#include "glamor_priv.h" #define INIT_FUNC(dst,func_name,get) \ dst->func_name = get(#func_name); \ if (dst->func_name == NULL) \ { ErrorF("Failed to get function %s", #func_name); \ goto fail; } _X_EXPORT Bool glamor_gl_dispatch_init_impl(struct glamor_gl_dispatch *dispatch, int gl_version, void *(*get_proc_address) (const char *)) { INIT_FUNC(dispatch, glMatrixMode, get_proc_address); INIT_FUNC(dispatch, glLoadIdentity, get_proc_address); INIT_FUNC(dispatch, glViewport, get_proc_address); INIT_FUNC(dispatch, glRasterPos2i, get_proc_address); INIT_FUNC(dispatch, glDrawArrays, get_proc_address); INIT_FUNC(dispatch, glReadPixels, get_proc_address); INIT_FUNC(dispatch, glDrawPixels, get_proc_address); INIT_FUNC(dispatch, glPixelStorei, get_proc_address); INIT_FUNC(dispatch, glTexParameteri, get_proc_address); INIT_FUNC(dispatch, glTexImage2D, get_proc_address); INIT_FUNC(dispatch, glGenTextures, get_proc_address); INIT_FUNC(dispatch, glDeleteTextures, get_proc_address); INIT_FUNC(dispatch, glBindTexture, get_proc_address); INIT_FUNC(dispatch, glTexSubImage2D, get_proc_address); INIT_FUNC(dispatch, glFlush, get_proc_address); INIT_FUNC(dispatch, glGetIntegerv, get_proc_address); INIT_FUNC(dispatch, glGetString, get_proc_address); INIT_FUNC(dispatch, glScissor, get_proc_address); INIT_FUNC(dispatch, glEnable, get_proc_address); INIT_FUNC(dispatch, glDisable, get_proc_address); INIT_FUNC(dispatch, glBlendFunc, get_proc_address); INIT_FUNC(dispatch, glLogicOp, get_proc_address); INIT_FUNC(dispatch, glActiveTexture, get_proc_address); INIT_FUNC(dispatch, glGenBuffers, get_proc_address); INIT_FUNC(dispatch, glBufferData, get_proc_address); INIT_FUNC(dispatch, glMapBuffer, get_proc_address); INIT_FUNC(dispatch, glUnmapBuffer, get_proc_address); INIT_FUNC(dispatch, glBindBuffer, get_proc_address); INIT_FUNC(dispatch, glDeleteBuffers, get_proc_address); INIT_FUNC(dispatch, glFramebufferTexture2D, get_proc_address); INIT_FUNC(dispatch, glBindFramebuffer, get_proc_address); INIT_FUNC(dispatch, glDeleteFramebuffers, get_proc_address); INIT_FUNC(dispatch, glGenFramebuffers, get_proc_address); INIT_FUNC(dispatch, glCheckFramebufferStatus, get_proc_address); INIT_FUNC(dispatch, glBlitFramebuffer, get_proc_address); INIT_FUNC(dispatch, glVertexAttribPointer, get_proc_address); INIT_FUNC(dispatch, glDisableVertexAttribArray, get_proc_address); INIT_FUNC(dispatch, glEnableVertexAttribArray, get_proc_address); INIT_FUNC(dispatch, glBindAttribLocation, get_proc_address); INIT_FUNC(dispatch, glLinkProgram, get_proc_address); INIT_FUNC(dispatch, glShaderSource, get_proc_address); INIT_FUNC(dispatch, glUseProgram, get_proc_address); INIT_FUNC(dispatch, glUniform1i, get_proc_address); INIT_FUNC(dispatch, glUniform4f, get_proc_address); INIT_FUNC(dispatch, glUniform4fv, get_proc_address); INIT_FUNC(dispatch, glCreateProgram, get_proc_address); INIT_FUNC(dispatch, glCreateShader, get_proc_address); INIT_FUNC(dispatch, glCompileShader, get_proc_address); INIT_FUNC(dispatch, glAttachShader, get_proc_address); INIT_FUNC(dispatch, glGetShaderiv, get_proc_address); INIT_FUNC(dispatch, glGetShaderInfoLog, get_proc_address); INIT_FUNC(dispatch, glGetProgramiv, get_proc_address); INIT_FUNC(dispatch, glGetProgramInfoLog, get_proc_address); INIT_FUNC(dispatch, glGetUniformLocation, get_proc_address); return TRUE; fail: return FALSE; }