namespace Msp {
namespace GL {
-PFNGLATTACHSHADERPROC glAttachShader = 0;
-PFNGLCOMPILESHADERPROC glCompileShader = 0;
-PFNGLCREATEPROGRAMPROC glCreateProgram = 0;
-PFNGLCREATESHADERPROC glCreateShader = 0;
-PFNGLDELETEPROGRAMPROC glDeleteProgram = 0;
-PFNGLDELETESHADERPROC glDeleteShader = 0;
-PFNGLDETACHSHADERPROC glDetachShader = 0;
-PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform = 0;
-PFNGLGETATTACHEDSHADERSPROC glGetAttachedShaders = 0;
-PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = 0;
-PFNGLGETPROGRAMIVPROC glGetProgramiv = 0;
-PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = 0;
-PFNGLGETSHADERSOURCEPROC glGetShaderSource = 0;
-PFNGLGETSHADERIVPROC glGetShaderiv = 0;
-PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = 0;
-PFNGLGETUNIFORMFVPROC glGetUniformfv = 0;
-PFNGLGETUNIFORMIVPROC glGetUniformiv = 0;
-PFNGLLINKPROGRAMPROC glLinkProgram = 0;
-PFNGLSHADERSOURCEPROC glShaderSource = 0;
-PFNGLUNIFORM1FPROC glUniform1f = 0;
-PFNGLUNIFORM1FVPROC glUniform1fv = 0;
-PFNGLUNIFORM1IPROC glUniform1i = 0;
-PFNGLUNIFORM1IVPROC glUniform1iv = 0;
-PFNGLUNIFORM2FPROC glUniform2f = 0;
-PFNGLUNIFORM2FVPROC glUniform2fv = 0;
-PFNGLUNIFORM2IPROC glUniform2i = 0;
-PFNGLUNIFORM2IVPROC glUniform2iv = 0;
-PFNGLUNIFORM3FPROC glUniform3f = 0;
-PFNGLUNIFORM3FVPROC glUniform3fv = 0;
-PFNGLUNIFORM3IPROC glUniform3i = 0;
-PFNGLUNIFORM3IVPROC glUniform3iv = 0;
-PFNGLUNIFORM4FPROC glUniform4f = 0;
-PFNGLUNIFORM4FVPROC glUniform4fv = 0;
-PFNGLUNIFORM4IPROC glUniform4i = 0;
-PFNGLUNIFORM4IVPROC glUniform4iv = 0;
-PFNGLUNIFORMMATRIX2FVPROC glUniformMatrix2fv = 0;
-PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv = 0;
-PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = 0;
-PFNGLUSEPROGRAMPROC glUseProgram = 0;
-PFNGLVALIDATEPROGRAMPROC glValidateProgram = 0;
+PFNGLATTACHOBJECTARBPROC glAttachShader = 0;
+PFNGLCOMPILESHADERARBPROC glCompileShader = 0;
+PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgram = 0;
+PFNGLCREATESHADEROBJECTARBPROC glCreateShader = 0;
+PFNGLDELETEOBJECTARBPROC glDeleteProgram = 0;
+PFNGLDELETEOBJECTARBPROC glDeleteShader = 0;
+PFNGLDETACHOBJECTARBPROC glDetachShader = 0;
+PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniform = 0;
+PFNGLGETATTACHEDOBJECTSARBPROC glGetAttachedShaders = 0;
+PFNGLGETINFOLOGARBPROC glGetProgramInfoLog = 0;
+PFNGLGETOBJECTPARAMETERIVARBPROC glGetProgramiv = 0;
+PFNGLGETINFOLOGARBPROC glGetShaderInfoLog = 0;
+PFNGLGETSHADERSOURCEARBPROC glGetShaderSource = 0;
+PFNGLGETOBJECTPARAMETERIVARBPROC glGetShaderiv = 0;
+PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation = 0;
+PFNGLGETUNIFORMFVARBPROC glGetUniformfv = 0;
+PFNGLGETUNIFORMIVARBPROC glGetUniformiv = 0;
+PFNGLLINKPROGRAMARBPROC glLinkProgram = 0;
+PFNGLSHADERSOURCEARBPROC glShaderSource = 0;
+PFNGLUNIFORM1FARBPROC glUniform1f = 0;
+PFNGLUNIFORM1FVARBPROC glUniform1fv = 0;
+PFNGLUNIFORM1IARBPROC glUniform1i = 0;
+PFNGLUNIFORM1IVARBPROC glUniform1iv = 0;
+PFNGLUNIFORM2FARBPROC glUniform2f = 0;
+PFNGLUNIFORM2FVARBPROC glUniform2fv = 0;
+PFNGLUNIFORM2IARBPROC glUniform2i = 0;
+PFNGLUNIFORM2IVARBPROC glUniform2iv = 0;
+PFNGLUNIFORM3FARBPROC glUniform3f = 0;
+PFNGLUNIFORM3FVARBPROC glUniform3fv = 0;
+PFNGLUNIFORM3IARBPROC glUniform3i = 0;
+PFNGLUNIFORM3IVARBPROC glUniform3iv = 0;
+PFNGLUNIFORM4FARBPROC glUniform4f = 0;
+PFNGLUNIFORM4FVARBPROC glUniform4fv = 0;
+PFNGLUNIFORM4IARBPROC glUniform4i = 0;
+PFNGLUNIFORM4IVARBPROC glUniform4iv = 0;
+PFNGLUNIFORMMATRIX2FVARBPROC glUniformMatrix2fv = 0;
+PFNGLUNIFORMMATRIX3FVARBPROC glUniformMatrix3fv = 0;
+PFNGLUNIFORMMATRIX4FVARBPROC glUniformMatrix4fv = 0;
+PFNGLUSEPROGRAMOBJECTARBPROC glUseProgram = 0;
+PFNGLVALIDATEPROGRAMARBPROC glValidateProgram = 0;
Extension::SupportLevel init_arb_shader_objects()
{
if(is_version_at_least(2, 0))
{
- glAttachShader = reinterpret_cast<PFNGLATTACHSHADERPROC>(get_proc_address("glAttachShader"));
- glCompileShader = reinterpret_cast<PFNGLCOMPILESHADERPROC>(get_proc_address("glCompileShader"));
- glCreateProgram = reinterpret_cast<PFNGLCREATEPROGRAMPROC>(get_proc_address("glCreateProgram"));
- glCreateShader = reinterpret_cast<PFNGLCREATESHADERPROC>(get_proc_address("glCreateShader"));
- glDeleteProgram = reinterpret_cast<PFNGLDELETEPROGRAMPROC>(get_proc_address("glDeleteProgram"));
- glDeleteShader = reinterpret_cast<PFNGLDELETESHADERPROC>(get_proc_address("glDeleteShader"));
- glDetachShader = reinterpret_cast<PFNGLDETACHSHADERPROC>(get_proc_address("glDetachShader"));
- glGetActiveUniform = reinterpret_cast<PFNGLGETACTIVEUNIFORMPROC>(get_proc_address("glGetActiveUniform"));
- glGetAttachedShaders = reinterpret_cast<PFNGLGETATTACHEDSHADERSPROC>(get_proc_address("glGetAttachedShaders"));
- glGetProgramInfoLog = reinterpret_cast<PFNGLGETPROGRAMINFOLOGPROC>(get_proc_address("glGetProgramInfoLog"));
- glGetProgramiv = reinterpret_cast<PFNGLGETPROGRAMIVPROC>(get_proc_address("glGetProgramiv"));
- glGetShaderInfoLog = reinterpret_cast<PFNGLGETSHADERINFOLOGPROC>(get_proc_address("glGetShaderInfoLog"));
- glGetShaderSource = reinterpret_cast<PFNGLGETSHADERSOURCEPROC>(get_proc_address("glGetShaderSource"));
- glGetShaderiv = reinterpret_cast<PFNGLGETSHADERIVPROC>(get_proc_address("glGetShaderiv"));
- glGetUniformLocation = reinterpret_cast<PFNGLGETUNIFORMLOCATIONPROC>(get_proc_address("glGetUniformLocation"));
- glGetUniformfv = reinterpret_cast<PFNGLGETUNIFORMFVPROC>(get_proc_address("glGetUniformfv"));
- glGetUniformiv = reinterpret_cast<PFNGLGETUNIFORMIVPROC>(get_proc_address("glGetUniformiv"));
- glLinkProgram = reinterpret_cast<PFNGLLINKPROGRAMPROC>(get_proc_address("glLinkProgram"));
- glShaderSource = reinterpret_cast<PFNGLSHADERSOURCEPROC>(get_proc_address("glShaderSource"));
- glUniform1f = reinterpret_cast<PFNGLUNIFORM1FPROC>(get_proc_address("glUniform1f"));
- glUniform1fv = reinterpret_cast<PFNGLUNIFORM1FVPROC>(get_proc_address("glUniform1fv"));
- glUniform1i = reinterpret_cast<PFNGLUNIFORM1IPROC>(get_proc_address("glUniform1i"));
- glUniform1iv = reinterpret_cast<PFNGLUNIFORM1IVPROC>(get_proc_address("glUniform1iv"));
- glUniform2f = reinterpret_cast<PFNGLUNIFORM2FPROC>(get_proc_address("glUniform2f"));
- glUniform2fv = reinterpret_cast<PFNGLUNIFORM2FVPROC>(get_proc_address("glUniform2fv"));
- glUniform2i = reinterpret_cast<PFNGLUNIFORM2IPROC>(get_proc_address("glUniform2i"));
- glUniform2iv = reinterpret_cast<PFNGLUNIFORM2IVPROC>(get_proc_address("glUniform2iv"));
- glUniform3f = reinterpret_cast<PFNGLUNIFORM3FPROC>(get_proc_address("glUniform3f"));
- glUniform3fv = reinterpret_cast<PFNGLUNIFORM3FVPROC>(get_proc_address("glUniform3fv"));
- glUniform3i = reinterpret_cast<PFNGLUNIFORM3IPROC>(get_proc_address("glUniform3i"));
- glUniform3iv = reinterpret_cast<PFNGLUNIFORM3IVPROC>(get_proc_address("glUniform3iv"));
- glUniform4f = reinterpret_cast<PFNGLUNIFORM4FPROC>(get_proc_address("glUniform4f"));
- glUniform4fv = reinterpret_cast<PFNGLUNIFORM4FVPROC>(get_proc_address("glUniform4fv"));
- glUniform4i = reinterpret_cast<PFNGLUNIFORM4IPROC>(get_proc_address("glUniform4i"));
- glUniform4iv = reinterpret_cast<PFNGLUNIFORM4IVPROC>(get_proc_address("glUniform4iv"));
- glUniformMatrix2fv = reinterpret_cast<PFNGLUNIFORMMATRIX2FVPROC>(get_proc_address("glUniformMatrix2fv"));
- glUniformMatrix3fv = reinterpret_cast<PFNGLUNIFORMMATRIX3FVPROC>(get_proc_address("glUniformMatrix3fv"));
- glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVPROC>(get_proc_address("glUniformMatrix4fv"));
- glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMPROC>(get_proc_address("glUseProgram"));
- glValidateProgram = reinterpret_cast<PFNGLVALIDATEPROGRAMPROC>(get_proc_address("glValidateProgram"));
+ glAttachShader = reinterpret_cast<PFNGLATTACHOBJECTARBPROC>(get_proc_address("glAttachShader"));
+ glCompileShader = reinterpret_cast<PFNGLCOMPILESHADERARBPROC>(get_proc_address("glCompileShader"));
+ glCreateProgram = reinterpret_cast<PFNGLCREATEPROGRAMOBJECTARBPROC>(get_proc_address("glCreateProgram"));
+ glCreateShader = reinterpret_cast<PFNGLCREATESHADEROBJECTARBPROC>(get_proc_address("glCreateShader"));
+ glDeleteProgram = reinterpret_cast<PFNGLDELETEOBJECTARBPROC>(get_proc_address("glDeleteProgram"));
+ glDeleteShader = reinterpret_cast<PFNGLDELETEOBJECTARBPROC>(get_proc_address("glDeleteShader"));
+ glDetachShader = reinterpret_cast<PFNGLDETACHOBJECTARBPROC>(get_proc_address("glDetachShader"));
+ glGetActiveUniform = reinterpret_cast<PFNGLGETACTIVEUNIFORMARBPROC>(get_proc_address("glGetActiveUniform"));
+ glGetAttachedShaders = reinterpret_cast<PFNGLGETATTACHEDOBJECTSARBPROC>(get_proc_address("glGetAttachedShaders"));
+ glGetProgramInfoLog = reinterpret_cast<PFNGLGETINFOLOGARBPROC>(get_proc_address("glGetProgramInfoLog"));
+ glGetProgramiv = reinterpret_cast<PFNGLGETOBJECTPARAMETERIVARBPROC>(get_proc_address("glGetProgramiv"));
+ glGetShaderInfoLog = reinterpret_cast<PFNGLGETINFOLOGARBPROC>(get_proc_address("glGetShaderInfoLog"));
+ glGetShaderSource = reinterpret_cast<PFNGLGETSHADERSOURCEARBPROC>(get_proc_address("glGetShaderSource"));
+ glGetShaderiv = reinterpret_cast<PFNGLGETOBJECTPARAMETERIVARBPROC>(get_proc_address("glGetShaderiv"));
+ glGetUniformLocation = reinterpret_cast<PFNGLGETUNIFORMLOCATIONARBPROC>(get_proc_address("glGetUniformLocation"));
+ glGetUniformfv = reinterpret_cast<PFNGLGETUNIFORMFVARBPROC>(get_proc_address("glGetUniformfv"));
+ glGetUniformiv = reinterpret_cast<PFNGLGETUNIFORMIVARBPROC>(get_proc_address("glGetUniformiv"));
+ glLinkProgram = reinterpret_cast<PFNGLLINKPROGRAMARBPROC>(get_proc_address("glLinkProgram"));
+ glShaderSource = reinterpret_cast<PFNGLSHADERSOURCEARBPROC>(get_proc_address("glShaderSource"));
+ glUniform1f = reinterpret_cast<PFNGLUNIFORM1FARBPROC>(get_proc_address("glUniform1f"));
+ glUniform1fv = reinterpret_cast<PFNGLUNIFORM1FVARBPROC>(get_proc_address("glUniform1fv"));
+ glUniform1i = reinterpret_cast<PFNGLUNIFORM1IARBPROC>(get_proc_address("glUniform1i"));
+ glUniform1iv = reinterpret_cast<PFNGLUNIFORM1IVARBPROC>(get_proc_address("glUniform1iv"));
+ glUniform2f = reinterpret_cast<PFNGLUNIFORM2FARBPROC>(get_proc_address("glUniform2f"));
+ glUniform2fv = reinterpret_cast<PFNGLUNIFORM2FVARBPROC>(get_proc_address("glUniform2fv"));
+ glUniform2i = reinterpret_cast<PFNGLUNIFORM2IARBPROC>(get_proc_address("glUniform2i"));
+ glUniform2iv = reinterpret_cast<PFNGLUNIFORM2IVARBPROC>(get_proc_address("glUniform2iv"));
+ glUniform3f = reinterpret_cast<PFNGLUNIFORM3FARBPROC>(get_proc_address("glUniform3f"));
+ glUniform3fv = reinterpret_cast<PFNGLUNIFORM3FVARBPROC>(get_proc_address("glUniform3fv"));
+ glUniform3i = reinterpret_cast<PFNGLUNIFORM3IARBPROC>(get_proc_address("glUniform3i"));
+ glUniform3iv = reinterpret_cast<PFNGLUNIFORM3IVARBPROC>(get_proc_address("glUniform3iv"));
+ glUniform4f = reinterpret_cast<PFNGLUNIFORM4FARBPROC>(get_proc_address("glUniform4f"));
+ glUniform4fv = reinterpret_cast<PFNGLUNIFORM4FVARBPROC>(get_proc_address("glUniform4fv"));
+ glUniform4i = reinterpret_cast<PFNGLUNIFORM4IARBPROC>(get_proc_address("glUniform4i"));
+ glUniform4iv = reinterpret_cast<PFNGLUNIFORM4IVARBPROC>(get_proc_address("glUniform4iv"));
+ glUniformMatrix2fv = reinterpret_cast<PFNGLUNIFORMMATRIX2FVARBPROC>(get_proc_address("glUniformMatrix2fv"));
+ glUniformMatrix3fv = reinterpret_cast<PFNGLUNIFORMMATRIX3FVARBPROC>(get_proc_address("glUniformMatrix3fv"));
+ glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVARBPROC>(get_proc_address("glUniformMatrix4fv"));
+ glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMOBJECTARBPROC>(get_proc_address("glUseProgram"));
+ glValidateProgram = reinterpret_cast<PFNGLVALIDATEPROGRAMARBPROC>(get_proc_address("glValidateProgram"));
return Extension::CORE;
}
if(is_supported("GL_ARB_shader_objects"))
{
- glAttachShader = reinterpret_cast<PFNGLATTACHSHADERPROC>(get_proc_address("glAttachObjectARB"));
- glCompileShader = reinterpret_cast<PFNGLCOMPILESHADERPROC>(get_proc_address("glCompileShaderARB"));
- glCreateProgram = reinterpret_cast<PFNGLCREATEPROGRAMPROC>(get_proc_address("glCreateProgramObjectARB"));
- glCreateShader = reinterpret_cast<PFNGLCREATESHADERPROC>(get_proc_address("glCreateShaderObjectARB"));
- glDeleteProgram = reinterpret_cast<PFNGLDELETEPROGRAMPROC>(get_proc_address("glDeleteObjectARB"));
- glDeleteShader = reinterpret_cast<PFNGLDELETESHADERPROC>(get_proc_address("glDeleteObjectARB"));
- glDetachShader = reinterpret_cast<PFNGLDETACHSHADERPROC>(get_proc_address("glDetachObjectARB"));
- glGetActiveUniform = reinterpret_cast<PFNGLGETACTIVEUNIFORMPROC>(get_proc_address("glGetActiveUniformARB"));
- glGetAttachedShaders = reinterpret_cast<PFNGLGETATTACHEDSHADERSPROC>(get_proc_address("glGetAttachedObjectsARB"));
- glGetProgramInfoLog = reinterpret_cast<PFNGLGETPROGRAMINFOLOGPROC>(get_proc_address("glGetInfoLogARB"));
- glGetProgramiv = reinterpret_cast<PFNGLGETPROGRAMIVPROC>(get_proc_address("glGetObjectParameterivARB"));
- glGetShaderInfoLog = reinterpret_cast<PFNGLGETSHADERINFOLOGPROC>(get_proc_address("glGetInfoLogARB"));
- glGetShaderSource = reinterpret_cast<PFNGLGETSHADERSOURCEPROC>(get_proc_address("glGetShaderSourceARB"));
- glGetShaderiv = reinterpret_cast<PFNGLGETSHADERIVPROC>(get_proc_address("glGetObjectParameterivARB"));
- glGetUniformLocation = reinterpret_cast<PFNGLGETUNIFORMLOCATIONPROC>(get_proc_address("glGetUniformLocationARB"));
- glGetUniformfv = reinterpret_cast<PFNGLGETUNIFORMFVPROC>(get_proc_address("glGetUniformfvARB"));
- glGetUniformiv = reinterpret_cast<PFNGLGETUNIFORMIVPROC>(get_proc_address("glGetUniformivARB"));
- glLinkProgram = reinterpret_cast<PFNGLLINKPROGRAMPROC>(get_proc_address("glLinkProgramARB"));
- glShaderSource = reinterpret_cast<PFNGLSHADERSOURCEPROC>(get_proc_address("glShaderSourceARB"));
- glUniform1f = reinterpret_cast<PFNGLUNIFORM1FPROC>(get_proc_address("glUniform1fARB"));
- glUniform1fv = reinterpret_cast<PFNGLUNIFORM1FVPROC>(get_proc_address("glUniform1fvARB"));
- glUniform1i = reinterpret_cast<PFNGLUNIFORM1IPROC>(get_proc_address("glUniform1iARB"));
- glUniform1iv = reinterpret_cast<PFNGLUNIFORM1IVPROC>(get_proc_address("glUniform1ivARB"));
- glUniform2f = reinterpret_cast<PFNGLUNIFORM2FPROC>(get_proc_address("glUniform2fARB"));
- glUniform2fv = reinterpret_cast<PFNGLUNIFORM2FVPROC>(get_proc_address("glUniform2fvARB"));
- glUniform2i = reinterpret_cast<PFNGLUNIFORM2IPROC>(get_proc_address("glUniform2iARB"));
- glUniform2iv = reinterpret_cast<PFNGLUNIFORM2IVPROC>(get_proc_address("glUniform2ivARB"));
- glUniform3f = reinterpret_cast<PFNGLUNIFORM3FPROC>(get_proc_address("glUniform3fARB"));
- glUniform3fv = reinterpret_cast<PFNGLUNIFORM3FVPROC>(get_proc_address("glUniform3fvARB"));
- glUniform3i = reinterpret_cast<PFNGLUNIFORM3IPROC>(get_proc_address("glUniform3iARB"));
- glUniform3iv = reinterpret_cast<PFNGLUNIFORM3IVPROC>(get_proc_address("glUniform3ivARB"));
- glUniform4f = reinterpret_cast<PFNGLUNIFORM4FPROC>(get_proc_address("glUniform4fARB"));
- glUniform4fv = reinterpret_cast<PFNGLUNIFORM4FVPROC>(get_proc_address("glUniform4fvARB"));
- glUniform4i = reinterpret_cast<PFNGLUNIFORM4IPROC>(get_proc_address("glUniform4iARB"));
- glUniform4iv = reinterpret_cast<PFNGLUNIFORM4IVPROC>(get_proc_address("glUniform4ivARB"));
- glUniformMatrix2fv = reinterpret_cast<PFNGLUNIFORMMATRIX2FVPROC>(get_proc_address("glUniformMatrix2fvARB"));
- glUniformMatrix3fv = reinterpret_cast<PFNGLUNIFORMMATRIX3FVPROC>(get_proc_address("glUniformMatrix3fvARB"));
- glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVPROC>(get_proc_address("glUniformMatrix4fvARB"));
- glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMPROC>(get_proc_address("glUseProgramObjectARB"));
- glValidateProgram = reinterpret_cast<PFNGLVALIDATEPROGRAMPROC>(get_proc_address("glValidateProgramARB"));
+ glAttachShader = reinterpret_cast<PFNGLATTACHOBJECTARBPROC>(get_proc_address("glAttachObjectARB"));
+ glCompileShader = reinterpret_cast<PFNGLCOMPILESHADERARBPROC>(get_proc_address("glCompileShaderARB"));
+ glCreateProgram = reinterpret_cast<PFNGLCREATEPROGRAMOBJECTARBPROC>(get_proc_address("glCreateProgramObjectARB"));
+ glCreateShader = reinterpret_cast<PFNGLCREATESHADEROBJECTARBPROC>(get_proc_address("glCreateShaderObjectARB"));
+ glDeleteProgram = reinterpret_cast<PFNGLDELETEOBJECTARBPROC>(get_proc_address("glDeleteObjectARB"));
+ glDeleteShader = reinterpret_cast<PFNGLDELETEOBJECTARBPROC>(get_proc_address("glDeleteObjectARB"));
+ glDetachShader = reinterpret_cast<PFNGLDETACHOBJECTARBPROC>(get_proc_address("glDetachObjectARB"));
+ glGetActiveUniform = reinterpret_cast<PFNGLGETACTIVEUNIFORMARBPROC>(get_proc_address("glGetActiveUniformARB"));
+ glGetAttachedShaders = reinterpret_cast<PFNGLGETATTACHEDOBJECTSARBPROC>(get_proc_address("glGetAttachedObjectsARB"));
+ glGetProgramInfoLog = reinterpret_cast<PFNGLGETINFOLOGARBPROC>(get_proc_address("glGetInfoLogARB"));
+ glGetProgramiv = reinterpret_cast<PFNGLGETOBJECTPARAMETERIVARBPROC>(get_proc_address("glGetObjectParameterivARB"));
+ glGetShaderInfoLog = reinterpret_cast<PFNGLGETINFOLOGARBPROC>(get_proc_address("glGetInfoLogARB"));
+ glGetShaderSource = reinterpret_cast<PFNGLGETSHADERSOURCEARBPROC>(get_proc_address("glGetShaderSourceARB"));
+ glGetShaderiv = reinterpret_cast<PFNGLGETOBJECTPARAMETERIVARBPROC>(get_proc_address("glGetObjectParameterivARB"));
+ glGetUniformLocation = reinterpret_cast<PFNGLGETUNIFORMLOCATIONARBPROC>(get_proc_address("glGetUniformLocationARB"));
+ glGetUniformfv = reinterpret_cast<PFNGLGETUNIFORMFVARBPROC>(get_proc_address("glGetUniformfvARB"));
+ glGetUniformiv = reinterpret_cast<PFNGLGETUNIFORMIVARBPROC>(get_proc_address("glGetUniformivARB"));
+ glLinkProgram = reinterpret_cast<PFNGLLINKPROGRAMARBPROC>(get_proc_address("glLinkProgramARB"));
+ glShaderSource = reinterpret_cast<PFNGLSHADERSOURCEARBPROC>(get_proc_address("glShaderSourceARB"));
+ glUniform1f = reinterpret_cast<PFNGLUNIFORM1FARBPROC>(get_proc_address("glUniform1fARB"));
+ glUniform1fv = reinterpret_cast<PFNGLUNIFORM1FVARBPROC>(get_proc_address("glUniform1fvARB"));
+ glUniform1i = reinterpret_cast<PFNGLUNIFORM1IARBPROC>(get_proc_address("glUniform1iARB"));
+ glUniform1iv = reinterpret_cast<PFNGLUNIFORM1IVARBPROC>(get_proc_address("glUniform1ivARB"));
+ glUniform2f = reinterpret_cast<PFNGLUNIFORM2FARBPROC>(get_proc_address("glUniform2fARB"));
+ glUniform2fv = reinterpret_cast<PFNGLUNIFORM2FVARBPROC>(get_proc_address("glUniform2fvARB"));
+ glUniform2i = reinterpret_cast<PFNGLUNIFORM2IARBPROC>(get_proc_address("glUniform2iARB"));
+ glUniform2iv = reinterpret_cast<PFNGLUNIFORM2IVARBPROC>(get_proc_address("glUniform2ivARB"));
+ glUniform3f = reinterpret_cast<PFNGLUNIFORM3FARBPROC>(get_proc_address("glUniform3fARB"));
+ glUniform3fv = reinterpret_cast<PFNGLUNIFORM3FVARBPROC>(get_proc_address("glUniform3fvARB"));
+ glUniform3i = reinterpret_cast<PFNGLUNIFORM3IARBPROC>(get_proc_address("glUniform3iARB"));
+ glUniform3iv = reinterpret_cast<PFNGLUNIFORM3IVARBPROC>(get_proc_address("glUniform3ivARB"));
+ glUniform4f = reinterpret_cast<PFNGLUNIFORM4FARBPROC>(get_proc_address("glUniform4fARB"));
+ glUniform4fv = reinterpret_cast<PFNGLUNIFORM4FVARBPROC>(get_proc_address("glUniform4fvARB"));
+ glUniform4i = reinterpret_cast<PFNGLUNIFORM4IARBPROC>(get_proc_address("glUniform4iARB"));
+ glUniform4iv = reinterpret_cast<PFNGLUNIFORM4IVARBPROC>(get_proc_address("glUniform4ivARB"));
+ glUniformMatrix2fv = reinterpret_cast<PFNGLUNIFORMMATRIX2FVARBPROC>(get_proc_address("glUniformMatrix2fvARB"));
+ glUniformMatrix3fv = reinterpret_cast<PFNGLUNIFORMMATRIX3FVARBPROC>(get_proc_address("glUniformMatrix3fvARB"));
+ glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVARBPROC>(get_proc_address("glUniformMatrix4fvARB"));
+ glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMOBJECTARBPROC>(get_proc_address("glUseProgramObjectARB"));
+ glValidateProgram = reinterpret_cast<PFNGLVALIDATEPROGRAMARBPROC>(get_proc_address("glValidateProgramARB"));
return Extension::EXTENSION;
}
return Extension::UNSUPPORTED;