divert(-1) # Copyright (C) Tomasz Kramkowski # SPDX-License # Macros # LOAD(glname, rtype, name, args) define(`LOAD', `divert(1)LGL_INTERFACE(shift($@)); divert(2)LGL_FUNC($3, $1); divert(3)LGL_LOAD($3); divert(-1)') m4wrap(`m4exit') # 1 - LGL_INTERFACE(rtype, name, args); define(`INTERFACES', `undivert(1)') # 2 - LGL_FUNC(name, glname); define(`FUNCS', `undivert(2)') # 3 - LGL_LOAD(name); define(`LOADS', `undivert(3)') define(`FOR', `ifelse($#, 0, ``$0'', `ifelse(eval($2 <= $3), 1, `pushdef(`$1', $2)$4`'popdef(`$1')$0(`$1', incr($2), $3, `$4')')')') # PAT(pattern, subst) define(`PAT', `pushdef(`P', $2)$1`'popdef(`P')') # PARAMS(start, n, pattern) define(`PARAMS', `ifelse(eval(`$1 < ($2 - 1)'), 1, `PAT(`$3', $1), $0(incr($1), $2, `$3')', `PAT(`$3', $1)')') define(`TYPE', `PARAMS(0, $1, `$2 v`'P')') # $1 $2 $3 $4 $5 $6 $7 # FLOAT(vec, suf, vectype, glname, rtype, name, args...) define(`LOADV', `LOAD($4$1$2, $5, $6$1$2, shift(shift(shift(shift(shift(shift($@)))))), TYPE($1, $3))') define(`LOADP', `LOAD($4$1$2, $5, $6$1$2, shift(shift(shift(shift(shift(shift($@)))))), $3 *value)') define(`MULTI', `FOR(`n', 1, $1, `$2')') define(`FOREACH', `ifelse(eval($# > 2), 1, `pushdef(`$1', `$3')$2`'popdef(`$1')dnl `'ifelse(eval($# > 3), 1, `$0(`$1', `$2', shift(shift(shift($@))))')')') # Functions LOAD(glGetError, GLenum, gl_error, void) LOAD(glViewport, void, gl_viewport, GLint x, GLint y, GLsizei width, GLsizei height) LOAD(glClearColor, void, gl_clearcolor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) LOAD(glClear, void, gl_clear, GLbitfield mask) LOAD(glGenBuffers, void, gl_buf_gen, GLsizei n, GLuint *buffers) LOAD(glBindBuffer, void, gl_buf_bind, GLenum target, GLuint buffer) LOAD(glBufferData, void, gl_buf_data, GLenum target, GLsizeiptr size, const void *data, GLenum usage) LOAD(glCreateShader, GLuint, gl_shdr_create, GLenum type) LOAD(glDeleteShader, void, gl_shdr_del, GLuint shader) LOAD(glShaderSource, void, gl_shdr_source, GLuint shader, GLsizei count, const char * const *string, const GLint *length) LOAD(glCompileShader, void, gl_shdr_compile, GLuint shader) LOAD(glGetShaderiv, void, gl_shdr_param, GLuint shader, GLenum pname, GLint *params) LOAD(glGetShaderInfoLog, void, gl_shdr_infolog, GLuint shader, GLsizei size, GLsizei *len, char *data) LOAD(glCreateProgram, GLuint, gl_prog_create, void) LOAD(glDeleteProgram, void, gl_prog_del, GLuint program) LOAD(glAttachShader, void, gl_prog_attachshdr, GLuint program, GLuint shader) LOAD(glDetachShader, void, gl_prog_detachshdr, GLuint program, GLuint shader) LOAD(glGetAttachedShaders, void, gl_prog_getshdrs, GLuint program, GLsizei max, GLsizei *count, GLuint *shaders) LOAD(glLinkProgram, void, gl_prog_link, GLuint program) LOAD(glUseProgram, void, gl_prog_use, GLuint program) LOAD(glGetProgramiv, void, gl_prog_param, GLuint prog, GLenum pname, GLint *params) LOAD(glGetProgramInfoLog, void, gl_prog_infolog, GLuint prog, GLsizei size, GLsizei *len, char *data) LOAD(glVertexAttribPointer, void, gl_va_define, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *data) LOAD(glEnableVertexAttribArray, void, gl_va_enable, GLuint index) LOAD(glDisableVertexAttribArray, void, gl_va_disable, GLuint index) LOAD(glGenVertexArrays, void, gl_va_gen, GLsizei n, GLuint *arrays) LOAD(glBindVertexArray, void, gl_va_bind, GLuint va) LOAD(glDrawArrays, void, gl_draw_arrays, GLenum mode, GLint first, GLsizei count) LOAD(glDrawElements, void, gl_draw_elems, GLenum mode, GLsizei count, GLenum type, const void *indices) LOAD(glPolygonMode, void, gl_poly_mode, GLenum face, GLenum mode) LOAD(glGetUniformLocation, GLint, gl_uni_loc, GLuint program, const char *name); LOAD(glGetUniformfv, void, gl_uni_getf, GLuint program, GLint location, GLfloat *params); LOAD(glGetUniformiv, void, gl_uni_geti, GLuint program, GLint location, GLint *params); FOREACH(`type', `FOR(`n', 1, 4, `LOADV(n, type, glUniform, void, gl_uni_set, GLint location)')', `f, GLfloat', `i, GLint', `ui, GLuint') FOREACH(`type', `FOR(`n', 1, 4, `LOADP(n, type, glUniform, void, gl_uni_set, GLint location, GLsizei count)')', `fv, const GLfloat', `iv, const GLint', `uiv, const GLuint') FOR(`n', 2, 4, `LOAD(glUniformMatrix`'n`'fv, void, gl_uni_setm`'n`'fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)') LOAD(glUniformMatrix2x3fv, void, gl_uni_setm2x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) LOAD(glUniformMatrix2x4fv, void, gl_uni_setm2x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) LOAD(glUniformMatrix3x2fv, void, gl_uni_setm3x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) LOAD(glUniformMatrix3x4fv, void, gl_uni_setm3x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) LOAD(glUniformMatrix4x2fv, void, gl_uni_setm4x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) LOAD(glUniformMatrix4x3fv, void, gl_uni_setm4x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) # Undefine undefine(`LOAD') divert(0)dnl