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https://github.com/Ed94/Odin.git
synced 2026-08-06 07:38:48 +00:00
Handle calling conventions correctly
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+50
-50
@@ -32,7 +32,7 @@ proc GetIntegerv(name i32, v ^i32) #foreign "glGetIntegerv"
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var _libgl = win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
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proc GetProcAddress(name string) -> proc() {
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proc GetProcAddress(name string) -> proc() #cc_c {
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assert(name[name.count-1] == 0);
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var res = win32.wglGetProcAddress(name.data);
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if res == nil {
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@@ -41,68 +41,68 @@ proc GetProcAddress(name string) -> proc() {
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return res;
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}
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var (
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GenBuffers proc(count i32, buffers ^u32);
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GenVertexArrays proc(count i32, buffers ^u32);
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GenSamplers proc(count i32, buffers ^u32);
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BindBuffer proc(target i32, buffer u32);
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BindVertexArray proc(buffer u32);
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BindSampler proc(position i32, sampler u32);
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BufferData proc(target i32, size int, data rawptr, usage i32);
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BufferSubData proc(target i32, offset, size int, data rawptr);
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var {
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GenBuffers proc(count i32, buffers ^u32) #cc_c;
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GenVertexArrays proc(count i32, buffers ^u32) #cc_c;
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GenSamplers proc(count i32, buffers ^u32) #cc_c;
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BindBuffer proc(target i32, buffer u32) #cc_c;
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BindVertexArray proc(buffer u32) #cc_c;
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BindSampler proc(position i32, sampler u32) #cc_c;
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BufferData proc(target i32, size int, data rawptr, usage i32) #cc_c;
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BufferSubData proc(target i32, offset, size int, data rawptr) #cc_c;
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DrawArrays proc(mode, first i32, count u32);
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DrawElements proc(mode i32, count u32, type_ i32, indices rawptr);
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DrawArrays proc(mode, first i32, count u32) #cc_c;
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DrawElements proc(mode i32, count u32, type_ i32, indices rawptr) #cc_c;
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MapBuffer proc(target, access i32) -> rawptr;
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UnmapBuffer proc(target i32);
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MapBuffer proc(target, access i32) -> rawptr #cc_c;
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UnmapBuffer proc(target i32) #cc_c;
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VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
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EnableVertexAttribArray proc(index u32);
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VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr) #cc_c;
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EnableVertexAttribArray proc(index u32) #cc_c;
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CreateShader proc(shader_type i32) -> u32;
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ShaderSource proc(shader u32, count u32, str ^^byte, length ^i32);
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CompileShader proc(shader u32);
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CreateProgram proc() -> u32;
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AttachShader proc(program, shader u32);
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DetachShader proc(program, shader u32);
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DeleteShader proc(shader u32);
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LinkProgram proc(program u32);
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UseProgram proc(program u32);
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DeleteProgram proc(program u32);
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CreateShader proc(shader_type i32) -> u32 #cc_c;
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ShaderSource proc(shader u32, count u32, str ^^byte, length ^i32) #cc_c;
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CompileShader proc(shader u32) #cc_c;
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CreateProgram proc() -> u32 #cc_c;
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AttachShader proc(program, shader u32) #cc_c;
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DetachShader proc(program, shader u32) #cc_c;
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DeleteShader proc(shader u32) #cc_c;
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LinkProgram proc(program u32) #cc_c;
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UseProgram proc(program u32) #cc_c;
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DeleteProgram proc(program u32) #cc_c;
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GetShaderiv proc(shader u32, pname i32, params ^i32);
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GetProgramiv proc(program u32, pname i32, params ^i32);
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GetShaderInfoLog proc(shader u32, max_length u32, length ^u32, info_long ^byte);
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GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte);
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GetShaderiv proc(shader u32, pname i32, params ^i32) #cc_c;
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GetProgramiv proc(program u32, pname i32, params ^i32) #cc_c;
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GetShaderInfoLog proc(shader u32, max_length u32, length ^u32, info_long ^byte) #cc_c;
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GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte) #cc_c;
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ActiveTexture proc(texture i32);
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GenerateMipmap proc(target i32);
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ActiveTexture proc(texture i32) #cc_c;
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GenerateMipmap proc(target i32) #cc_c;
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SamplerParameteri proc(sampler u32, pname i32, param i32);
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SamplerParameterf proc(sampler u32, pname i32, param f32);
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SamplerParameteriv proc(sampler u32, pname i32, params ^i32);
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SamplerParameterfv proc(sampler u32, pname i32, params ^f32);
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SamplerParameterIiv proc(sampler u32, pname i32, params ^i32);
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SamplerParameterIuiv proc(sampler u32, pname i32, params ^u32);
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SamplerParameteri proc(sampler u32, pname i32, param i32) #cc_c;
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SamplerParameterf proc(sampler u32, pname i32, param f32) #cc_c;
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SamplerParameteriv proc(sampler u32, pname i32, params ^i32) #cc_c;
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SamplerParameterfv proc(sampler u32, pname i32, params ^f32) #cc_c;
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SamplerParameterIiv proc(sampler u32, pname i32, params ^i32) #cc_c;
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SamplerParameterIuiv proc(sampler u32, pname i32, params ^u32) #cc_c;
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Uniform1i proc(loc i32, v0 i32);
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Uniform2i proc(loc i32, v0, v1 i32);
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Uniform3i proc(loc i32, v0, v1, v2 i32);
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Uniform4i proc(loc i32, v0, v1, v2, v3 i32);
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Uniform1f proc(loc i32, v0 f32);
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Uniform2f proc(loc i32, v0, v1 f32);
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Uniform3f proc(loc i32, v0, v1, v2 f32);
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Uniform4f proc(loc i32, v0, v1, v2, v3 f32);
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UniformMatrix4fv proc(loc i32, count u32, transpose i32, value ^f32);
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Uniform1i proc(loc i32, v0 i32) #cc_c;
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Uniform2i proc(loc i32, v0, v1 i32) #cc_c;
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Uniform3i proc(loc i32, v0, v1, v2 i32) #cc_c;
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Uniform4i proc(loc i32, v0, v1, v2, v3 i32) #cc_c;
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Uniform1f proc(loc i32, v0 f32) #cc_c;
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Uniform2f proc(loc i32, v0, v1 f32) #cc_c;
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Uniform3f proc(loc i32, v0, v1, v2 f32) #cc_c;
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Uniform4f proc(loc i32, v0, v1, v2, v3 f32) #cc_c;
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UniformMatrix4fv proc(loc i32, count u32, transpose i32, value ^f32) #cc_c;
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GetUniformLocation proc(program u32, name ^byte) -> i32;
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);
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GetUniformLocation proc(program u32, name ^byte) -> i32 #cc_c;
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}
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proc init() {
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proc set_proc_address(p rawptr, name string) #inline { (p as ^proc())^ = GetProcAddress(name); }
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proc set_proc_address(p rawptr, name string) #inline { (p as ^(proc() #cc_c))^ = GetProcAddress(name); }
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set_proc_address(^GenBuffers, "glGenBuffers\x00");
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set_proc_address(^GenVertexArrays, "glGenVertexArrays\x00");
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