Handle calling conventions correctly

This commit is contained in:
Ginger Bill
2016-12-22 23:06:31 +00:00
parent 923b039cf6
commit d714bece47
19 changed files with 288 additions and 201 deletions
+50 -50
View File
@@ -32,7 +32,7 @@ proc GetIntegerv(name i32, v ^i32) #foreign "glGetIntegerv"
var _libgl = win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
proc GetProcAddress(name string) -> proc() {
proc GetProcAddress(name string) -> proc() #cc_c {
assert(name[name.count-1] == 0);
var res = win32.wglGetProcAddress(name.data);
if res == nil {
@@ -41,68 +41,68 @@ proc GetProcAddress(name string) -> proc() {
return res;
}
var (
GenBuffers proc(count i32, buffers ^u32);
GenVertexArrays proc(count i32, buffers ^u32);
GenSamplers proc(count i32, buffers ^u32);
BindBuffer proc(target i32, buffer u32);
BindVertexArray proc(buffer u32);
BindSampler proc(position i32, sampler u32);
BufferData proc(target i32, size int, data rawptr, usage i32);
BufferSubData proc(target i32, offset, size int, data rawptr);
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;
BindBuffer proc(target i32, buffer u32) #cc_c;
BindVertexArray proc(buffer 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;
DrawArrays proc(mode, first i32, count u32);
DrawElements proc(mode i32, count u32, type_ i32, indices rawptr);
DrawArrays proc(mode, first i32, count u32) #cc_c;
DrawElements proc(mode i32, count u32, type_ i32, indices rawptr) #cc_c;
MapBuffer proc(target, access i32) -> rawptr;
UnmapBuffer proc(target i32);
MapBuffer proc(target, access i32) -> rawptr #cc_c;
UnmapBuffer proc(target i32) #cc_c;
VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
EnableVertexAttribArray proc(index u32);
VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr) #cc_c;
EnableVertexAttribArray proc(index u32) #cc_c;
CreateShader proc(shader_type i32) -> u32;
ShaderSource proc(shader u32, count u32, str ^^byte, length ^i32);
CompileShader proc(shader u32);
CreateProgram proc() -> u32;
AttachShader proc(program, shader u32);
DetachShader proc(program, shader u32);
DeleteShader proc(shader u32);
LinkProgram proc(program u32);
UseProgram proc(program u32);
DeleteProgram proc(program u32);
CreateShader proc(shader_type i32) -> u32 #cc_c;
ShaderSource proc(shader u32, count u32, str ^^byte, 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;
GetShaderiv proc(shader u32, pname i32, params ^i32);
GetProgramiv proc(program u32, pname i32, params ^i32);
GetShaderInfoLog proc(shader u32, max_length u32, length ^u32, info_long ^byte);
GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte);
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 ^byte) #cc_c;
GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte) #cc_c;
ActiveTexture proc(texture i32);
GenerateMipmap proc(target i32);
ActiveTexture proc(texture i32) #cc_c;
GenerateMipmap proc(target i32) #cc_c;
SamplerParameteri proc(sampler u32, pname i32, param i32);
SamplerParameterf proc(sampler u32, pname i32, param f32);
SamplerParameteriv proc(sampler u32, pname i32, params ^i32);
SamplerParameterfv proc(sampler u32, pname i32, params ^f32);
SamplerParameterIiv proc(sampler u32, pname i32, params ^i32);
SamplerParameterIuiv proc(sampler u32, pname i32, params ^u32);
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;
Uniform1i proc(loc i32, v0 i32);
Uniform2i proc(loc i32, v0, v1 i32);
Uniform3i proc(loc i32, v0, v1, v2 i32);
Uniform4i proc(loc i32, v0, v1, v2, v3 i32);
Uniform1f proc(loc i32, v0 f32);
Uniform2f proc(loc i32, v0, v1 f32);
Uniform3f proc(loc i32, v0, v1, v2 f32);
Uniform4f proc(loc i32, v0, v1, v2, v3 f32);
UniformMatrix4fv proc(loc i32, count u32, transpose i32, value ^f32);
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;
GetUniformLocation proc(program u32, name ^byte) -> i32;
);
GetUniformLocation proc(program u32, name ^byte) -> i32 #cc_c;
}
proc init() {
proc set_proc_address(p rawptr, name string) #inline { (p as ^proc())^ = GetProcAddress(name); }
proc set_proc_address(p rawptr, name string) #inline { (p as ^(proc() #cc_c))^ = GetProcAddress(name); }
set_proc_address(^GenBuffers, "glGenBuffers\x00");
set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");