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Generator for C-imports to Haskell for OpenGL.
Haskell C Shell
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CodeGenerating @ 38ae5e3
OpenGLRawgenBase @ d2b9b3f
opengl-api @ 4a20f41


OpenGLRawgen is a generator tool to make a Raw FFI import of OpenGL to haskell in style of OpenGLRaw.

Build Status

Project goal

The current (01-2013) OpenGLRaw is quite outdated and not practical to keep up to date as everything needs to be done by hand. The goal of this project is to make a generator which can produce most the otherwise handwritten source of OpenGLRaw. Therefore it tries to keep the work needed to generate a new version to a minimum and keeping in mind the current conventions, while also trying to take advantage of the extra processing power available.


The generator has creates all sources in the Graphics.Rendering.OpenGL.Raw namespace. In which it will generate several sub namespace.

  • Core.Internal is generated to house all the code to describe the functions and enumerations which are part of a certain specification of OpenGL. Parts are put into modules based on the first version of the specification to which they were added.
  • Extension granter namespaces e.g. ARB and NV, for each extension granting entity there will be a separate namespace which will contain all there extensions.

Furthermore it will make several extra modules to group functions and enumerations. Most importantly there are modules to do the grouping for a specific version of the OpenGl specification, they can be found in the subnamespace Core.


Several steps are needed to be preformed to generate a working cabal package out of the generated sources. These steps are detailed in

Other sources

Some building blocks of the OpenGLRaw package have been reused from the old package. These parts are those representing types and the several of the internals (e.g. the ones for retrieving proc-addresses). These are also found in BuildSources, with there License.

Changes from OpenGLRaw

There are of course some changes from the OpenGLRaw. (The list is probably not complete, but these are the major points.)

Core modules

The major change is probably that the core modules have been rearranged . Compatibility modules can be generated by giving the generator the -c flag. Raw.hs now exports the latest OpenGL specification in stead of every binding.

Naming schemes

The old naming scheme for functions and enumeration was not very clear on when the extension suffixes should be kept for a function and when not. It seemed to depend on whether or not the specification for the function is the same as the one without suffix. The generator on the other hand needs a clear naming scheme, though then there is the choice on what to do with the suffixes. Two simple naming schemes have been included in the generator. -s Gives a version where all extension suffixes have been removed, -S will result in keeping all suffixes. -S is default as it results in the least trouble. As a consequence of name clashes with the -s option, the grouping modules for extension granters (e.g. ARB and NV) have been disabled.


The generator can roughly be split in several steps.

  1. Parsing of the specification files into a specific format (found in Spec.Parsing).
  2. Amending and filtering the specification. (found in Spec.Processing).
  3. Generating RawModules, a specification of the modules to be generated (found in the Modules namespace).
  4. Generating files from these RawModules (Currently done in Main and Code.ModuleCode).

Apart from these steps there are several other modules,

  • Modules.Types Defines the types for the abstract modules.
  • Spec.RawSpec Defines the types for working with the original specification.
  • Main.Options Defines the commandline options.
  • Main.Monad Defines the RawGen monads that distribute the options and does the error handling.

1. Parsing

The implementation is based around the .spec files from the OpenGL registry which provide a source of all function and enumerations in use. The (slightly corrected) files are parsed by noteeds spec parser . As some information is only available in the comments of the spec files two extra files are used to represent the reusing of functions and enumerations from other categories. All the parsing code can be found in Spec.Parsing.

2. Processing

The further processing is relatively simple. Some information about reusing definitions from other categories is buried in comments. These reuses are specified by two files (enumreuses and funcreuses). As the amount of extensions is quite large there is the possibility to exclude them based on vendor. Therefore a file (novendor) is used to filter the categories.

3. RawModule generating

The translation from the specification to code is done via RawModule, which specify the contents of a module in the final OpenGLRaw. This extra layer is added to separate the logic creating the contents from the actual templates used to generate the code. In addition these intermediate forms can be used to generate other output. Different types of modules to generate have all there own module,

  • Modules.Types Defines the RawModule and associated types.
  • Modules.Builder represents the builder monads used to generate them.
  • Modules.Compatibility has some functions for generating modules that are no longer present in the new file structure.
  • Modules.GroupModule has builders for modules that group other modules together to reexport them for easy imports (e.g. for Core and vendor modules).
  • Modules.Module makes the actual enumeration and functions.
  • Modules.Raw binds all the modules together to generate the full OpenGLRaw.

4. Generating output

The RawModules are used to generate to forms of output.

  • The real haskell modules are generated using the template from Code.ModuleCode.
  • Two listings specifying the internal modules (other-modules field in cabal) in modulesI.txt and the external modules (exposed-modules in cabal) in modulesE.txt.


The generator depends on several packages. The special ones are

  • haskell-src-exts for representing the source code.
  • CodeGenerating to add extra functions to haskell-src-exts for generating source code, it can be found here
  • opengl-api from noteed for parsing the spec files.
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