// OpenGL 1.1 - 2.0 GLFUNC(PFNGLDRAWBUFFERPROC, glDrawBuffer) GLFUNC(PFNGLGENTEXTURESPROC, glGenTextures) GLFUNC(PFNGLDELETETEXTURESPROC, glDeleteTextures) GLFUNC(PFNGLBINDTEXTUREPROC, glBindTexture) GLFUNC(PFNGLTEXPARAMETERIPROC, glTexParameteri) GLFUNC(PFNGLTEXIMAGE2DPROC, glTexImage2D) GLFUNC(PFNGLTEXSUBIMAGE2DPROC, glTexSubImage2D) GLFUNC(PFNGLTEXIMAGE1DPROC, glTexImage1D) GLFUNC(PFNGLTEXSUBIMAGE1DPROC, glTexSubImage1D) GLFUNC(PFNGLGETTEXIMAGEPROC, glGetTexImage) GLFUNC(PFNGLENABLEPROC, glEnable) GLFUNC(PFNGLDISABLEPROC, glDisable) GLFUNC(PFNGLISENABLEDPROC, glIsEnabled) GLFUNC(PFNGLCLEARPROC, glClear) GLFUNC(PFNGLCLEARCOLORPROC, glClearColor) GLFUNC(PFNGLCLEARDEPTHPROC, glClearDepth) GLFUNC(PFNGLCLEARSTENCILPROC, glClearStencil) GLFUNC(PFNGLFLUSHPROC, glFlush) GLFUNC(PFNGLFINISHPROC, glFinish) GLFUNC(PFNGLPIXELSTOREIPROC, glPixelStorei) GLFUNC(PFNGLGETSTRINGPROC, glGetString) GLFUNC(PFNGLGETINTEGERVPROC, glGetIntegerv) GLFUNC(PFNGLGETTEXLEVELPARAMETERIVPROC, glGetTexLevelParameteriv) GLFUNC(PFNGLTEXPARAMETERFPROC, glTexParameterf) GLFUNC(PFNGLTEXPARAMETERFVPROC, glTexParameterfv) GLFUNC(PFNGLDEPTHFUNCPROC, glDepthFunc) GLFUNC(PFNGLDEPTHMASKPROC, glDepthMask) GLFUNC(PFNGLDEPTHRANGEPROC, glDepthRange) GLFUNC(PFNGLFRONTFACEPROC, glFrontFace) GLFUNC(PFNGLCULLFACEPROC, glCullFace) GLFUNC(PFNGLPOLYGONOFFSETPROC, glPolygonOffset) GLFUNC(PFNGLPOINTSIZEPROC, glPointSize) GLFUNC(PFNGLLOGICOPPROC, glLogicOp) GLFUNC(PFNGLPOLYGONMODEPROC, glPolygonMode) GLFUNC(PFNGLSCISSORPROC, glScissor) GLFUNC(PFNGLVIEWPORTPROC, glViewport) GLFUNC(PFNGLGETERRORPROC, glGetError) GLFUNC(PFNGLDRAWARRAYSPROC, glDrawArrays) // everything else GLFUNC(PFNGLUNIFORM1IPROC, glUniform1i) GLFUNC(PFNGLUNIFORM2IPROC, glUniform2i) GLFUNC(PFNGLUNIFORM2FPROC, glUniform2f) GLFUNC(PFNGLUNIFORM4FVPROC, glUniform4fv) GLFUNC(PFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv) GLFUNC(PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog) GLFUNC(PFNGLUSEPROGRAMPROC, glUseProgram) GLFUNC(PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation) GLFUNC(PFNGLACTIVETEXTUREPROC, glActiveTexture) GLFUNC(PFNGLCLIENTACTIVETEXTUREPROC, glClientActiveTexture) GLFUNC(PFNGLPRIMITIVERESTARTINDEXPROC, glPrimitiveRestartIndex) GLFUNC(PFNGLDRAWRANGEELEMENTSPROC, glDrawRangeElements) GLFUNC(PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC, glDrawRangeElementsBaseVertex) GLFUNC(PFNGLGENBUFFERSPROC, glGenBuffers) GLFUNC(PFNGLBINDBUFFERPROC, glBindBuffer) GLFUNC(PFNGLBUFFERDATAPROC, glBufferData) GLFUNC(PFNGLBUFFERSUBDATAPROC, glBufferSubData) GLFUNC(PFNGLMAPBUFFERPROC, glMapBuffer) GLFUNC(PFNGLUNMAPBUFFERPROC, glUnmapBuffer) GLFUNC(PFNGLDELETEBUFFERSARBPROC, glDeleteBuffers) GLFUNC(PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray) GLFUNC(PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray) GLFUNC(PFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation) GLFUNC(PFNGLBINDATTRIBLOCATIONPROC, glBindAttribLocation) GLFUNC(PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer) GLFUNC(PFNGLVERTEXATTRIBIPOINTERPROC, glVertexAttribIPointer) GLFUNC(PFNGLBLENDEQUATIONPROC, glBlendEquation) GLFUNC(PFNGLBLENDFUNCSEPARATEEXTPROC, glBlendFuncSeparate) GLFUNC(PFNGLBLENDEQUATIONSEPARATEEXTPROC, glBlendEquationSeparate) GLFUNC(PFNGLBLENDEQUATIONSEPARATEIPROC, glBlendEquationSeparatei) GLFUNC(PFNGLBLENDFUNCSEPARATEIPROC, glBlendFuncSeparatei) GLFUNC(PFNGLBLENDCOLORPROC, glBlendColor) GLFUNC(PFNGLDRAWBUFFERSPROC, glDrawBuffers) GLFUNC(PFNGLCLAMPCOLORARBPROC, glClampColor) GLFUNC(PFNGLBINDFRAGDATALOCATIONEXTPROC, glBindFragDataLocation) GLFUNC(PFNGLSHADERSOURCEPROC, glShaderSource) GLFUNC(PFNGLCOMPILESHADERPROC, glCompileShader) GLFUNC(PFNGLATTACHSHADERPROC, glAttachShader) GLFUNC(PFNGLLINKPROGRAMPROC, glLinkProgram) GLFUNC(PFNGLGETSHADERIVPROC, glGetShaderiv) GLFUNC(PFNGLGETPROGRAMIVPROC, glGetProgramiv) GLFUNC(PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog) GLFUNC(PFNGLGETPROGRAMBINARYPROC, glGetProgramBinary) GLFUNC(PFNGLPROGRAMBINARYPROC, glProgramBinary) GLFUNC(PFNGLPROGRAMPARAMETERIPROC, glProgramParameteri) GLFUNC(PFNGLCREATEPROGRAMPROC, glCreateProgram) GLFUNC(PFNGLCREATESHADERPROC, glCreateShader) GLFUNC(PFNGLDELETEPROGRAMPROC, glDeleteProgram) GLFUNC(PFNGLDELETESHADERPROC, glDeleteShader) GLFUNC(PFNGLDETACHSHADERPROC, glDetachShader) GLFUNC(PFNGLGETATTACHEDSHADERSPROC, glGetAttachedShaders) GLFUNC(PFNGLCREATESHADERPROGRAMVPROC, glCreateShaderProgramv) GLFUNC(PFNGLUSEPROGRAMSTAGESPROC, glUseProgramStages) GLFUNC(PFNGLBINDPROGRAMPIPELINEPROC, glBindProgramPipeline) GLFUNC(PFNGLGENPROGRAMPIPELINESPROC, glGenProgramPipelines) GLFUNC(PFNGLACTIVESHADERPROGRAMPROC, glActiveShaderProgram) GLFUNC(PFNGLDELETEPROGRAMPIPELINESPROC, glDeleteProgramPipelines) GLFUNC(PFNGLPROGRAMUNIFORM1IPROC, glProgramUniform1i) GLFUNC(PFNGLPROGRAMUNIFORM2IPROC, glProgramUniform2i) GLFUNC(PFNGLPROGRAMUNIFORM1IVPROC, glProgramUniform1iv) GLFUNC(PFNGLPROGRAMUNIFORM4IVPROC, glProgramUniform4iv) GLFUNC(PFNGLPROGRAMUNIFORM1IPROC, glProgramUniform1f) GLFUNC(PFNGLPROGRAMUNIFORM1FVPROC, glProgramUniform1fv) GLFUNC(PFNGLPROGRAMUNIFORM2FVPROC, glProgramUniform2fv) // FBO GLFUNC(PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers) GLFUNC(PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer) GLFUNC(PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D) GLFUNC(PFNGLFRAMEBUFFERTEXTURELAYERPROC, glFramebufferTextureLayer) GLFUNC(PFNGLNAMEDFRAMEBUFFERTEXTUREPROC, glNamedFramebufferTexture) GLFUNC(PFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus) GLFUNC(PFNGLINVALIDATEFRAMEBUFFERPROC, glInvalidateFramebuffer) GLFUNC(PFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers) //GLFUNC(PFNGLNAMEDFRAMEBUFFERTEXTUREPROC, glNamedFramebufferTexture) GLFUNC(PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC, glNamedFramebufferTexture2DEXT) GLFUNC(PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC, glNamedFramebufferTextureLayer) GLFUNC(PFNGLENABLEIPROC, glEnablei) GLFUNC(PFNGLDISABLEIPROC, glDisablei) GLFUNC(PFNGLBEGINQUERYINDEXEDPROC, glBeginQueryIndexed) GLFUNC(PFNGLENDQUERYINDEXEDPROC, glEndQueryIndexed) GLFUNC(PFNGLGETQUERYINDEXEDIVPROC, glGetQueryIndexediv) GLFUNC(PFNGLGETQUERYOBJECTI64VPROC, glGetQueryObjecti64v) GLFUNC(PFNGLGENQUERIESPROC, glGenQueries) GLFUNC(PFNGLDELETEQUERIESPROC, glDeleteQueries) GLFUNC(PFNGLQUERYCOUNTERPROC, glQueryCounter) GLFUNC(PFNGLGETQUERYOBJECTIVPROC, glGetQueryObjectiv) // FBO DSA GLFUNC(PFNGLCREATEFRAMEBUFFERSPROC, glCreateFramebuffers) GLFUNC(PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC, glInvalidateNamedFramebufferData) // misc GLFUNC(PFNGLCOLORMASKIPROC, glColorMaski) GLFUNC(PFNGLTEXTUREBARRIERPROC, glTextureBarrier) GLFUNC(PFNGLCLIPCONTROLPROC, glClipControl) GLFUNC(PFNGLVIEWPORTINDEXEDFPROC, glViewportIndexedf) GLFUNC(PFNGLMAXSHADERCOMPILERTHREADSARBPROC, glMaxShaderCompilerThreadsARB) GLFUNC(PFNGLDEPTHRANGEDNVPROC, glDepthRangedNV) GLFUNC(PFNGLPOLYGONOFFSETCLAMPEXTPROC, glPolygonOffsetClampEXT) // texture GLFUNC(PFNGLTEXTUREVIEWPROC, glTextureView) GLFUNC(PFNGLTEXSTORAGE1DPROC, glTexStorage1D) GLFUNC(PFNGLTEXSTORAGE2DPROC, glTexStorage2D) GLFUNC(PFNGLTEXSTORAGE3DPROC, glTexStorage3D) GLFUNC(PFNGLTEXIMAGE3DPROC, glTexImage3D) GLFUNC(PFNGLTEXSUBIMAGE3DPROC, glTexSubImage3D) GLFUNC(PFNGLCOMPRESSEDTEXIMAGE1DPROC, glCompressedTexImage1D) GLFUNC(PFNGLCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2D) GLFUNC(PFNGLCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3D) GLFUNC(PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC, glCompressedTexSubImage1D) GLFUNC(PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2D) GLFUNC(PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3D) GLFUNC(PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC, glCompressedTextureSubImage1D) GLFUNC(PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC, glCompressedTextureSubImage2D) GLFUNC(PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC, glCompressedTextureSubImage3D) GLFUNC(PFNGLCOPYIMAGESUBDATAPROC, glCopyImageSubData) GLFUNC(PFNGLCLEARTEXIMAGEPROC, glClearTexImage) GLFUNC(PFNGLCLEARTEXSUBIMAGEPROC, glClearTexSubImage) GLFUNC(PFNGLINVALIDATETEXIMAGEPROC, glInvalidateTexImage) // texture DSA GLFUNC(PFNGLCREATETEXTURESPROC, glCreateTextures) GLFUNC(PFNGLBINDTEXTUREUNITPROC, glBindTextureUnit) GLFUNC(PFNGLGETTEXTURELEVELPARAMETERIVPROC, glGetTextureLevelParameteriv) GLFUNC(PFNGLTEXTUREPARAMETERIPROC, glTextureParameteri) GLFUNC(PFNGLGETTEXTURESUBIMAGEPROC, glGetTextureSubImage) GLFUNC(PFNGLTEXTURESUBIMAGE1DPROC, glTextureSubImage1D) GLFUNC(PFNGLTEXTURESUBIMAGE2DPROC, glTextureSubImage2D); GLFUNC(PFNGLTEXTURESUBIMAGE3DPROC, glTextureSubImage3D) GLFUNC(PFNGLTEXTURESTORAGE1DPROC, glTextureStorage1D) GLFUNC(PFNGLTEXTURESTORAGE2DPROC, glTextureStorage2D) GLFUNC(PFNGLTEXTURESTORAGE3DPROC, glTextureStorage3D) // instancing / draw GLFUNC(PFNGLDRAWELEMENTSBASEVERTEXPROC, glDrawElementsBaseVertex) GLFUNC(PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC, glDrawElementsInstancedBaseVertexBaseInstance) GLFUNC(PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced) // vertex array GLFUNC(PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays) GLFUNC(PFNGLBINDVERTEXARRAYPROC, glBindVertexArray) GLFUNC(PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays) GLFUNC(PFNGLBINDVERTEXBUFFERPROC, glBindVertexBuffer) GLFUNC(PFNGLVERTEXATTRIBFORMATPROC, glVertexAttribFormat) GLFUNC(PFNGLVERTEXATTRIBIFORMATPROC, glVertexAttribIFormat) GLFUNC(PFNGLVERTEXATTRIBBINDINGPROC, glVertexAttribBinding) GLFUNC(PFNGLVERTEXBINDINGDIVISORPROC, glVertexBindingDivisor) GLFUNC(PFNGLVERTEXATTRIBDIVISORPROC, glVertexAttribDivisor) // vertex array DSA GLFUNC(PFNGLCREATEVERTEXARRAYSPROC, glCreateVertexArrays) GLFUNC(PFNGLDISABLEVERTEXARRAYATTRIBPROC, glDisableVertexArrayAttrib) GLFUNC(PFNGLENABLEVERTEXARRAYATTRIBPROC, glEnableVertexArrayAttrib) GLFUNC(PFNGLVERTEXARRAYELEMENTBUFFERPROC, glVertexArrayElementBuffer) GLFUNC(PFNGLVERTEXARRAYVERTEXBUFFERPROC, glVertexArrayVertexBuffer) GLFUNC(PFNGLVERTEXARRAYATTRIBBINDINGPROC, glVertexArrayAttribBinding) GLFUNC(PFNGLVERTEXARRAYATTRIBIFORMATPROC, glVertexArrayAttribIFormat) GLFUNC(PFNGLVERTEXARRAYBINDINGDIVISORPROC, glVertexArrayBindingDivisor) // sampler GLFUNC(PFNGLGENSAMPLERSPROC, glGenSamplers) GLFUNC(PFNGLBINDSAMPLERPROC, glBindSampler) GLFUNC(PFNGLSAMPLERPARAMETERIPROC, glSamplerParameteri) GLFUNC(PFNGLSAMPLERPARAMETERFPROC, glSamplerParameterf) GLFUNC(PFNGLSAMPLERPARAMETERIVPROC, glSamplerParameteriv) GLFUNC(PFNGLSAMPLERPARAMETERFVPROC, glSamplerParameterfv) // buffer object GLFUNC(PFNGLGETUNIFORMBLOCKINDEXPROC, glGetUniformBlockIndex) GLFUNC(PFNGLUNIFORMBLOCKBINDINGPROC, glUniformBlockBinding) GLFUNC(PFNGLBINDBUFFERBASEPROC, glBindBufferBase) GLFUNC(PFNGLBINDBUFFERRANGEPROC, glBindBufferRange) GLFUNC(PFNGLGETBUFFERSUBDATAPROC, glGetBufferSubData) // uniform storage buffer object GLFUNC(PFNGLGETPROGRAMRESOURCEINDEXPROC, glGetProgramResourceIndex) GLFUNC(PFNGLSHADERSTORAGEBLOCKBINDINGPROC, glShaderStorageBlockBinding) // stencil GLFUNC(PFNGLSTENCILOPSEPARATEPROC, glStencilOpSeparate) GLFUNC(PFNGLSTENCILFUNCSEPARATEPROC, glStencilFuncSeparate) GLFUNC(PFNGLSTENCILMASKSEPARATEPROC, glStencilMaskSeparate) // buffer GLFUNC(PFNGLCREATEBUFFERSPROC, glCreateBuffers) GLFUNC(PFNGLBUFFERSTORAGEPROC, glBufferStorage) GLFUNC(PFNGLNAMEDBUFFERSTORAGEPROC, glNamedBufferStorage) GLFUNC(PFNGLMAPNAMEDBUFFERPROC, glMapNamedBuffer) GLFUNC(PFNGLMAPNAMEDBUFFERRANGEPROC, glMapNamedBufferRange) GLFUNC(PFNGLMAPBUFFERRANGEPROC, glMapBufferRange) GLFUNC(PFNGLFLUSHMAPPEDBUFFERRANGEPROC, glFlushMappedBufferRange) GLFUNC(PFNGLMEMORYBARRIERPROC, glMemoryBarrier) GLFUNC(PFNGLCOPYBUFFERSUBDATAPROC, glCopyBufferSubData) GLFUNC(PFNGLCOPYNAMEDBUFFERSUBDATAPROC, glCopyNamedBufferSubData) GLFUNC(PFNGLNAMEDBUFFERSUBDATAPROC, glNamedBufferSubData) GLFUNC(PFNGLGETNAMEDBUFFERSUBDATAPROC, glGetNamedBufferSubData); // transform feedback GLFUNC(PFNGLBEGINTRANSFORMFEEDBACKPROC, glBeginTransformFeedback) GLFUNC(PFNGLENDTRANSFORMFEEDBACKPROC, glEndTransformFeedback) GLFUNC(PFNGLTRANSFORMFEEDBACKVARYINGSPROC, glTransformFeedbackVaryings) // sync / fence GLFUNC(PFNGLFENCESYNCPROC, glFenceSync) GLFUNC(PFNGLCLIENTWAITSYNCPROC, glClientWaitSync) GLFUNC(PFNGLDELETESYNCPROC, glDeleteSync) // debugging GLFUNC(PFNGLOBJECTLABELPROC, glObjectLabel) GLFUNC(PFNGLDEBUGMESSAGECALLBACKPROC, glDebugMessageCallback) GLFUNC(PFNGLDEBUGMESSAGECONTROLPROC, glDebugMessageControl) // wgl #if BOOST_OS_WINDOWS GLFUNC(PFNWGLSWAPINTERVALEXTPROC, wglSwapIntervalEXT) #endif // x #if BOOST_OS_LINUX || BOOST_OS_BSD EGLFUNC(PFNEGLSWAPINTERVALPROC, eglSwapInterval) EGLFUNC(PFNEGLGETCURRENTDISPLAYPROC, eglGetCurrentDisplay) #endif