Begin generic declarations for lists of specifications

This commit is contained in:
Ginger Bill
2016-12-19 11:56:45 +00:00
parent 77e219d442
commit f5eeecaca5
9 changed files with 2005 additions and 1682 deletions
+48 -47
View File
@@ -41,64 +41,65 @@ 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);
var GenVertexArrays proc(count i32, buffers ^u32);
var GenSamplers proc(count i32, buffers ^u32);
var BindBuffer proc(target i32, buffer u32);
var BindVertexArray proc(buffer u32);
var BindSampler proc(position i32, sampler u32);
var BufferData proc(target i32, size int, data rawptr, usage i32);
var BufferSubData proc(target i32, offset, size int, data rawptr);
DrawArrays proc(mode, first i32, count u32);
DrawElements proc(mode i32, count u32, type_ i32, indices rawptr);
var DrawArrays proc(mode, first i32, count u32);
var DrawElements proc(mode i32, count u32, type_ i32, indices rawptr);
MapBuffer proc(target, access i32) -> rawptr;
UnmapBuffer proc(target i32);
var MapBuffer proc(target, access i32) -> rawptr;
var UnmapBuffer proc(target i32);
VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
EnableVertexAttribArray proc(index u32);
var VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
var EnableVertexAttribArray proc(index u32);
var CreateShader proc(shader_type i32) -> u32;
var ShaderSource proc(shader u32, count u32, str ^^byte, length ^i32);
var CompileShader proc(shader u32);
var CreateProgram proc() -> u32;
var AttachShader proc(program, shader u32);
var DetachShader proc(program, shader u32);
var DeleteShader proc(shader u32);
var LinkProgram proc(program u32);
var UseProgram proc(program u32);
var DeleteProgram proc(program u32);
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);
var GetShaderiv proc(shader u32, pname i32, params ^i32);
var GetProgramiv proc(program u32, pname i32, params ^i32);
var GetShaderInfoLog proc(shader u32, max_length u32, length ^u32, info_long ^byte);
var GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte);
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);
var ActiveTexture proc(texture i32);
var GenerateMipmap proc(target i32);
ActiveTexture proc(texture i32);
GenerateMipmap proc(target i32);
var SamplerParameteri proc(sampler u32, pname i32, param i32);
var SamplerParameterf proc(sampler u32, pname i32, param f32);
var SamplerParameteriv proc(sampler u32, pname i32, params ^i32);
var SamplerParameterfv proc(sampler u32, pname i32, params ^f32);
var SamplerParameterIiv proc(sampler u32, pname i32, params ^i32);
var SamplerParameterIuiv proc(sampler u32, pname i32, params ^u32);
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);
var Uniform1i proc(loc i32, v0 i32);
var Uniform2i proc(loc i32, v0, v1 i32);
var Uniform3i proc(loc i32, v0, v1, v2 i32);
var Uniform4i proc(loc i32, v0, v1, v2, v3 i32);
var Uniform1f proc(loc i32, v0 f32);
var Uniform2f proc(loc i32, v0, v1 f32);
var Uniform3f proc(loc i32, v0, v1, v2 f32);
var Uniform4f proc(loc i32, v0, v1, v2, v3 f32);
var UniformMatrix4fv proc(loc i32, count u32, transpose i32, value ^f32);
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);
var GetUniformLocation proc(program u32, name ^byte) -> i32;
GetUniformLocation proc(program u32, name ^byte) -> i32;
);
proc init() {
proc set_proc_address(p rawptr, name string) #inline { (p as ^proc())^ = GetProcAddress(name); }