mirror of
https://github.com/blawar/GLideN64.git
synced 2024-07-07 03:13:49 +00:00
Remove common\GLFunctions.cpp
This commit is contained in:
parent
3eb11aac82
commit
b2dc9d7206
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@ -272,7 +272,6 @@
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<ClCompile Include="..\..\src\Combiner.cpp" />
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<ClCompile Include="..\..\src\CommonPluginAPI.cpp" />
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<ClCompile Include="..\..\src\common\CommonAPIImpl_common.cpp" />
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<ClCompile Include="..\..\src\common\GLFunctions.cpp" />
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<ClCompile Include="..\..\src\Config.cpp" />
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<ClCompile Include="..\..\src\convert.cpp" />
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<ClCompile Include="..\..\src\CRC32.cpp" />
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@ -221,9 +221,6 @@
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<ClCompile Include="..\..\src\BufferCopy\RDRAMtoColorBuffer.cpp">
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<Filter>Source Files\BufferCopy</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\common\GLFunctions.cpp">
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<Filter>Source Files\common</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\BufferCopy\ColorBufferToRDRAM_GL.cpp">
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<Filter>Source Files\BufferCopy</Filter>
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</ClCompile>
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@ -157,7 +157,7 @@ bool OGLVideo::isExtensionSupported(const char *extension)
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void OGLVideo::start()
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{
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_start(); // TODO: process initialization error
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initGLFunctions();
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// initGLFunctions();
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gfxContext.init();
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m_render._initData();
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m_buffersSwapCount = 0;
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@ -1,247 +0,0 @@
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#include "../OpenGL.h"
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#ifndef EGL
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#ifdef OS_WINDOWS
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#define glGetProcAddress wglGetProcAddress
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#else
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#error Must not compile for this OS
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#endif
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#else // EGL
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#define glGetProcAddress eglGetProcAddress
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//GL Fucntions
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PFNGLBLENDFUNCPROC glBlendFunc;
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PFNGLPIXELSTOREIPROC glPixelStorei;
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PFNGLCLEARCOLORPROC glClearColor;
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PFNGLCULLFACEPROC glCullFace;
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PFNGLDEPTHFUNCPROC glDepthFunc;
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PFNGLDEPTHMASKPROC glDepthMask;
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PFNGLDISABLEPROC glDisable;
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PFNGLENABLEPROC glEnable;
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PFNGLPOLYGONOFFSETPROC glPolygonOffset;
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PFNGLSCISSORPROC glScissor;
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PFNGLVIEWPORTPROC glViewport;
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PFNGLBINDTEXTUREPROC glBindTexture;
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PFNGLTEXIMAGE2DPROC glTexImage2D;
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PFNGLTEXPARAMETERIPROC glTexParameteri;
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PFNGLGETINTEGERVPROC glGetIntegerv;
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PFNGLGETSTRINGPROC glGetString;
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PFNGLREADPIXELSPROC glReadPixels;
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PFNGLTEXSUBIMAGE2DPROC glTexSubImage2D;
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PFNGLDRAWARRAYSPROC glDrawArrays;
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PFNGLGETERRORPROC glGetError;
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PFNGLDRAWELEMENTSPROC glDrawElements;
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PFNGLLINEWIDTHPROC glLineWidth;
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PFNGLCLEARPROC glClear;
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PFNGLGETFLOATVPROC glGetFloatv;
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PFNGLDELETETEXTURESPROC glDeleteTextures;
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PFNGLGENTEXTURESPROC glGenTextures;
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PFNGLTEXPARAMETERFPROC glTexParameterf;
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#endif // EGL
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// GLSL functions
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLUNIFORM1IPROC glUniform1i;
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PFNGLUNIFORM1FPROC glUniform1f;
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PFNGLUNIFORM2FPROC glUniform2f;
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PFNGLUNIFORM2IPROC glUniform2i;
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PFNGLUNIFORM4IPROC glUniform4i;
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PFNGLUNIFORM4FPROC glUniform4f;
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PFNGLUNIFORM3FVPROC glUniform3fv;
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PFNGLUNIFORM4FVPROC glUniform4fv;
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PFNGLDETACHSHADERPROC glDetachShader;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
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PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
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PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
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PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv;
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// multitexture functions
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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PFNGLDEPTHRANGEFPROC glDepthRangef;
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PFNGLCLEARDEPTHFPROC glClearDepthf;
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PFNGLBLENDCOLORPROC glBlendColor;
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PFNGLDRAWBUFFERSPROC glDrawBuffers;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
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PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
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PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
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PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
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PFNGLTEXSTORAGE2DMULTISAMPLEPROC glTexStorage2DMultisample;
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PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
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PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
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PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
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PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
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PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
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PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
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PFNGLGENBUFFERSPROC glGenBuffers;
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PFNGLBINDBUFFERPROC glBindBuffer;
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PFNGLBUFFERDATAPROC glBufferData;
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PFNGLMAPBUFFERPROC glMapBuffer;
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PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
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PFNGLUNMAPBUFFERPROC glUnmapBuffer;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers;
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PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
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PFNGLMEMORYBARRIERPROC glMemoryBarrier;
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PFNGLGETSTRINGIPROC glGetStringi;
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PFNGLINVALIDATEFRAMEBUFFERPROC glInvalidateFramebuffer;
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PFNGLBUFFERSTORAGEPROC glBufferStorage;
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PFNGLFENCESYNCPROC glFenceSync;
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PFNGLCLIENTWAITSYNCPROC glClientWaitSync;
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PFNGLDELETESYNCPROC glDeleteSync;
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PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
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PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
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PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv;
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PFNGLGETUNIFORMINDICESPROC glGetUniformIndices;
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PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv;
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PFNGLBINDBUFFERBASEPROC glBindBufferBase;
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PFNGLBUFFERSUBDATAPROC glBufferSubData;
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PFNGLGETPROGRAMBINARYPROC glGetProgramBinary;
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PFNGLPROGRAMBINARYPROC glProgramBinary;
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PFNGLPROGRAMPARAMETERIPROC glProgramParameteri;
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PFNGLTEXSTORAGE2DPROC glTexStorage2D;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
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PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex;
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void initGLFunctions()
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{
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#ifdef EGL
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glBlendFunc = (PFNGLBLENDFUNCPROC)glGetProcAddress("glBlendFunc");
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glPixelStorei = (PFNGLPIXELSTOREIPROC)glGetProcAddress("glPixelStorei");
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glClearColor = (PFNGLCLEARCOLORPROC)glGetProcAddress("glClearColor");
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glCullFace = (PFNGLCULLFACEPROC)glGetProcAddress("glCullFace");
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glDepthFunc = (PFNGLDEPTHFUNCPROC)glGetProcAddress("glDepthFunc");
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glDepthMask = (PFNGLDEPTHMASKPROC)glGetProcAddress("glDepthMask");
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glDisable = (PFNGLDISABLEPROC)glGetProcAddress("glDisable");
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glEnable = (PFNGLENABLEPROC)glGetProcAddress("glEnable");
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glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)glGetProcAddress("glPolygonOffset");
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glScissor = (PFNGLSCISSORPROC)glGetProcAddress("glScissor");
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glViewport = (PFNGLVIEWPORTPROC)glGetProcAddress("glViewport");
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glBindTexture = (PFNGLBINDTEXTUREPROC)glGetProcAddress("glBindTexture");
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glTexImage2D = (PFNGLTEXIMAGE2DPROC)glGetProcAddress("glTexImage2D");
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glTexParameteri = (PFNGLTEXPARAMETERIPROC)glGetProcAddress("glTexParameteri");
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glGetIntegerv = (PFNGLGETINTEGERVPROC)glGetProcAddress("glGetIntegerv");
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glGetString = (PFNGLGETSTRINGPROC)glGetProcAddress("glGetString");
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glReadPixels = (PFNGLREADPIXELSPROC)glGetProcAddress("glReadPixels");
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glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)glGetProcAddress("glTexSubImage2D");
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glDrawArrays = (PFNGLDRAWARRAYSPROC)glGetProcAddress("glDrawArrays");
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glGetError = (PFNGLGETERRORPROC)glGetProcAddress("glGetError");
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glDrawElements = (PFNGLDRAWELEMENTSPROC)glGetProcAddress("glDrawElements");
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glLineWidth = (PFNGLLINEWIDTHPROC)glGetProcAddress("glLineWidth");
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glClear = (PFNGLCLEARPROC)glGetProcAddress("glClear");
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glGetFloatv = (PFNGLGETFLOATVPROC)glGetProcAddress("glGetFloatv");
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glDeleteTextures = (PFNGLDELETETEXTURESPROC)glGetProcAddress("glDeleteTextures");
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glGenTextures = (PFNGLGENTEXTURESPROC)glGetProcAddress("glGenTextures");
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glTexParameterf = (PFNGLTEXPARAMETERFPROC)glGetProcAddress("glTexParameterf");
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#endif
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glCreateShader = (PFNGLCREATESHADERPROC)glGetProcAddress("glCreateShader");
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glCompileShader = (PFNGLCOMPILESHADERPROC)glGetProcAddress("glCompileShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)glGetProcAddress("glShaderSource");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)glGetProcAddress("glCreateProgram");
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glAttachShader = (PFNGLATTACHSHADERPROC)glGetProcAddress("glAttachShader");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)glGetProcAddress("glLinkProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC)glGetProcAddress("glUseProgram");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glGetProcAddress("glGetUniformLocation");
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glUniform1i = (PFNGLUNIFORM1IPROC)glGetProcAddress("glUniform1i");
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glUniform1f = (PFNGLUNIFORM1FPROC)glGetProcAddress("glUniform1f");
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glUniform2f = (PFNGLUNIFORM2FPROC)glGetProcAddress("glUniform2f");
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glUniform2i = (PFNGLUNIFORM2IPROC)glGetProcAddress("glUniform2i");
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glUniform4i = (PFNGLUNIFORM4IPROC)glGetProcAddress("glUniform4i");
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glUniform4f = (PFNGLUNIFORM4FPROC)glGetProcAddress("glUniform4f");
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glUniform3fv = (PFNGLUNIFORM3FVPROC)glGetProcAddress("glUniform3fv");
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glUniform4fv = (PFNGLUNIFORM4FVPROC)glGetProcAddress("glUniform4fv");
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glDetachShader = (PFNGLDETACHSHADERPROC)glGetProcAddress("glDetachShader");
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glDeleteShader = (PFNGLDELETESHADERPROC)glGetProcAddress("glDeleteShader");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)glGetProcAddress("glDeleteProgram");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)glGetProcAddress("glGetProgramInfoLog");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)glGetProcAddress("glGetShaderInfoLog");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)glGetProcAddress("glGetShaderiv");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)glGetProcAddress("glGetProgramiv");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)glGetProcAddress("glEnableVertexAttribArray");
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glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)glGetProcAddress("glDisableVertexAttribArray");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)glGetProcAddress("glVertexAttribPointer");
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glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)glGetProcAddress("glBindAttribLocation");
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glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)glGetProcAddress("glVertexAttrib4f");
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glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)glGetProcAddress("glVertexAttrib4fv");
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)glGetProcAddress( "glActiveTexture" );
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glDepthRangef = (PFNGLDEPTHRANGEFPROC)glGetProcAddress( "glDepthRangef" );
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glClearDepthf = (PFNGLCLEARDEPTHFPROC)glGetProcAddress( "glClearDepthf" );
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glBlendColor = (PFNGLBLENDCOLORPROC)glGetProcAddress( "glBlendColor" );
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glDrawBuffers = (PFNGLDRAWBUFFERSPROC)glGetProcAddress( "glDrawBuffers" );
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glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)glGetProcAddress( "glBindFramebuffer" );
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glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glGetProcAddress( "glDeleteFramebuffers" );
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glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glGetProcAddress( "glGenFramebuffers" );
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glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glGetProcAddress( "glFramebufferTexture2D" );
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glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)glGetProcAddress("glTexImage2DMultisample");
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glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)glGetProcAddress("glTexStorage2DMultisample");
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glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glGetProcAddress( "glGenRenderbuffers" );
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glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)glGetProcAddress( "glBindRenderbuffer" );
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glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glGetProcAddress( "glRenderbufferStorage" );
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glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)glGetProcAddress( "glFramebufferRenderbuffer" );
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glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glGetProcAddress( "glDeleteRenderbuffers" );
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glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)glGetProcAddress( "glCheckFramebufferStatus" );
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glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)glGetProcAddress( "glBlitFramebuffer" );
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glGenBuffers = (PFNGLGENBUFFERSPROC)glGetProcAddress( "glGenBuffers" );
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glBindBuffer = (PFNGLBINDBUFFERPROC)glGetProcAddress( "glBindBuffer" );
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glBufferData = (PFNGLBUFFERDATAPROC)glGetProcAddress( "glBufferData" );
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glMapBuffer = (PFNGLMAPBUFFERPROC)glGetProcAddress( "glMapBuffer" );
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glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)glGetProcAddress("glMapBufferRange");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)glGetProcAddress( "glUnmapBuffer" );
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)glGetProcAddress( "glDeleteBuffers" );
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glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)glGetProcAddress( "glBindImageTexture" );
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glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)glGetProcAddress( "glMemoryBarrier" );
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glGetStringi = (PFNGLGETSTRINGIPROC)glGetProcAddress("glGetStringi");
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glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)glGetProcAddress("glInvalidateFramebuffer");
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glBufferStorage = (PFNGLBUFFERSTORAGEPROC)glGetProcAddress("glBufferStorage"); //For GLES 3.0 and 3.1 this is glBufferStorageEXT
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glFenceSync = (PFNGLFENCESYNCPROC)glGetProcAddress("glFenceSync");
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glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)glGetProcAddress("glClientWaitSync");
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glDeleteSync = (PFNGLDELETESYNCPROC)glGetProcAddress("glDeleteSync");
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glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)glGetProcAddress("glGetUniformBlockIndex");
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glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)glGetProcAddress("glUniformBlockBinding");
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glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)glGetProcAddress("glGetActiveUniformBlockiv");
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glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)glGetProcAddress("glGetUniformIndices");
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glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)glGetProcAddress("glGetActiveUniformsiv");
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glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)glGetProcAddress("glBindBufferBase");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)glGetProcAddress("glBufferSubData");
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glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)glGetProcAddress("glGetProgramBinary");
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glProgramBinary = (PFNGLPROGRAMBINARYPROC)glGetProcAddress("glProgramBinary");
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glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)glGetProcAddress("glProgramParameteri");
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glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)glGetProcAddress("glTexStorage2D");
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glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)glGetProcAddress("glGenVertexArrays");
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glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)glGetProcAddress("glBindVertexArray");
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glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)glGetProcAddress("glDeleteVertexArrays");
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glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)glGetProcAddress("glDrawElementsBaseVertex");
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}
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