 12) return NULL; + clear = 1 << lzw_cs; + first = 1; + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + bits = 0; + valid_bits = 0; + for (init_code = 0; init_code < clear; init_code++) { + g->codes[init_code].prefix = -1; + g->codes[init_code].first = (stbi_uc) init_code; + g->codes[init_code].suffix = (stbi_uc) init_code; + } + + // support no starting clear code + avail = clear+2; + oldcode = -1; + + len = 0; + for(;;) { + if (valid_bits < codesize) { + if (len == 0) { + len = stbi__get8(s); // start new block + if (len == 0) + return g->out; + } + --len; + bits |= (stbi__int32) stbi__get8(s) << valid_bits; + valid_bits += 8; + } else { + stbi__int32 code = bits & codemask; + bits >>= codesize; + valid_bits -= codesize; + // @OPTIMIZE: is there some way we can accelerate the non-clear path? + if (code == clear) { // clear code + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + avail = clear + 2; + oldcode = -1; + first = 0; + } else if (code == clear + 1) { // end of stream code + stbi__skip(s, len); + while ((len = stbi__get8(s)) > 0) + stbi__skip(s,len); + return g->out; + } else if (code <= avail) { + if (first) return stbi__errpuc("no clear code", "Corrupt GIF"); + + if (oldcode >= 0) { + p = &g->codes[avail++]; + if (avail > 4096) return stbi__errpuc("too many codes", "Corrupt GIF"); + p->prefix = (stbi__int16) oldcode; + p->first = g->codes[oldcode].first; + p->suffix = (code == avail) ? p->first : g->codes[code].first; + } else if (code == avail) + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + + stbi__out_gif_code(g, (stbi__uint16) code); + + if ((avail & codemask) == 0 && avail <= 0x0FFF) { + codesize++; + codemask = (1 << codesize) - 1; + } + + oldcode = code; + } else { + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + } + } + } +} + +static void stbi__fill_gif_background(stbi__gif *g, int x0, int y0, int x1, int y1) +{ + int x, y; + stbi_uc *c = g->pal[g->bgindex]; + for (y = y0; y < y1; y += 4 * g->w) { + for (x = x0; x < x1; x += 4) { + stbi_uc *p = &g->out[y + x]; + p[0] = c[2]; + p[1] = c[1]; + p[2] = c[0]; + p[3] = 0; + } + } +} + +// this function is designed to support animated gifs, although stb_image doesn't support it +static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp) +{ + int i; + stbi_uc *prev_out = 0; + + if (g->out == 0 && !stbi__gif_header(s, g, comp,0)) + return 0; // stbi__g_failure_reason set by stbi__gif_header + + if (!stbi__mad3sizes_valid(g->w, g->h, 4, 0)) + return stbi__errpuc("too large", "GIF too large"); + + prev_out = g->out; + g->out = (stbi_uc *) stbi__malloc_mad3(4, g->w, g->h, 0); + if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory"); + + switch ((g->eflags & 0x1C) >> 2) { + case 0: // unspecified (also always used on 1st frame) + stbi__fill_gif_background(g, 0, 0, 4 * g->w, 4 * g->w * g->h); + break; + case 1: // do not dispose + if (prev_out) memcpy(g->out, prev_out, 4 * g->w * g->h); + g->old_out = prev_out; + break; + case 2: // dispose to background + if (prev_out) memcpy(g->out, prev_out, 4 * g->w * g->h); + stbi__fill_gif_background(g, g->start_x, g->start_y, g->max_x, g->max_y); + break; + case 3: // dispose to previous + if (g->old_out) { + for (i = g->start_y; i < g->max_y; i += 4 * g->w) + memcpy(&g->out[i + g->start_x], &g->old_out[i + g->start_x], g->max_x - g->start_x); + } + break; + } + + for (;;) { + switch (stbi__get8(s)) { + case 0x2C: /* Image Descriptor */ + { + int prev_trans = -1; + stbi__int32 x, y, w, h; + stbi_uc *o; + + x = stbi__get16le(s); + y = stbi__get16le(s); + w = stbi__get16le(s); + h = stbi__get16le(s); + if (((x + w) > (g->w)) || ((y + h) > (g->h))) + return stbi__errpuc("bad Image Descriptor", "Corrupt GIF"); + + g->line_size = g->w * 4; + g->start_x = x * 4; + g->start_y = y * g->line_size; + g->max_x = g->start_x + w * 4; + g->max_y = g->start_y + h * g->line_size; + g->cur_x = g->start_x; + g->cur_y = g->start_y; + + g->lflags = stbi__get8(s); + + if (g->lflags & 0x40) { + g->step = 8 * g->line_size; // first interlaced spacing + g->parse = 3; + } else { + g->step = g->line_size; + g->parse = 0; + } + + if (g->lflags & 0x80) { + stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1); + g->color_table = (stbi_uc *) g->lpal; + } else if (g->flags & 0x80) { + if (g->transparent >= 0 && (g->eflags & 0x01)) { + prev_trans = g->pal[g->transparent][3]; + g->pal[g->transparent][3] = 0; + } + g->color_table = (stbi_uc *) g->pal; + } else + return stbi__errpuc("missing color table", "Corrupt GIF"); + + o = stbi__process_gif_raster(s, g); + if (o == NULL) return NULL; + + if (prev_trans != -1) + g->pal[g->transparent][3] = (stbi_uc) prev_trans; + + return o; + } + + case 0x21: // Comment Extension. + { + int len; + if (stbi__get8(s) == 0xF9) { // Graphic Control Extension. + len = stbi__get8(s); + if (len == 4) { + g->eflags = stbi__get8(s); + g->delay = stbi__get16le(s); + g->transparent = stbi__get8(s); + } else { + stbi__skip(s, len); + break; + } + } + while ((len = stbi__get8(s)) != 0) + stbi__skip(s, len); + break; + } + + case 0x3B: // gif stream termination code + return (stbi_uc *) s; // using '1' causes warning on some compilers + + default: + return stbi__errpuc("unknown code", "Corrupt GIF"); + } + } + + STBI_NOTUSED(req_comp); +} + +static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *u = 0; + stbi__gif* g = (stbi__gif*) stbi__malloc(sizeof(stbi__gif)); + memset(g, 0, sizeof(*g)); + STBI_NOTUSED(ri); + + u = stbi__gif_load_next(s, g, comp, req_comp); + if (u == (stbi_uc *) s) u = 0; // end of animated gif marker + if (u) { + *x = g->w; + *y = g->h; + if (req_comp && req_comp != 4) + u = stbi__convert_format(u, 4, req_comp, g->w, g->h); + } + else if (g->out) + STBI_FREE(g->out); + STBI_FREE(g); + return u; +} + +static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp) +{ + return stbi__gif_info_raw(s,x,y,comp); +} +#endif + +// ************************************************************************************************* +// Radiance RGBE HDR loader +// originally by Nicolas Schulz +#ifndef STBI_NO_HDR +static int stbi__hdr_test_core(stbi__context *s, const char *signature) +{ + int i; + for (i=0; signature[i]; ++i) + if (stbi__get8(s) != signature[i]) + return 0; + stbi__rewind(s); + return 1; +} + +static int stbi__hdr_test(stbi__context* s) +{ + int r = stbi__hdr_test_core(s, "#?RADIANCE\n"); + stbi__rewind(s); + if(!r) { + r = stbi__hdr_test_core(s, "#?RGBE\n"); + stbi__rewind(s); + } + return r; +} + +#define STBI__HDR_BUFLEN 1024 +static char *stbi__hdr_gettoken(stbi__context *z, char *buffer) +{ + int len=0; + char c = '\0'; + + c = (char) stbi__get8(z); + + while (!stbi__at_eof(z) && c != '\n') { + buffer[len++] = c; + if (len == STBI__HDR_BUFLEN-1) { + // flush to end of line + while (!stbi__at_eof(z) && stbi__get8(z) != '\n') + ; + break; + } + c = (char) stbi__get8(z); + } + + buffer[len] = 0; + return buffer; +} + +static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp) +{ + if ( input[3] != 0 ) { + float f1; + // Exponent + f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8)); + if (req_comp <= 2) + output[0] = (input[0] + input[1] + input[2]) * f1 / 3; + else { + output[0] = input[0] * f1; + output[1] = input[1] * f1; + output[2] = input[2] * f1; + } + if (req_comp == 2) output[1] = 1; + if (req_comp == 4) output[3] = 1; + } else { + switch (req_comp) { + case 4: output[3] = 1; /* fallthrough */ + case 3: output[0] = output[1] = output[2] = 0; + break; + case 2: output[1] = 1; /* fallthrough */ + case 1: output[0] = 0; + break; + } + } +} + +static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + char buffer[STBI__HDR_BUFLEN]; + char *token; + int valid = 0; + int width, height; + stbi_uc *scanline; + float *hdr_data; + int len; + unsigned char count, value; + int i, j, k, c1,c2, z; + const char *headerToken; + STBI_NOTUSED(ri); + + // Check identifier + headerToken = stbi__hdr_gettoken(s,buffer); + if (strcmp(headerToken, "#?RADIANCE") != 0 && strcmp(headerToken, "#?RGBE") != 0) + return stbi__errpf("not HDR", "Corrupt HDR image"); + + // Parse header + for(;;) { + token = stbi__hdr_gettoken(s,buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format"); + + // Parse width and height + // can't use sscanf() if we're not using stdio! + token = stbi__hdr_gettoken(s,buffer); + if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + height = (int) strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + width = (int) strtol(token, NULL, 10); + + *x = width; + *y = height; + + if (comp) *comp = 3; + if (req_comp == 0) req_comp = 3; + + if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0)) + return stbi__errpf("too large", "HDR image is too large"); + + // Read data + hdr_data = (float *) stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0); + if (!hdr_data) + return stbi__errpf("outofmem", "Out of memory"); + + // Load image data + // image data is stored as some number of sca + if ( width < 8 || width >= 32768) { + // Read flat data + for (j=0; j < height; ++j) { + for (i=0; i < width; ++i) { + stbi_uc rgbe[4]; + main_decode_loop: + stbi__getn(s, rgbe, 4); + stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp); + } + } + } else { + // Read RLE-encoded data + scanline = NULL; + + for (j = 0; j < height; ++j) { + c1 = stbi__get8(s); + c2 = stbi__get8(s); + len = stbi__get8(s); + if (c1 != 2 || c2 != 2 || (len & 0x80)) { + // not run-length encoded, so we have to actually use THIS data as a decoded + // pixel (note this can't be a valid pixel--one of RGB must be >= 128) + stbi_uc rgbe[4]; + rgbe[0] = (stbi_uc) c1; + rgbe[1] = (stbi_uc) c2; + rgbe[2] = (stbi_uc) len; + rgbe[3] = (stbi_uc) stbi__get8(s); + stbi__hdr_convert(hdr_data, rgbe, req_comp); + i = 1; + j = 0; + STBI_FREE(scanline); + goto main_decode_loop; // yes, this makes no sense + } + len <<= 8; + len |= stbi__get8(s); + if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); } + if (scanline == NULL) { + scanline = (stbi_uc *) stbi__malloc_mad2(width, 4, 0); + if (!scanline) { + STBI_FREE(hdr_data); + return stbi__errpf("outofmem", "Out of memory"); + } + } + + for (k = 0; k < 4; ++k) { + int nleft; + i = 0; + while ((nleft = width - i) > 0) { + count = stbi__get8(s); + if (count > 128) { + // Run + value = stbi__get8(s); + count -= 128; + if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = value; + } else { + // Dump + if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = stbi__get8(s); + } + } + } + for (i=0; i < width; ++i) + stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp); + } + if (scanline) + STBI_FREE(scanline); + } + + return hdr_data; +} + +static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp) +{ + char buffer[STBI__HDR_BUFLEN]; + char *token; + int valid = 0; + int dummy; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (stbi__hdr_test(s) == 0) { + stbi__rewind( s ); + return 0; + } + + for(;;) { + token = stbi__hdr_gettoken(s,buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) { + stbi__rewind( s ); + return 0; + } + token = stbi__hdr_gettoken(s,buffer); + if (strncmp(token, "-Y ", 3)) { + stbi__rewind( s ); + return 0; + } + token += 3; + *y = (int) strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) { + stbi__rewind( s ); + return 0; + } + token += 3; + *x = (int) strtol(token, NULL, 10); + *comp = 3; + return 1; +} +#endif // STBI_NO_HDR + +#ifndef STBI_NO_BMP +static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp) +{ + void *p; + stbi__bmp_data info; + + info.all_a = 255; + p = stbi__bmp_parse_header(s, &info); + stbi__rewind( s ); + if (p == NULL) + return 0; + if (x) *x = s->img_x; + if (y) *y = s->img_y; + if (comp) *comp = info.ma ? 4 : 3; + return 1; +} +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp) +{ + int channelCount, dummy; + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind( s ); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind( s ); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind( s ); + return 0; + } + *y = stbi__get32be(s); + *x = stbi__get32be(s); + if (stbi__get16be(s) != 8) { + stbi__rewind( s ); + return 0; + } + if (stbi__get16be(s) != 3) { + stbi__rewind( s ); + return 0; + } + *comp = 4; + return 1; +} +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp) +{ + int act_comp=0,num_packets=0,chained,dummy; + stbi__pic_packet packets[10]; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) { + stbi__rewind(s); + return 0; + } + + stbi__skip(s, 88); + + *x = stbi__get16be(s); + *y = stbi__get16be(s); + if (stbi__at_eof(s)) { + stbi__rewind( s); + return 0; + } + if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) { + stbi__rewind( s ); + return 0; + } + + stbi__skip(s, 8); + + do { + stbi__pic_packet *packet; + + if (num_packets==sizeof(packets)/sizeof(packets[0])) + return 0; + + packet = &packets[num_packets++]; + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + act_comp |= packet->channel; + + if (stbi__at_eof(s)) { + stbi__rewind( s ); + return 0; + } + if (packet->size != 8) { + stbi__rewind( s ); + return 0; + } + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); + + return 1; +} +#endif + +// ************************************************************************************************* +// Portable Gray Map and Portable Pixel Map loader +// by Ken Miller +// +// PGM: http://netpbm.sourceforge.net/doc/pgm.html +// PPM: http://netpbm.sourceforge.net/doc/ppm.html +// +// Known limitations: +// Does not support comments in the header section +// Does not support ASCII image data (formats P2 and P3) +// Does not support 16-bit-per-channel + +#ifndef STBI_NO_PNM + +static int stbi__pnm_test(stbi__context *s) +{ + char p, t; + p = (char) stbi__get8(s); + t = (char) stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind( s ); + return 0; + } + return 1; +} + +static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri) +{ + stbi_uc *out; + STBI_NOTUSED(ri); + + if (!stbi__pnm_info(s, (int *)&s->img_x, (int *)&s->img_y, (int *)&s->img_n)) + return 0; + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + + if (!stbi__mad3sizes_valid(s->img_n, s->img_x, s->img_y, 0)) + return stbi__errpuc("too large", "PNM too large"); + + out = (stbi_uc *) stbi__malloc_mad3(s->img_n, s->img_x, s->img_y, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + stbi__getn(s, out, s->img_n * s->img_x * s->img_y); + + if (req_comp && req_comp != s->img_n) { + out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + return out; +} + +static int stbi__pnm_isspace(char c) +{ + return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r'; +} + +static void stbi__pnm_skip_whitespace(stbi__context *s, char *c) +{ + for (;;) { + while (!stbi__at_eof(s) && stbi__pnm_isspace(*c)) + *c = (char) stbi__get8(s); + + if (stbi__at_eof(s) || *c != '#') + break; + + while (!stbi__at_eof(s) && *c != '\n' && *c != '\r' ) + *c = (char) stbi__get8(s); + } +} + +static int stbi__pnm_isdigit(char c) +{ + return c >= '0' && c <= '9'; +} + +static int stbi__pnm_getinteger(stbi__context *s, char *c) +{ + int value = 0; + + while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) { + value = value*10 + (*c - '0'); + *c = (char) stbi__get8(s); + } + + return value; +} + +static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp) +{ + int maxv, dummy; + char c, p, t; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + stbi__rewind(s); + + // Get identifier + p = (char) stbi__get8(s); + t = (char) stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind(s); + return 0; + } + + *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm + + c = (char) stbi__get8(s); + stbi__pnm_skip_whitespace(s, &c); + + *x = stbi__pnm_getinteger(s, &c); // read width + stbi__pnm_skip_whitespace(s, &c); + + *y = stbi__pnm_getinteger(s, &c); // read height + stbi__pnm_skip_whitespace(s, &c); + + maxv = stbi__pnm_getinteger(s, &c); // read max value + + if (maxv > 255) + return stbi__err("max value > 255", "PPM image not 8-bit"); + else + return 1; +} +#endif + +static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp) +{ + #ifndef STBI_NO_JPEG + if (stbi__jpeg_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PNG + if (stbi__png_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_GIF + if (stbi__gif_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_BMP + if (stbi__bmp_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PSD + if (stbi__psd_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PIC + if (stbi__pic_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_PNM + if (stbi__pnm_info(s, x, y, comp)) return 1; + #endif + + #ifndef STBI_NO_HDR + if (stbi__hdr_info(s, x, y, comp)) return 1; + #endif + + // test tga last because it's a crappy test! + #ifndef STBI_NO_TGA + if (stbi__tga_info(s, x, y, comp)) + return 1; + #endif + return stbi__err("unknown image type", "Image not of any known type, or corrupt"); +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp) +{ + FILE *f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_info_from_file(f, x, y, comp); + fclose(f); + return result; +} + +STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp) +{ + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__info_main(&s,x,y,comp); + fseek(f,pos,SEEK_SET); + return r; +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp) +{ + stbi__context s; + stbi__start_mem(&s,buffer,len); + return stbi__info_main(&s,x,y,comp); +} + +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user); + return stbi__info_main(&s,x,y,comp); +} + +#endif // STB_IMAGE_IMPLEMENTATION + +/* + revision history: + 2.16 (2017-07-23) all functions have 16-bit variants; + STBI_NO_STDIO works again; + compilation fixes; + fix rounding in unpremultiply; + optimize vertical flip; + disable raw_len validation; + documentation fixes + 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode; + warning fixes; disable run-time SSE detection on gcc; + uniform handling of optional "return" values; + thread-safe initialization of zlib tables + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) allocate large structures on the stack + remove white matting for transparent PSD + fix reported channel count for PNG & BMP + re-enable SSE2 in non-gcc 64-bit + support RGB-formatted JPEG + read 16-bit PNGs (only as 8-bit) + 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED + 2.09 (2016-01-16) allow comments in PNM files + 16-bit-per-pixel TGA (not bit-per-component) + info() for TGA could break due to .hdr handling + info() for BMP to shares code instead of sloppy parse + can use STBI_REALLOC_SIZED if allocator doesn't support realloc + code cleanup + 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA + 2.07 (2015-09-13) fix compiler warnings + partial animated GIF support + limited 16-bpc PSD support + #ifdef unused functions + bug with < 92 byte PIC,PNM,HDR,TGA + 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value + 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning + 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit + 2.03 (2015-04-12) extra corruption checking (mmozeiko) + stbi_set_flip_vertically_on_load (nguillemot) + fix NEON support; fix mingw support + 2.02 (2015-01-19) fix incorrect assert, fix warning + 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2 + 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG + 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg) + progressive JPEG (stb) + PGM/PPM support (Ken Miller) + STBI_MALLOC,STBI_REALLOC,STBI_FREE + GIF bugfix -- seemingly never worked + STBI_NO_*, STBI_ONLY_* + 1.48 (2014-12-14) fix incorrectly-named assert() + 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb) + optimize PNG (ryg) + fix bug in interlaced PNG with user-specified channel count (stb) + 1.46 (2014-08-26) + fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG + 1.45 (2014-08-16) + fix MSVC-ARM internal compiler error by wrapping malloc + 1.44 (2014-08-07) + various warning fixes from Ronny Chevalier + 1.43 (2014-07-15) + fix MSVC-only compiler problem in code changed in 1.42 + 1.42 (2014-07-09) + don't define _CRT_SECURE_NO_WARNINGS (affects user code) + fixes to stbi__cleanup_jpeg path + added STBI_ASSERT to avoid requiring assert.h + 1.41 (2014-06-25) + fix search&replace from 1.36 that messed up comments/error messages + 1.40 (2014-06-22) + fix gcc struct-initialization warning + 1.39 (2014-06-15) + fix to TGA optimization when req_comp != number of components in TGA; + fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite) + add support for BMP version 5 (more ignored fields) + 1.38 (2014-06-06) + suppress MSVC warnings on integer casts truncating values + fix accidental rename of 'skip' field of I/O + 1.37 (2014-06-04) + remove duplicate typedef + 1.36 (2014-06-03) + convert to header file single-file library + if de-iphone isn't set, load iphone images color-swapped instead of returning NULL + 1.35 (2014-05-27) + various warnings + fix broken STBI_SIMD path + fix bug where stbi_load_from_file no longer left file pointer in correct place + fix broken non-easy path for 32-bit BMP (possibly never used) + TGA optimization by Arseny Kapoulkine + 1.34 (unknown) + use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case + 1.33 (2011-07-14) + make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements + 1.32 (2011-07-13) + support for "info" function for all supported filetypes (SpartanJ) + 1.31 (2011-06-20) + a few more leak fixes, bug in PNG handling (SpartanJ) + 1.30 (2011-06-11) + added ability to load files via callbacks to accomidate custom input streams (Ben Wenger) + removed deprecated format-specific test/load functions + removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway + error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha) + fix inefficiency in decoding 32-bit BMP (David Woo) + 1.29 (2010-08-16) + various warning fixes from Aurelien Pocheville + 1.28 (2010-08-01) + fix bug in GIF palette transparency (SpartanJ) + 1.27 (2010-08-01) + cast-to-stbi_uc to fix warnings + 1.26 (2010-07-24) + fix bug in file buffering for PNG reported by SpartanJ + 1.25 (2010-07-17) + refix trans_data warning (Won Chun) + 1.24 (2010-07-12) + perf improvements reading from files on platforms with lock-heavy fgetc() + minor perf improvements for jpeg + deprecated type-specific functions so we'll get feedback if they're needed + attempt to fix trans_data warning (Won Chun) + 1.23 fixed bug in iPhone support + 1.22 (2010-07-10) + removed image *writing* support + stbi_info support from Jetro Lauha + GIF support from Jean-Marc Lienher + iPhone PNG-extensions from James Brown + warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva) + 1.21 fix use of 'stbi_uc' in header (reported by jon blow) + 1.20 added support for Softimage PIC, by Tom Seddon + 1.19 bug in interlaced PNG corruption check (found by ryg) + 1.18 (2008-08-02) + fix a threading bug (local mutable static) + 1.17 support interlaced PNG + 1.16 major bugfix - stbi__convert_format converted one too many pixels + 1.15 initialize some fields for thread safety + 1.14 fix threadsafe conversion bug + header-file-only version (#define STBI_HEADER_FILE_ONLY before including) + 1.13 threadsafe + 1.12 const qualifiers in the API + 1.11 Support installable IDCT, colorspace conversion routines + 1.10 Fixes for 64-bit (don't use "unsigned long") + optimized upsampling by Fabian "ryg" Giesen + 1.09 Fix format-conversion for PSD code (bad global variables!) + 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz + 1.07 attempt to fix C++ warning/errors again + 1.06 attempt to fix C++ warning/errors again + 1.05 fix TGA loading to return correct *comp and use good luminance calc + 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free + 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR + 1.02 support for (subset of) HDR files, float interface for preferred access to them + 1.01 fix bug: possible bug in handling right-side up bmps... not sure + fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all + 1.00 interface to zlib that skips zlib header + 0.99 correct handling of alpha in palette + 0.98 TGA loader by lonesock; dynamically add loaders (untested) + 0.97 jpeg errors on too large a file; also catch another malloc failure + 0.96 fix detection of invalid v value - particleman@mollyrocket forum + 0.95 during header scan, seek to markers in case of padding + 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same + 0.93 handle jpegtran output; verbose errors + 0.92 read 4,8,16,24,32-bit BMP files of several formats + 0.91 output 24-bit Windows 3.0 BMP files + 0.90 fix a few more warnings; bump version number to approach 1.0 + 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd + 0.60 fix compiling as c++ + 0.59 fix warnings: merge Dave Moore's -Wall fixes + 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian + 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available + 0.56 fix bug: zlib uncompressed mode len vs. nlen + 0.55 fix bug: restart_interval not initialized to 0 + 0.54 allow NULL for 'int *comp' + 0.53 fix bug in png 3->4; speedup png decoding + 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments + 0.51 obey req_comp requests, 1-component jpegs return as 1-component, + on 'test' only check type, not whether we support this variant + 0.50 (2006-11-19) + first released version +*/ + + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/ImguiDemoSdl/src/main/cpp/src/teapot.cpp b/ImguiDemoSdl/src/main/cpp/src/teapot.cpp new file mode 100644 index 0000000..8956d3e --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/teapot.cpp @@ -0,0 +1,469 @@ +// +// Created by sf on 8/9/17. +// + +#include "teapot.h" + +#define STB_IMAGE_IMPLEMENTATION +#include "stb_image.h" + +#include "teapot.inl" +#include +#include +//#include +#include "logger.h" + +#ifdef GL_PROFILE_GL3 +GLuint Teapot::g_vao = 0; +#endif + +static const std::vector> faces { + {"skybox-negx.jpg", GL_TEXTURE_CUBE_MAP_NEGATIVE_X}, + {"skybox-negy.jpg", GL_TEXTURE_CUBE_MAP_NEGATIVE_Y}, + {"skybox-negz.jpg", GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}, + {"skybox-posx.jpg", GL_TEXTURE_CUBE_MAP_POSITIVE_X}, + {"skybox-posy.jpg", GL_TEXTURE_CUBE_MAP_POSITIVE_Y}, + {"skybox-posz.jpg", GL_TEXTURE_CUBE_MAP_POSITIVE_Z} +}; + +const char* vtxShader = +#ifdef GL_PROFILE_GL3 +"#version 120\n" +#else +"#version 100\n" +#endif +"attribute vec3 g_Position;\n" +"attribute vec3 g_TexCoord0;\n" +"attribute vec3 g_Tangent;\n" +"attribute vec3 g_Binormal;\n" +"attribute vec3 g_Normal;\n" +"\n" +"uniform mat4 world;\n" +"uniform mat4 worldInverseTranspose;\n" +"uniform mat4 worldViewProj;\n" +"uniform mat4 viewInverse;\n" +"\n" +"varying vec2 texCoord;\n" +"varying vec3 worldEyeVec;\n" +"varying vec3 worldNormal;\n" +"varying vec3 worldTangent;\n" +"varying vec3 worldBinorm;\n" +"\n" +"void main() {\n" +" gl_Position = worldViewProj * vec4(g_Position, 1.0);\n" +" texCoord.x = g_TexCoord0.x;\n" +" texCoord.y = 1.0-g_TexCoord0.y;\n" +" worldNormal = (worldInverseTranspose * vec4(g_Normal, 1.0)).xyz;\n" +" worldTangent = (worldInverseTranspose * vec4(g_Tangent, 1.0)).xyz;\n" +" worldBinorm = (worldInverseTranspose * vec4(g_Binormal, 1.0)).xyz;\n" +" vec3 worldPos = (world * vec4(g_Position, 1.0)).xyz;\n" +" worldEyeVec = normalize(worldPos - viewInverse[3].xyz);\n" +"}"; + +const char* fragShader = +#ifdef GL_PROFILE_GL3 +"#version 120\n" +#else +"#version 100\n" +"precision mediump float;\n" +#endif +"const float bumpHeight = 0.5;\n" +"uniform sampler2D normalSampler;\n" +"uniform samplerCube envSampler;\n" +"\n" +"varying vec2 texCoord;\n" +"varying vec3 worldEyeVec;\n" +"varying vec3 worldNormal;\n" +"varying vec3 worldTangent;\n" +"varying vec3 worldBinorm;\n" +"\n" +"void main() {\n" +" vec2 bump = (texture2D(normalSampler, texCoord.xy).xy * 2.0 - 1.0) * bumpHeight;\n" +" vec3 normal = normalize(worldNormal);\n" +" vec3 tangent = normalize(worldTangent);\n" +" vec3 binormal = normalize(worldBinorm);\n" +" vec3 nb = normal + bump.x * tangent + bump.y * binormal;\n" +" nb = normalize(nb);\n" +" vec3 worldEye = normalize(worldEyeVec);\n" +" vec3 lookup = reflect(worldEye, nb);\n" +" vec4 color = textureCube(envSampler, lookup);\n" +" gl_FragColor = color;\n" +"}"; + +Teapot::Teapot() : num_vertices(0), num_indices(0), ibo(0), vbo(0), tex_skybox(0), + tex_bump(0), program(0), rotX(0.0f), rotY(0.0f), zoom(1.0f), + camRX(0.0f), camRY(0.0f), + addRotX(0.0f), addRotY(0.0f), addZoom(0.0f), addCamRX(0.0f), addCamRY(0.0f){ } + +Teapot::~Teapot() +{ + if (program) + { + glDeleteProgram(program); + } + if (ibo) + { + glDeleteBuffers(1, &ibo); + } + if (vbo) + { + glDeleteBuffers(1, &vbo); + } + if (tex_skybox) + { + glDeleteTextures(1, &tex_skybox); + } + if (tex_bump) + { + glDeleteTextures(1, &tex_bump); + } +} + +#define glCheckError() {GLenum error = glGetError(); if (error != GL_NO_ERROR) {Log(LOG_ERROR) << "GL error at " << __FILE__ << "@" << __LINE__ << ": " << error << " (" << errorToStr(error) << ")";}} + +static const char* errorToStr(GLenum error) +{ + switch(error) + { + case GL_INVALID_ENUM: + return "GL_INVALID_ENUM"; + case GL_INVALID_OPERATION: + return "GL_INVALID_OPERATION"; + case GL_INVALID_VALUE: + return "GL_INVALID_VALUE"; +#ifdef GL_INVALID_INDEX + case GL_INVALID_INDEX: + return "GL_INVALID_INDEX"; +#endif // GL_INVALID_INDEX + default: + return "Unknown error"; + } +} + +bool Teapot::init() +{ +#ifdef GL_PROFILE_GL3 + if (g_vao == 0) + { + glGenVertexArrays(1, &g_vao); + glBindVertexArray(g_vao); + } +#endif + num_indices = sizeof(teapotIndices) / sizeof(teapotIndices[0]); + num_vertices = (sizeof(teapotPositions) / sizeof(teapotPositions[0])) / 3; + + std::vector bufferData(num_vertices); + for (int i = 0; i < num_vertices; ++i) + { + bufferData[i].pos = glm::vec3{teapotPositions[3*i], teapotPositions[3*i+1], teapotPositions[3*i+2]}; + bufferData[i].norm = glm::vec3{teapotNormals[3*i], teapotNormals[3*i+1], teapotNormals[3*i+2]}; + bufferData[i].tangent = glm::vec3{teapotTangents[3*i], teapotTangents[3*i+1], teapotTangents[3*i+2]}; + bufferData[i].binorm = glm::vec3{teapotBinormals[3*i], teapotBinormals[3*i+1], teapotBinormals[3*i+2]}; + bufferData[i].texcoord = glm::vec3{teapotTexCoords[3*i], teapotTexCoords[3*i+1], teapotTexCoords[3*i+2]}; + } + + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, num_vertices * sizeof(vtxData), bufferData.data(), GL_STATIC_DRAW); + + glCheckError(); + + glGenBuffers(1, &ibo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(teapotIndices), teapotIndices, GL_STATIC_DRAW); + + glCheckError(); + + glGenTextures(1, &tex_skybox); + glBindTexture(GL_TEXTURE_CUBE_MAP, tex_skybox); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + for(const auto& face: faces) + { + int x, y, channels; + auto data = stbi_load(face.first, &x, &y, &channels, 0); + if (data == NULL) + { + Log(LOG_ERROR) << "Could not load " << face.first; + } + glTexImage2D(face.second, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, data); + stbi_image_free(data); + } + + glCheckError(); + + glGenTextures(1, &tex_bump); + glBindTexture(GL_TEXTURE_2D, tex_bump); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + { + int x, y, channels; + auto data = stbi_load("bump.jpg", &x, &y, &channels, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, data); + stbi_image_free(data); + } + glCheckError(); + + if (!compileShaders()) + { + Log(LOG_ERROR) << "Initialization failed"; + return false; + } + glCheckError(); + + GLint viewport[4]; + glGetIntegerv(GL_VIEWPORT, viewport); + GLfloat aspect = (GLfloat)viewport[2] / (GLfloat)viewport[3]; + + glm::mat4 projection = glm::perspective(45.0f, aspect, 10.0f, 500.0f); + glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -10.0f, -100.0f)); + glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -10.0f, 0.0f)); + model = glm::rotate(model, (float)M_PI_2, glm::vec3(1.0f, 0.0f, 0.0f)); + + glm::mat4 mvp = projection * view * model; + glm::mat4 worldInverseTranspose = glm::inverse(model); + worldInverseTranspose = glm::transpose(worldInverseTranspose); + glm::mat4 viewInverse = glm::inverse(view); + + unfData.world = model; + unfData.worldInverseTranspose = worldInverseTranspose; + unfData.viewInverse = viewInverse; + unfData.worldViewProj = mvp; + + return true; +} + +float Teapot::zoomValue() {return zoom;} + +void Teapot::draw() +{ + // Apply rotations and zoom, recalculate matrices + rotX += addRotX; + rotY += addRotY; + zoom += addZoom; + + if (zoom > 3.0f) + { + zoom = 3.0f; + } + if (zoom < 0.5f) + { + zoom = 0.5f; + } + + camRX += addCamRX; + camRY += addCamRY; + + const GLfloat clampEps = 0.00001f; + + if (camRX > M_PI * 2) + { + camRX -= M_PI * 2; + } + if (camRX < - M_PI * 2) + { + camRX += M_PI * 2; + } + if (camRY > (M_PI_2 - clampEps)) + { + camRY = M_PI_2 - clampEps; + } + if (camRY < - (M_PI_2 - clampEps)) + { + camRY = - (M_PI_2 - clampEps); + } + + addRotX = 0; + addRotY = 0; + addZoom = 0; + + addCamRX = 0; + addCamRY = 0; + + GLint viewport[4]; + glGetIntegerv(GL_VIEWPORT, viewport); + GLfloat aspect = (GLfloat) viewport[2] / (GLfloat) viewport[3]; + + const GLfloat camDistance = 100.0f; + + glm::vec3 cameraPos = glm::vec3(camDistance * cos(camRX) * cos(camRY), camDistance * sin(camRY), camDistance * sin(camRX) * cos(camRY)); + + //cameraPos = (glm::rotate(glm::mat4(1.0f), rotX, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::rotate(glm::mat4(1.0f), rotY, glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec4(cameraPos, 1.0f)); + + glm::mat4 projection = glm::perspective(glm::radians(45.0f / zoom), aspect, 10.0f, 500.0f); + glm::mat4 view = glm::lookAt(cameraPos, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); + /*glm::mat4 model = glm::rotate(glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -10.0f, 0.0f)), + -(GLfloat)M_PI_2, + glm::vec3(1.0f, 0.0f, 0.0f)); */ + glm::mat4 model = glm::mat4(1.0f); + model = glm::translate(model, glm::vec3(0.0f, -20.0f, 0.0f)); + model = glm::rotate(model, rotY, glm::vec3(0.0f, 0.0f, 1.0f)); + model = glm::rotate(model, -rotX, glm::vec3(0.0f, 1.0f, 0.0f)); + model = glm::rotate(model, -(GLfloat)M_PI_2, glm::vec3(1.0f, 0.0f, 0.0f)); + + glm::mat4 mvp = projection * view * model; + glm::mat4 worldInverseTranspose = glm::transpose(glm::inverse(model)); + glm::mat4 viewInverse = glm::inverse(view); + + unfData.world = model; + unfData.worldInverseTranspose = worldInverseTranspose; + unfData.viewInverse = viewInverse; + unfData.worldViewProj = mvp; + + glUseProgram(program); +#ifdef GL_PROFILE_GL3 + glBindVertexArray(g_vao); +#endif + + glEnable(GL_DEPTH_TEST); + + glCheckError(); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glCheckError(); + glVertexAttribPointer(attribs.g_Position, 3, GL_FLOAT, GL_FALSE, sizeof(vtxData), (void*)offsetof(vtxData, pos)); + glEnableVertexAttribArray(attribs.g_Position); + glCheckError(); + + glVertexAttribPointer(attribs.g_Normal, 3, GL_FLOAT, GL_FALSE, sizeof(vtxData), (void*)offsetof(vtxData, norm)); + glEnableVertexAttribArray(attribs.g_Normal); + glCheckError(); + + glVertexAttribPointer(attribs.g_TexCoord0, 3, GL_FLOAT, GL_FALSE, sizeof(vtxData), (void*)offsetof(vtxData, texcoord)); + glEnableVertexAttribArray(attribs.g_TexCoord0); + glCheckError(); + + glVertexAttribPointer(attribs.g_Tangent, 3, GL_FLOAT, GL_FALSE, sizeof(vtxData), (void*)offsetof(vtxData, tangent)); + glEnableVertexAttribArray(attribs.g_Tangent); + glCheckError(); + + glVertexAttribPointer(attribs.g_Binormal, 3, GL_FLOAT, GL_FALSE, sizeof(vtxData), (void*)offsetof(vtxData, binorm)); + glEnableVertexAttribArray(attribs.g_Binormal); + glCheckError(); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); + + glCheckError(); + + glUniformMatrix4fv(uniforms.world, 1, GL_FALSE, &unfData.world[0][0]); + glUniformMatrix4fv(uniforms.worldViewProj, 1, GL_FALSE, &unfData.worldViewProj[0][0]); + glUniformMatrix4fv(uniforms.worldInverseTranspose, 1, GL_FALSE, &unfData.worldInverseTranspose[0][0]); + glUniformMatrix4fv(uniforms.viewInverse, 1, GL_FALSE, &unfData.viewInverse[0][0]); + + glCheckError(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, tex_bump); + glUniform1i(uniforms.normalSampler, 0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_CUBE_MAP, tex_skybox); + glUniform1i(uniforms.envSampler, 1); + + glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_SHORT, 0); +} + +void Teapot::rotateBy(float angleX, float angleY) +{ + addRotX += angleX; + addRotY += angleY; +} + +void Teapot::rotateTo(float angleX) +{ + rotX = angleX; +} + +void Teapot::rotateCameraTo(float angleX) +{ + camRX = angleX; +} + +void Teapot::rotateCameraBy(float angleX, float angleY) +{ + addCamRX -= angleX; + addCamRY -= angleY; +} + +void Teapot::zoomBy(float zoomFactor) +{ + addRotX = 0; + addRotY = 0; + addCamRX = 0; + addCamRY = 0; + addZoom += zoomFactor; +} + +static GLint compileShader(GLenum shaderType, const char* shaderSrc) +{ + GLuint shader = glCreateShader(shaderType); + glShaderSource(shader, 1, &shaderSrc, NULL); + glCompileShader(shader); + int status; + glGetShaderiv(shader, GL_COMPILE_STATUS, &status); + if (status != GL_TRUE) + { + // Assume we only care about vertex and fragment shaders + Log(LOG_ERROR) << "Could not compile shader! Shader type: " << ((shaderType == GL_VERTEX_SHADER) ? "vertex" : "fragment"); + GLint logLength; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); + std::vector infoLog(logLength + 1); + glGetShaderInfoLog(shader, infoLog.size(), &logLength, infoLog.data()); + Log(LOG_ERROR) << "Error log: " << infoLog.data(); + Log(LOG_ERROR) << "Shader source: " << shaderSrc; + glDeleteShader(shader); + return -1; + } + return shader; +} + +bool Teapot::compileShaders() { + GLint vertexShader = compileShader(GL_VERTEX_SHADER, vtxShader); + GLint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragShader); + if (vertexShader < 0 || fragmentShader < 0) + { + // Delete any shaders that were actually compiled + if (vertexShader >= 0) {glDeleteShader(vertexShader);} + if (fragmentShader >= 0) {glDeleteShader(fragmentShader);} + return false; + } + + program = glCreateProgram(); + glAttachShader(program, vertexShader); + glAttachShader(program, fragmentShader); + glLinkProgram(program); + GLint status; + glGetProgramiv(program, GL_LINK_STATUS, &status); + if (status != GL_TRUE) + { + Log(LOG_ERROR) << "Could not link shaders; interface mismatch?"; + GLint logLength; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength); + std::vector infoLog(logLength + 1); + glGetProgramInfoLog(program, infoLog.size(), &logLength, infoLog.data()); + Log(LOG_ERROR) << "Error log: " << infoLog.data(); + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); + glDeleteProgram(program); + return false; + } + + // Get all attribute/uniform locations + + attribs.g_Position = glGetAttribLocation(program, "g_Position"); + attribs.g_TexCoord0 = glGetAttribLocation(program, "g_TexCoord0"); + attribs.g_Tangent = glGetAttribLocation(program, "g_Tangent"); + attribs.g_Binormal = glGetAttribLocation(program, "g_Binormal"); + attribs.g_Normal = glGetAttribLocation(program, "g_Normal"); + + uniforms.world = glGetUniformLocation(program, "world"); + uniforms.worldInverseTranspose = glGetUniformLocation(program, "worldInverseTranspose"); + uniforms.worldViewProj = glGetUniformLocation(program, "worldViewProj"); + uniforms.viewInverse = glGetUniformLocation(program, "viewInverse"); + uniforms.normalSampler = glGetUniformLocation(program, "normalSampler"); + uniforms.envSampler = glGetUniformLocation(program, "envSampler"); + + return true; +} diff --git a/ImguiDemoSdl/src/main/cpp/src/teapot.h b/ImguiDemoSdl/src/main/cpp/src/teapot.h new file mode 100644 index 0000000..6ddba08 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/teapot.h @@ -0,0 +1,83 @@ +// +// Created by sf on 8/9/17. +// + +#ifndef IMGUI_DEMO_TEAPOT_H +#define IMGUI_DEMO_TEAPOT_H + +#ifdef GL_PROFILE_GL3 +#include "gl_glcore_3_3.h" +#else +#include +#endif + +#include +#include + +class Teapot { +public: + Teapot(); + ~Teapot(); + bool init(); + void draw(); + void rotateBy(float angleX, float angleY); + void rotateTo(float angleX); + void rotateCameraBy(float angleX, float angleY); + void rotateCameraTo(float angleX); + void zoomBy(float zoomFactor); + float zoomValue(); + +private: + struct vtxData { + glm::vec3 pos; + glm::vec3 norm; + glm::vec3 tangent; + glm::vec3 binorm; + glm::vec3 texcoord; + }; + + struct uniformData { + glm::mat4 world; + glm::mat4 worldInverseTranspose; + glm::mat4 worldViewProj; + glm::mat4 viewInverse; + } unfData; + +#ifdef GL_PROFILE_GL3 + static GLuint g_vao; +#endif + int num_vertices; + int num_indices; + GLuint ibo; + GLuint vbo; + GLuint tex_skybox; + GLuint tex_bump; + + struct { + GLint g_Position; + GLint g_TexCoord0; + GLint g_Tangent; + GLint g_Binormal; + GLint g_Normal; + } attribs; + + struct { + GLint world; + GLint worldInverseTranspose; + GLint worldViewProj; + GLint viewInverse; + GLint normalSampler; + GLint envSampler; + } uniforms; + GLuint program; + + GLfloat rotX, rotY, zoom; + GLfloat camRX, camRY; + GLfloat addRotX, addRotY, addZoom; + GLfloat addCamRX, addCamRY; + + bool compileShaders(); + +}; + +#endif //IMGUI_DEMO_TEAPOT_H diff --git a/ImguiDemoSdl/src/main/cpp/src/teapot.inl b/ImguiDemoSdl/src/main/cpp/src/teapot.inl new file mode 100644 index 0000000..7f42b88 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/teapot.inl @@ -0,0 +1,2057 @@ +/* + * Copyright 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +// +// Teapot.inl +// Derived from WebGL sample +// https://github.com/KhronosGroup/WebGL/blob/master/sdk/demos/google/shiny-teapot/teapot-streams.js +// + +float teapotPositions[] = { 17.83489990234375, 0, 30.573999404907227, 16.452699661254883, -7.000179767608643, 30.573999404907227, + 16.223100662231445, -6.902520179748535, 31.51460075378418, 17.586000442504883, 0, 31.51460075378418, + 16.48940086364746, -7.015810012817383, 31.828100204467773, 17.87470054626465, 0, 31.828100204467773, + 17.031099319458008, -7.246280193328857, 31.51460075378418, 18.46190071105957, 0, 31.51460075378418, + 17.62779998779297, -7.500199794769287, 30.573999404907227, 19.108800888061523, 0, 30.573999404907227, + 12.662699699401855, -12.662699699401855, 30.573999404907227, 12.486100196838379, -12.486100196838379, 31.51460075378418, + 12.690999984741211, -12.690999984741211, 31.828100204467773, 13.10789966583252, -13.10789966583252, 31.51460075378418, + 13.56719970703125, -13.56719970703125, 30.573999404907227, 7.000179767608643, -16.452699661254883, 30.573999404907227, + 6.902520179748535, -16.223100662231445, 31.51460075378418, 7.015810012817383, 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189, 188, + 190, 195, 196, 196, 191, 190, 191, 196, 197, 197, 192, 191, 192, 197, 198, 198, 193, 192, 193, 198, 199, 199, 194, 193, + 200, 201, 202, 202, 203, 200, 203, 202, 204, 204, 205, 203, 205, 204, 206, 206, 207, 205, 207, 206, 208, 208, 209, 207, + 201, 210, 211, 211, 202, 201, 202, 211, 212, 212, 204, 202, 204, 212, 213, 213, 206, 204, 206, 213, 214, 214, 208, 206, + 210, 215, 216, 216, 211, 210, 211, 216, 217, 217, 212, 211, 212, 217, 218, 218, 213, 212, 213, 218, 219, 219, 214, 213, + 215, 220, 221, 221, 216, 215, 216, 221, 222, 222, 217, 216, 217, 222, 223, 223, 218, 217, 218, 223, 224, 224, 219, 218, + 225, 226, 227, 227, 228, 225, 228, 227, 229, 229, 230, 228, 230, 229, 231, 231, 232, 230, 232, 231, 233, 233, 234, 232, + 226, 235, 236, 236, 227, 226, 227, 236, 237, 237, 229, 227, 229, 237, 238, 238, 231, 229, 231, 238, 239, 239, 233, 231, + 235, 240, 241, 241, 236, 235, 236, 241, 242, 242, 237, 236, 237, 242, 243, 243, 238, 237, 238, 243, 244, 244, 239, 238, + 240, 245, 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709, 707, + 701, 710, 711, 711, 702, 701, 702, 711, 712, 712, 704, 702, 704, 712, 713, 713, 706, 704, 706, 713, 714, 714, 708, 706, + 710, 715, 716, 716, 711, 710, 711, 716, 717, 717, 712, 711, 712, 717, 718, 718, 713, 712, 713, 718, 719, 719, 714, 713, + 715, 720, 721, 721, 716, 715, 716, 721, 722, 722, 717, 716, 717, 722, 723, 723, 718, 717, 718, 723, 724, 724, 719, 718, + 725, 726, 727, 727, 728, 725, 728, 727, 729, 729, 730, 728, 730, 729, 731, 731, 732, 730, 732, 731, 733, 733, 734, 732, + 726, 735, 736, 736, 727, 726, 727, 736, 737, 737, 729, 727, 729, 737, 738, 738, 731, 729, 731, 738, 739, 739, 733, 731, + 735, 740, 741, 741, 736, 735, 736, 741, 742, 742, 737, 736, 737, 742, 743, 743, 738, 737, 738, 743, 744, 744, 739, 738, + 740, 745, 746, 746, 741, 740, 741, 746, 747, 747, 742, 741, 742, 747, 748, 748, 743, 742, 743, 748, 749, 749, 744, 743, + 750, 751, 752, 752, 753, 750, 753, 752, 754, 754, 755, 753, 755, 754, 756, 756, 757, 755, 757, 756, 758, 758, 759, 757, + 751, 760, 761, 761, 752, 751, 752, 761, 762, 762, 754, 752, 754, 762, 763, 763, 756, 754, 756, 763, 764, 764, 758, 756, + 760, 765, 766, 766, 761, 760, 761, 766, 767, 767, 762, 761, 762, 767, 768, 768, 763, 762, 763, 768, 769, 769, 764, 763, + 765, 770, 771, 771, 766, 765, 766, 771, 772, 772, 767, 766, 767, 772, 773, 773, 768, 767, 768, 773, 774, 774, 769, 768, + 775, 776, 777, 777, 778, 775, 778, 777, 779, 779, 780, 778, 780, 779, 781, 781, 782, 780, 782, 781, 783, 783, 784, 782, + 776, 785, 786, 786, 777, 776, 777, 786, 787, 787, 779, 777, 779, 787, 788, 788, 781, 779, 781, 788, 789, 789, 783, 781, + 785, 790, 791, 791, 786, 785, 786, 791, 792, 792, 787, 786, 787, 792, 793, 793, 788, 787, 788, 793, 794, 794, 789, 788, + 790, 795, 796, 796, 791, 790, 791, 796, 797, 797, 792, 791, 792, 797, 798, 798, 793, 792, 793, 798, 799, 799, 794, 793 }; diff --git a/ImguiDemoSdl/src/main/cpp/src/teapotjs/bump.jpg b/ImguiDemoSdl/src/main/cpp/src/teapotjs/bump.jpg new file mode 100644 index 0000000..ead1feb Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/src/teapotjs/bump.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/src/teapotjs/demo.js b/ImguiDemoSdl/src/main/cpp/src/teapotjs/demo.js new file mode 100644 index 0000000..deac903 --- /dev/null +++ b/ImguiDemoSdl/src/main/cpp/src/teapotjs/demo.js @@ -0,0 +1,417 @@ +/* + * Copyright (c) 2009 The Chromium Authors. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above + * copyright notice, this list of conditions and the following disclaimer + * in the documentation and/or other materials provided with the + * distribution. + * * Neither the name of Google Inc. nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +var gl = null; +var g_width = 0; +var g_height = 0; +var g_bumpTexture = null; +var g_envTexture = null; +var g_programObject = null; +var g_vbo = null; +var g_elementVbo = null; +var g_normalsOffset = 0; +var g_tangentsOffset = 0; +var g_binormalsOffset = 0; +var g_texCoordsOffset = 0; +var g_numElements = 0; + +// Uniform variables +var g_worldLoc = 0; +var g_worldInverseTransposeLoc = 0; +var g_worldViewProjLoc = 0; +var g_viewInverseLoc = 0; +var g_normalSamplerLoc = 0; +var g_envSamplerLoc = 0; + +var g_pendingTextureLoads = 0; + +// The "model" matrix is the "world" matrix in Standard Annotations +// and Semantics +var model = new Matrix4x4(); +var view = new Matrix4x4(); +var projection = new Matrix4x4(); + +var controller = null; + +function main() { + var c = document.getElementById("c"); + + //c = WebGLDebugUtils.makeLostContextSimulatingCanvas(c); + // tell the simulator when to lose context. + //c.loseContextInNCalls(15); + + c.addEventListener('webglcontextlost', handleContextLost, false); + c.addEventListener('webglcontextrestored', handleContextRestored, false); + + var ratio = window.devicePixelRatio ? window.devicePixelRatio : 1; + c.width = 800 * ratio; + c.height = 600 * ratio; + gl = WebGLUtils.setupWebGL(c); + if (!gl) + return; + g_width = c.width; + g_height = c.height; + controller = new CameraController(c); + // Try the following (and uncomment the "pointer-events: none;" in + // the index.html) to try the more precise hit detection + // controller = new CameraController(document.getElementById("body"), c, gl); + controller.onchange = function(xRot, yRot) { + draw(); + }; + init(); +} + +function log(msg) { + if (window.console && window.console.log) { + console.log(msg); + } +} + +function handleContextLost(e) { + log("handle context lost"); + e.preventDefault(); + clearLoadingImages(); +} + +function handleContextRestored() { + log("handle context restored"); + init(); +} + + +function output(str) { + document.body.appendChild(document.createTextNode(str)); + document.body.appendChild(document.createElement("br")); +} + +function checkGLError() { + var error = gl.getError(); + if (error != gl.NO_ERROR && error != gl.CONTEXT_LOST_WEBGL) { + var str = "GL Error: " + error; + output(str); + throw str; + } +} + +function init() { + gl.enable(gl.DEPTH_TEST); + // Can use this to make the background opaque + // gl.clearColor(0.3, 0.2, 0.2, 1.); + gl.clearColor(0.0, 0.0, 0.0, 0.0); + initTeapot(); + initShaders(); + g_bumpTexture = loadTexture("bump.jpg"); + g_envTexture = loadCubeMap("skybox", "jpg"); + draw(); +} + +function initTeapot() { + g_vbo = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, g_vbo); + gl.bufferData(gl.ARRAY_BUFFER, + teapotPositions.byteLength + + teapotNormals.byteLength + + teapotTangents.byteLength + + teapotBinormals.byteLength + + teapotTexCoords.byteLength, + gl.STATIC_DRAW); + g_normalsOffset = teapotPositions.byteLength; + g_tangentsOffset = g_normalsOffset + teapotNormals.byteLength; + g_binormalsOffset = g_tangentsOffset + teapotTangents.byteLength; + g_texCoordsOffset = g_binormalsOffset + teapotBinormals.byteLength; + gl.bufferSubData(gl.ARRAY_BUFFER, 0, teapotPositions); + gl.bufferSubData(gl.ARRAY_BUFFER, g_normalsOffset, teapotNormals); + gl.bufferSubData(gl.ARRAY_BUFFER, g_tangentsOffset, teapotTangents); + gl.bufferSubData(gl.ARRAY_BUFFER, g_binormalsOffset, teapotBinormals); + gl.bufferSubData(gl.ARRAY_BUFFER, g_texCoordsOffset, teapotTexCoords); + + g_elementVbo = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_elementVbo); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, teapotIndices, gl.STATIC_DRAW); + g_numElements = teapotIndices.length; +} + +var bumpReflectVertexSource = [ + "attribute vec3 g_Position;", + "attribute vec3 g_TexCoord0;", + "attribute vec3 g_Tangent;", + "attribute vec3 g_Binormal;", + "attribute vec3 g_Normal;", + "", + "uniform mat4 world;", + "uniform mat4 worldInverseTranspose;", + "uniform mat4 worldViewProj;", + "uniform mat4 viewInverse;", + "", + "varying vec2 texCoord;", + "varying vec3 worldEyeVec;", + "varying vec3 worldNormal;", + "varying vec3 worldTangent;", + "varying vec3 worldBinorm;", + "", + "void main() {", + " gl_Position = worldViewProj * vec4(g_Position.xyz, 1.);", + " texCoord.xy = g_TexCoord0.xy;", + " worldNormal = (worldInverseTranspose * vec4(g_Normal, 1.)).xyz;", + " worldTangent = (worldInverseTranspose * vec4(g_Tangent, 1.)).xyz;", + " worldBinorm = (worldInverseTranspose * vec4(g_Binormal, 1.)).xyz;", + " vec3 worldPos = (world * vec4(g_Position, 1.)).xyz;", + " worldEyeVec = normalize(worldPos - viewInverse[3].xyz);", + "}" + ].join("\n"); + +var bumpReflectFragmentSource = [ + "precision mediump float;\n", + "const float bumpHeight = 0.2;", + "", + "uniform sampler2D normalSampler;", + "uniform samplerCube envSampler;", + "", + "varying vec2 texCoord;", + "varying vec3 worldEyeVec;", + "varying vec3 worldNormal;", + "varying vec3 worldTangent;", + "varying vec3 worldBinorm;", + "", + "void main() {", + " vec2 bump = (texture2D(normalSampler, texCoord.xy).xy * 2.0 - 1.0) * bumpHeight;", + " vec3 normal = normalize(worldNormal);", + " vec3 tangent = normalize(worldTangent);", + " vec3 binormal = normalize(worldBinorm);", + " vec3 nb = normal + bump.x * tangent + bump.y * binormal;", + " nb = normalize(nb);", + " vec3 worldEye = normalize(worldEyeVec);", + " vec3 lookup = reflect(worldEye, nb);", + " vec4 color = textureCube(envSampler, lookup);", + " gl_FragColor = color;", + "}" + ].join("\n"); + +function loadShader(type, shaderSrc) { + var shader = gl.createShader(type); + // Load the shader source + gl.shaderSource(shader, shaderSrc); + // Compile the shader + gl.compileShader(shader); + // Check the compile status + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS) && + !gl.isContextLost()) { + var infoLog = gl.getShaderInfoLog(shader); + output("Error compiling shader:\n" + infoLog); + gl.deleteShader(shader); + return null; + } + return shader; +} + +function initShaders() { + var vertexShader = loadShader(gl.VERTEX_SHADER, bumpReflectVertexSource); + var fragmentShader = loadShader(gl.FRAGMENT_SHADER, bumpReflectFragmentSource); + // Create the program object + var programObject = gl.createProgram(); + gl.attachShader(programObject, vertexShader); + gl.attachShader(programObject, fragmentShader); + // Bind attributes + gl.bindAttribLocation(programObject, 0, "g_Position"); + gl.bindAttribLocation(programObject, 1, "g_TexCoord0"); + gl.bindAttribLocation(programObject, 2, "g_Tangent"); + gl.bindAttribLocation(programObject, 3, "g_Binormal"); + gl.bindAttribLocation(programObject, 4, "g_Normal"); + // Link the program + gl.linkProgram(programObject); + // Check the link status + var linked = gl.getProgramParameter(programObject, gl.LINK_STATUS); + if (!linked && !gl.isContextLost()) { + var infoLog = gl.getProgramInfoLog(programObject); + output("Error linking program:\n" + infoLog); + gl.deleteProgram(programObject); + return; + } + g_programObject = programObject; + // Look up uniform locations + g_worldLoc = gl.getUniformLocation(g_programObject, "world"); + g_worldInverseTransposeLoc = gl.getUniformLocation(g_programObject, "worldInverseTranspose"); + g_worldViewProjLoc = gl.getUniformLocation(g_programObject, "worldViewProj"); + g_viewInverseLoc = gl.getUniformLocation(g_programObject, "viewInverse"); + g_normalSamplerLoc = gl.getUniformLocation(g_programObject, "normalSampler"); + g_envSamplerLoc = gl.getUniformLocation(g_programObject, "envSampler"); + checkGLError(); +} + +function draw() { + // Note: the viewport is automatically set up to cover the entire Canvas. + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + checkGLError(); + + // For now, don't render if we have incomplete textures, just to + // avoid accidentally incurring OpenGL errors -- although we should + // be fully able to load textures in in the background + if (g_pendingTextureLoads > 0) { + return; + } + + // Set up the model, view and projection matrices + projection.loadIdentity(); + projection.perspective(45, g_width / g_height, 10, 500); + view.loadIdentity(); + view.translate(0, -10, -100.0); + + // Add in camera controller's rotation + model.loadIdentity(); + model.rotate(controller.xRot, 1, 0, 0); + model.rotate(controller.yRot, 0, 1, 0); + + // Correct for initial placement and orientation of model + model.translate(0, -10, 0); + model.rotate(90, 1, 0, 0); + + gl.useProgram(g_programObject); + + // Compute necessary matrices + var mvp = new Matrix4x4(); + mvp.multiply(model); + mvp.multiply(view); + mvp.multiply(projection); + var worldInverseTranspose = model.inverse(); + worldInverseTranspose.transpose(); + var viewInverse = view.inverse(); + + // Set up uniforms + gl.uniformMatrix4fv(g_worldLoc, gl.FALSE, new Float32Array(model.elements)); + gl.uniformMatrix4fv(g_worldInverseTransposeLoc, gl.FALSE, new Float32Array(worldInverseTranspose.elements)); + gl.uniformMatrix4fv(g_worldViewProjLoc, gl.FALSE, new Float32Array(mvp.elements)); + gl.uniformMatrix4fv(g_viewInverseLoc, gl.FALSE, new Float32Array(viewInverse.elements)); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, g_bumpTexture); + gl.uniform1i(g_normalSamplerLoc, 0); + gl.activeTexture(gl.TEXTURE1); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, g_envTexture); + gl.uniform1i(g_envSamplerLoc, 1); + checkGLError(); + + // Bind and set up vertex streams + gl.bindBuffer(gl.ARRAY_BUFFER, g_vbo); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 0, g_texCoordsOffset); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, g_tangentsOffset); + gl.enableVertexAttribArray(2); + gl.vertexAttribPointer(3, 3, gl.FLOAT, false, 0, g_binormalsOffset); + gl.enableVertexAttribArray(3); + gl.vertexAttribPointer(4, 3, gl.FLOAT, false, 0, g_normalsOffset); + gl.enableVertexAttribArray(4); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g_elementVbo); + checkGLError(); + gl.drawElements(gl.TRIANGLES, g_numElements, gl.UNSIGNED_SHORT, 0); +} + +// Array of images curently loading +var g_loadingImages = []; + +// Clears all the images currently loading. +// This is used to handle context lost events. +function clearLoadingImages() { + for (var ii = 0; ii < g_loadingImages.length; ++ii) { + g_loadingImages[ii].onload = undefined; + } + g_loadingImages = []; +} + +function loadTexture(src) { + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + ++g_pendingTextureLoads; + var image = new Image(); + g_loadingImages.push(image); + image.onload = function() { + g_loadingImages.splice(g_loadingImages.indexOf(image), 1); + --g_pendingTextureLoads; + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); + gl.texImage2D( + gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); + checkGLError(); + draw(); + }; + image.src = src; + return texture; +} + +function loadCubeMap(base, suffix) { + var texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture); + checkGLError(); + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + checkGLError(); + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + checkGLError(); + // FIXME: TEXTURE_WRAP_R doesn't exist in OpenGL ES?! + // gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE); + // checkGLError(); + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + checkGLError(); + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + checkGLError(); + var faces = [["posx", gl.TEXTURE_CUBE_MAP_POSITIVE_X], + ["negx", gl.TEXTURE_CUBE_MAP_NEGATIVE_X], + ["posy", gl.TEXTURE_CUBE_MAP_POSITIVE_Y], + ["negy", gl.TEXTURE_CUBE_MAP_NEGATIVE_Y], + ["posz", gl.TEXTURE_CUBE_MAP_POSITIVE_Z], + ["negz", gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]]; + for (var i = 0; i < faces.length; i++) { + var url = base + "-" + faces[i][0] + "." + suffix; + var face = faces[i][1]; + ++g_pendingTextureLoads; + var image = new Image(); + g_loadingImages.push(image); + // Javascript has function, not block, scope. + // See "JavaScript: The Good Parts", Chapter 4, "Functions", + // section "Scope". + image.onload = function(texture, face, image, url) { + return function() { + g_loadingImages.splice(g_loadingImages.indexOf(image), 1); + --g_pendingTextureLoads; + gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture); + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); + gl.texImage2D( + face, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); + checkGLError(); + draw(); + } + }(texture, face, image, url); + image.src = url; + } + return texture; +} diff --git a/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negx.jpg b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negx.jpg new file mode 100644 index 0000000..83003d9 Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negx.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negy.jpg b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negy.jpg new file mode 100644 index 0000000..28994e1 Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negy.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negz.jpg b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negz.jpg new file mode 100644 index 0000000..5fe1ce0 Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-negz.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posx.jpg b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posx.jpg new file mode 100644 index 0000000..4de68bb Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posx.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posy.jpg b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posy.jpg new file mode 100644 index 0000000..2c4ec2c Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posy.jpg differ diff --git a/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posz.jpg b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posz.jpg new file mode 100644 index 0000000..487be7b Binary files /dev/null and b/ImguiDemoSdl/src/main/cpp/src/teapotjs/skybox-posz.jpg differ diff --git a/ImguiDemoSdl/src/main/java/me/sfalexrog/imguidemo/DemoActivity.java b/ImguiDemoSdl/src/main/java/me/sfalexrog/imguidemo/DemoActivity.java new file mode 100644 index 0000000..8db50c9 --- /dev/null +++ b/ImguiDemoSdl/src/main/java/me/sfalexrog/imguidemo/DemoActivity.java @@ -0,0 +1,76 @@ +package me.sfalexrog.imguidemo; + +import android.content.res.AssetManager; +import android.os.Bundle; +import android.util.Log; + +import org.libsdl.app.SDLActivity; + +import java.io.BufferedOutputStream; +import java.io.FileOutputStream; +import java.io.IOException; +import java.io.InputStream; + +/** + * Created by sf on 8/7/17. + */ + +public class DemoActivity extends SDLActivity { + + /* A fancy way of getting the class name */ + private static final String TAG = DemoActivity.class.getSimpleName(); + + /* A list of assets to copy to internal directory */ + private static final String[] ASSET_NAMES = new String[]{"bump.jpg", + "skybox-negx.jpg", + "skybox-negy.jpg", + "skybox-negz.jpg", + "skybox-posx.jpg", + "skybox-posy.jpg", + "skybox-posz.jpg", + "Roboto-Medium.ttf" + }; + + @Override + protected String[] getLibraries() { + return new String[]{"demo"}; + } + + @Override + protected String[] getArguments() { + return new String[]{getFilesDir().getAbsolutePath()}; + } + + @Override + protected void onCreate(Bundle savedInstanceState) { + + super.onCreate(savedInstanceState); + /* We're going to unpack our assets to a location that's accessible + * via the usual stdio means. This is to avoid using AAssetManager + * in our native code. */ + Log.v(TAG, "Copying assets to accessible locations"); + AssetManager assetManager = this.getAssets(); + for (String assetName: ASSET_NAMES) { + try { + Log.v(TAG, "Copying " + assetName); + InputStream ais = assetManager.open(assetName); + FileOutputStream fos = openFileOutput(assetName, MODE_PRIVATE); + final int BUFSZ = 8192; + byte[] buffer = new byte[BUFSZ]; + int readlen = 0; + do { + readlen = ais.read(buffer, 0, BUFSZ); + if (readlen < 0) { + break; + } + fos.write(buffer, 0, readlen); + } while (readlen > 0); + fos.close(); + ais.close(); + } catch(IOException e){ + Log.e(TAG, "Could not open " + assetName + " from assets, that should not happen", e); + } + } + + } +} diff --git a/ImguiDemoSdl/src/main/res/mipmap-hdpi/ic_launcher.png b/ImguiDemoSdl/src/main/res/mipmap-hdpi/ic_launcher.png new file mode 100644 index 0000000..cde69bc Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-hdpi/ic_launcher.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-hdpi/ic_launcher_round.png b/ImguiDemoSdl/src/main/res/mipmap-hdpi/ic_launcher_round.png new file mode 100644 index 0000000..9a078e3 Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-hdpi/ic_launcher_round.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-mdpi/ic_launcher.png b/ImguiDemoSdl/src/main/res/mipmap-mdpi/ic_launcher.png new file mode 100644 index 0000000..c133a0c Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-mdpi/ic_launcher.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-mdpi/ic_launcher_round.png b/ImguiDemoSdl/src/main/res/mipmap-mdpi/ic_launcher_round.png new file mode 100644 index 0000000..efc028a Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-mdpi/ic_launcher_round.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-xhdpi/ic_launcher.png b/ImguiDemoSdl/src/main/res/mipmap-xhdpi/ic_launcher.png new file mode 100644 index 0000000..bfa42f0 Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-xhdpi/ic_launcher.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-xhdpi/ic_launcher_round.png b/ImguiDemoSdl/src/main/res/mipmap-xhdpi/ic_launcher_round.png new file mode 100644 index 0000000..3af2608 Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-xhdpi/ic_launcher_round.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-xxhdpi/ic_launcher.png b/ImguiDemoSdl/src/main/res/mipmap-xxhdpi/ic_launcher.png new file mode 100644 index 0000000..324e72c Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-xxhdpi/ic_launcher.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-xxhdpi/ic_launcher_round.png b/ImguiDemoSdl/src/main/res/mipmap-xxhdpi/ic_launcher_round.png new file mode 100644 index 0000000..9bec2e6 Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-xxhdpi/ic_launcher_round.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-xxxhdpi/ic_launcher.png b/ImguiDemoSdl/src/main/res/mipmap-xxxhdpi/ic_launcher.png new file mode 100644 index 0000000..aee44e1 Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-xxxhdpi/ic_launcher.png differ diff --git a/ImguiDemoSdl/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png b/ImguiDemoSdl/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png new file mode 100644 index 0000000..34947cd Binary files /dev/null and b/ImguiDemoSdl/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png differ diff --git a/ImguiDemoSdl/src/main/res/values/colors.xml b/ImguiDemoSdl/src/main/res/values/colors.xml new file mode 100644 index 0000000..3ab3e9c --- /dev/null +++ b/ImguiDemoSdl/src/main/res/values/colors.xml @@ -0,0 +1,6 @@ + + + #3F51B5 + #303F9F + #FF4081 + diff --git a/ImguiDemoSdl/src/main/res/values/strings.xml b/ImguiDemoSdl/src/main/res/values/strings.xml new file mode 100644 index 0000000..f98308e --- /dev/null +++ b/ImguiDemoSdl/src/main/res/values/strings.xml @@ -0,0 +1,3 @@ + + ImguiDemo + diff --git a/ImguiDemoSdl/src/main/res/values/styles.xml b/ImguiDemoSdl/src/main/res/values/styles.xml new file mode 100644 index 0000000..5885930 --- /dev/null +++ b/ImguiDemoSdl/src/main/res/values/styles.xml @@ -0,0 +1,11 @@ + + + + + + diff --git a/ImguiDemoSdl/src/test/java/me/sfalexrog/imguidemo/ExampleUnitTest.java b/ImguiDemoSdl/src/test/java/me/sfalexrog/imguidemo/ExampleUnitTest.java new file mode 100644 index 0000000..0b82b3f --- /dev/null +++ b/ImguiDemoSdl/src/test/java/me/sfalexrog/imguidemo/ExampleUnitTest.java @@ -0,0 +1,17 @@ +package me.sfalexrog.imguidemo; + +import org.junit.Test; + +import static org.junit.Assert.*; + +/** + * Example local unit test, which will execute on the development machine (host). + * + * @see Testing documentation + */ +public class ExampleUnitTest { + @Test + public void addition_isCorrect() throws Exception { + assertEquals(4, 2 + 2); + } +} \ No newline at end of file diff --git a/build.gradle b/build.gradle new file mode 100644 index 0000000..c2eea8e --- /dev/null +++ b/build.gradle @@ -0,0 +1,23 @@ +// Top-level build file where you can add configuration options common to all sub-projects/modules. + +buildscript { + repositories { + jcenter() + } + dependencies { + classpath 'com.android.tools.build:gradle:2.3.3' + + // NOTE: Do not place your application dependencies here; they belong + // in the individual module build.gradle files + } +} + +allprojects { + repositories { + jcenter() + } +} + +task clean(type: Delete) { + delete rootProject.buildDir +} diff --git a/gradle.properties b/gradle.properties new file mode 100644 index 0000000..aac7c9b --- /dev/null +++ b/gradle.properties @@ -0,0 +1,17 @@ +# Project-wide Gradle settings. + +# IDE (e.g. Android Studio) users: +# Gradle settings configured through the IDE *will override* +# any settings specified in this file. + +# For more details on how to configure your build environment visit +# http://www.gradle.org/docs/current/userguide/build_environment.html + +# Specifies the JVM arguments used for the daemon process. +# The setting is particularly useful for tweaking memory settings. +org.gradle.jvmargs=-Xmx1536m + +# When configured, Gradle will run in incubating parallel mode. +# This option should only be used with decoupled projects. More details, visit +# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects +# org.gradle.parallel=true diff --git a/gradle/wrapper/gradle-wrapper.jar b/gradle/wrapper/gradle-wrapper.jar new file mode 100644 index 0000000..13372ae Binary files /dev/null and b/gradle/wrapper/gradle-wrapper.jar differ diff --git a/gradle/wrapper/gradle-wrapper.properties b/gradle/wrapper/gradle-wrapper.properties new file mode 100644 index 0000000..6989857 --- /dev/null +++ b/gradle/wrapper/gradle-wrapper.properties @@ -0,0 +1,6 @@ +#Mon Aug 07 14:54:43 MSK 2017 +distributionBase=GRADLE_USER_HOME +distributionPath=wrapper/dists +zipStoreBase=GRADLE_USER_HOME +zipStorePath=wrapper/dists +distributionUrl=https\://services.gradle.org/distributions/gradle-3.3-all.zip diff --git a/gradlew b/gradlew new file mode 100755 index 0000000..9d82f78 --- /dev/null +++ b/gradlew @@ -0,0 +1,160 @@ +#!/usr/bin/env bash + +############################################################################## +## +## Gradle start up script for UN*X +## +############################################################################## + +# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. +DEFAULT_JVM_OPTS="" + +APP_NAME="Gradle" +APP_BASE_NAME=`basename "$0"` + +# Use the maximum available, or set MAX_FD != -1 to use that value. +MAX_FD="maximum" + +warn ( ) { + echo "$*" +} + +die ( ) { + echo + echo "$*" + echo + exit 1 +} + +# OS specific support (must be 'true' or 'false'). +cygwin=false +msys=false +darwin=false +case "`uname`" in + CYGWIN* ) + cygwin=true + ;; + Darwin* ) + darwin=true + ;; + MINGW* ) + msys=true + ;; +esac + +# Attempt to set APP_HOME +# Resolve links: $0 may be a link +PRG="$0" +# Need this for relative symlinks. +while [ -h "$PRG" ] ; do + ls=`ls -ld "$PRG"` + link=`expr "$ls" : '.*-> \(.*\)$'` + if expr "$link" : '/.*' > /dev/null; then + PRG="$link" + else + PRG=`dirname "$PRG"`"/$link" + fi +done +SAVED="`pwd`" +cd "`dirname \"$PRG\"`/" >/dev/null +APP_HOME="`pwd -P`" +cd "$SAVED" >/dev/null + +CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar + +# Determine the Java command to use to start the JVM. +if [ -n "$JAVA_HOME" ] ; then + if [ -x "$JAVA_HOME/jre/sh/java" ] ; then + # IBM's JDK on AIX uses strange locations for the executables + JAVACMD="$JAVA_HOME/jre/sh/java" + else + JAVACMD="$JAVA_HOME/bin/java" + fi + if [ ! -x "$JAVACMD" ] ; then + die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME + +Please set the JAVA_HOME variable in your environment to match the +location of your Java installation." + fi +else + JAVACMD="java" + which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. + +Please set the JAVA_HOME variable in your environment to match the +location of your Java installation." +fi + +# Increase the maximum file descriptors if we can. +if [ "$cygwin" = "false" -a "$darwin" = "false" ] ; then + MAX_FD_LIMIT=`ulimit -H -n` + if [ $? -eq 0 ] ; then + if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then + MAX_FD="$MAX_FD_LIMIT" + fi + ulimit -n $MAX_FD + if [ $? -ne 0 ] ; then + warn "Could not set maximum file descriptor limit: $MAX_FD" + fi + else + warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT" + fi +fi + +# For Darwin, add options to specify how the application appears in the dock +if $darwin; then + GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\"" +fi + +# For Cygwin, switch paths to Windows format before running java +if $cygwin ; then + APP_HOME=`cygpath --path --mixed "$APP_HOME"` + CLASSPATH=`cygpath --path --mixed "$CLASSPATH"` + JAVACMD=`cygpath --unix "$JAVACMD"` + + # We build the pattern for arguments to be converted via cygpath + ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null` + SEP="" + for dir in $ROOTDIRSRAW ; do + ROOTDIRS="$ROOTDIRS$SEP$dir" + SEP="|" + done + OURCYGPATTERN="(^($ROOTDIRS))" + # Add a user-defined pattern to the cygpath arguments + if [ "$GRADLE_CYGPATTERN" != "" ] ; then + OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)" + fi + # Now convert the arguments - kludge to limit ourselves to /bin/sh + i=0 + for arg in "$@" ; do + CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -` + CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option + + if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition + eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"` + else + eval `echo args$i`="\"$arg\"" + fi + i=$((i+1)) + done + case $i in + (0) set -- ;; + (1) set -- "$args0" ;; + (2) set -- "$args0" "$args1" ;; + (3) set -- "$args0" "$args1" "$args2" ;; + (4) set -- "$args0" "$args1" "$args2" "$args3" ;; + (5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;; + (6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;; + (7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;; + (8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;; + (9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;; + esac +fi + +# Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules +function splitJvmOpts() { + JVM_OPTS=("$@") +} +eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS +JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME" + +exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@" diff --git a/gradlew.bat b/gradlew.bat new file mode 100644 index 0000000..aec9973 --- /dev/null +++ b/gradlew.bat @@ -0,0 +1,90 @@ +@if "%DEBUG%" == "" @echo off +@rem ########################################################################## +@rem +@rem Gradle startup script for Windows +@rem +@rem ########################################################################## + +@rem Set local scope for the variables with windows NT shell +if "%OS%"=="Windows_NT" setlocal + +@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. +set DEFAULT_JVM_OPTS= + +set DIRNAME=%~dp0 +if "%DIRNAME%" == "" set DIRNAME=. +set APP_BASE_NAME=%~n0 +set APP_HOME=%DIRNAME% + +@rem Find java.exe +if defined JAVA_HOME goto findJavaFromJavaHome + +set JAVA_EXE=java.exe +%JAVA_EXE% -version >NUL 2>&1 +if "%ERRORLEVEL%" == "0" goto init + +echo. +echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. +echo. +echo Please set the JAVA_HOME variable in your environment to match the +echo location of your Java installation. + +goto fail + +:findJavaFromJavaHome +set JAVA_HOME=%JAVA_HOME:"=% +set JAVA_EXE=%JAVA_HOME%/bin/java.exe + +if exist "%JAVA_EXE%" goto init + +echo. +echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% +echo. +echo Please set the JAVA_HOME variable in your environment to match the +echo location of your Java installation. + +goto fail + +:init +@rem Get command-line arguments, handling Windowz variants + +if not "%OS%" == "Windows_NT" goto win9xME_args +if "%@eval[2+2]" == "4" goto 4NT_args + +:win9xME_args +@rem Slurp the command line arguments. +set CMD_LINE_ARGS= +set _SKIP=2 + +:win9xME_args_slurp +if "x%~1" == "x" goto execute + +set CMD_LINE_ARGS=%* +goto execute + +:4NT_args +@rem Get arguments from the 4NT Shell from JP Software +set CMD_LINE_ARGS=%$ + +:execute +@rem Setup the command line + +set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar + +@rem Execute Gradle +"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS% + +:end +@rem End local scope for the variables with windows NT shell +if "%ERRORLEVEL%"=="0" goto mainEnd + +:fail +rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of +rem the _cmd.exe /c_ return code! +if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1 +exit /b 1 + +:mainEnd +if "%OS%"=="Windows_NT" endlocal + +:omega diff --git a/settings.gradle b/settings.gradle new file mode 100644 index 0000000..31cc906 --- /dev/null +++ b/settings.gradle @@ -0,0 +1 @@ +include ':ImguiDemoSdl'