Update default field value syntax; Use more declaration groupings

This commit is contained in:
Ginger Bill
2017-06-12 18:38:27 +01:00
parent e6a206a430
commit 83bad13e9e
9 changed files with 259 additions and 222 deletions
+50 -48
View File
@@ -52,65 +52,67 @@ proc get_proc_address(name: string) -> proc() #cc_c {
return res;
}
var GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
var GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
var GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
var DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
var BindBuffer: proc(target: i32, buffer: u32) #cc_c;
var BindVertexArray: proc(buffer: u32) #cc_c;
var DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
var BindSampler: proc(position: i32, sampler: u32) #cc_c;
var BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
var BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
var (
GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
BindBuffer: proc(target: i32, buffer: u32) #cc_c;
BindVertexArray: proc(buffer: u32) #cc_c;
DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
BindSampler: proc(position: i32, sampler: u32) #cc_c;
BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
var DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
var DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
var MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
var UnmapBuffer: proc(target: i32) #cc_c;
MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
UnmapBuffer: proc(target: i32) #cc_c;
var VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
var EnableVertexAttribArray: proc(index: u32) #cc_c;
VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
EnableVertexAttribArray: proc(index: u32) #cc_c;
var CreateShader: proc(shader_type: i32) -> u32 #cc_c;
var ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
var CompileShader: proc(shader: u32) #cc_c;
var CreateProgram: proc() -> u32 #cc_c;
var AttachShader: proc(program, shader: u32) #cc_c;
var DetachShader: proc(program, shader: u32) #cc_c;
var DeleteShader: proc(shader: u32) #cc_c;
var LinkProgram: proc(program: u32) #cc_c;
var UseProgram: proc(program: u32) #cc_c;
var DeleteProgram: proc(program: u32) #cc_c;
CreateShader: proc(shader_type: i32) -> u32 #cc_c;
ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
CompileShader: proc(shader: u32) #cc_c;
CreateProgram: proc() -> u32 #cc_c;
AttachShader: proc(program, shader: u32) #cc_c;
DetachShader: proc(program, shader: u32) #cc_c;
DeleteShader: proc(shader: u32) #cc_c;
LinkProgram: proc(program: u32) #cc_c;
UseProgram: proc(program: u32) #cc_c;
DeleteProgram: proc(program: u32) #cc_c;
var GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
var GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
var GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
var GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
var ActiveTexture: proc(texture: i32) #cc_c;
var GenerateMipmap: proc(target: i32) #cc_c;
ActiveTexture: proc(texture: i32) #cc_c;
GenerateMipmap: proc(target: i32) #cc_c;
var SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
var SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
var SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
var SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
var SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
var SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
var Uniform1i: proc(loc: i32, v0: i32) #cc_c;
var Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
var Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
var Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
var Uniform1f: proc(loc: i32, v0: f32) #cc_c;
var Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
var Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
var Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
var UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
Uniform1i: proc(loc: i32, v0: i32) #cc_c;
Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
Uniform1f: proc(loc: i32, v0: f32) #cc_c;
Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
var GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c;
GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c;
)
proc init() {
proc set_proc_address(p: rawptr, name: string) #inline {