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OpenGL ES: Use internal API entrypoints throughout.
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Should fix #10126
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Mark Kendall committed Nov 27, 2011
1 parent 2e88367 commit c87a5a7
Showing 1 changed file with 61 additions and 32 deletions.
93 changes: 61 additions & 32 deletions mythtv/libs/libmythui/mythrender_opengl2es.h
Expand Up @@ -24,38 +24,67 @@ class MUI_PUBLIC MythRenderOpenGL2ES : public MythRenderOpenGL2
m_qualifiers = "precision mediump float;\n";

// Default OpenGL ES 2.0
m_glCreateShader = (MYTH_GLCREATESHADERPROC)glCreateShader;
m_glShaderSource = (MYTH_GLSHADERSOURCEPROC)glShaderSource;
m_glCompileShader = (MYTH_GLCOMPILESHADERPROC)glCompileShader;
m_glAttachShader = (MYTH_GLATTACHSHADERPROC)glAttachShader;
m_glGetShaderiv = (MYTH_GLGETSHADERIVPROC)glGetShaderiv;
m_glGetShaderInfoLog = (MYTH_GLGETSHADERINFOLOGPROC)glGetShaderInfoLog;
m_glDetachShader = (MYTH_GLDETACHSHADERPROC)glDetachShader;
m_glDeleteShader = (MYTH_GLDELETESHADERPROC)glDeleteShader;

m_glDeleteProgram = (MYTH_GLDELETEPROGRAMPROC)glDeleteProgram;
m_glCreateProgram = (MYTH_GLCREATEPROGRAMPROC)glCreateProgram;
m_glLinkProgram = (MYTH_GLLINKPROGRAMPROC)glLinkProgram;
m_glUseProgram = (MYTH_GLUSEPROGRAMPROC)glUseProgram;
m_glGetProgramInfoLog = (MYTH_GLGETPROGRAMINFOLOGPROC)glGetProgramInfoLog;
m_glGetProgramiv = (MYTH_GLGETPROGRAMIVPROC)glGetProgramiv;

m_glGetUniformLocation = (MYTH_GLGETUNIFORMLOCATIONPROC)glGetUniformLocation;
m_glUniform4f = (MYTH_GLUNIFORM4FPROC)glUniform4f;
m_glUniformMatrix4fv = (MYTH_GLUNIFORMMATRIX4FVPROC)glUniformMatrix4fv;
m_glVertexAttribPointer = (MYTH_GLVERTEXATTRIBPOINTERPROC)glVertexAttribPointer;

m_glEnableVertexAttribArray = (MYTH_GLENABLEVERTEXATTRIBARRAYPROC)glEnableVertexAttribArray;
m_glDisableVertexAttribArray = (MYTH_GLDISABLEVERTEXATTRIBARRAYPROC)glDisableVertexAttribArray;
m_glBindAttribLocation = (MYTH_GLBINDATTRIBLOCATIONPROC)glBindAttribLocation;
m_glVertexAttrib4f = (MYTH_GLVERTEXATTRIB4FPROC)glVertexAttrib4f;

m_glGenBuffers = (MYTH_GLGENBUFFERSPROC)glGenBuffers;
m_glBindBuffer = (MYTH_GLBINDBUFFERPROC)glBindBuffer;
m_glDeleteBuffers = (MYTH_GLDELETEBUFFERSPROC)glDeleteBuffers;
m_glBufferData = (MYTH_GLBUFFERDATAPROC)glBufferData;

m_glActiveTexture = (MYTH_GLACTIVETEXTUREPROC)glActiveTexture;
m_glCreateShader = (MYTH_GLCREATESHADERPROC)
GetProcAddress("glCreateShader");
m_glShaderSource = (MYTH_GLSHADERSOURCEPROC)
GetProcAddress("glShaderSource");
m_glCompileShader = (MYTH_GLCOMPILESHADERPROC)
GetProcAddress("glCompileShader");
m_glAttachShader = (MYTH_GLATTACHSHADERPROC)
GetProcAddress("glAttachShader");
m_glGetShaderiv = (MYTH_GLGETSHADERIVPROC)
GetProcAddress("glGetShaderiv");
m_glGetShaderInfoLog = (MYTH_GLGETSHADERINFOLOGPROC)
GetProcAddress("glGetShaderInfoLog");
m_glDetachShader = (MYTH_GLDETACHSHADERPROC)
GetProcAddress("glDetachShader");
m_glDeleteShader = (MYTH_GLDELETESHADERPROC)
GetProcAddress("glDeleteShader");

m_glDeleteProgram = (MYTH_GLDELETEPROGRAMPROC)
GetProcAddress("glDeleteProgram");
m_glCreateProgram = (MYTH_GLCREATEPROGRAMPROC)
GetProcAddress("glCreateProgram");
m_glLinkProgram = (MYTH_GLLINKPROGRAMPROC)
GetProcAddress("glLinkProgram");
m_glUseProgram = (MYTH_GLUSEPROGRAMPROC)
GetProcAddress("glUseProgram");
m_glGetProgramInfoLog = (MYTH_GLGETPROGRAMINFOLOGPROC)
GetProcAddress("glGetProgramInfoLog");
m_glGetProgramiv = (MYTH_GLGETPROGRAMIVPROC)
GetProcAddress("glGetProgramiv");

m_glGetUniformLocation = (MYTH_GLGETUNIFORMLOCATIONPROC)
GetProcAddress("glGetUniformLocation");
m_glUniform4f = (MYTH_GLUNIFORM4FPROC)
GetProcAddress("glUniform4f");
m_glUniformMatrix4fv = (MYTH_GLUNIFORMMATRIX4FVPROC)
GetProcAddress("glUniformMatrix4fv");
m_glVertexAttribPointer = (MYTH_GLVERTEXATTRIBPOINTERPROC)
GetProcAddress("glVertexAttribPointer");

m_glEnableVertexAttribArray =
(MYTH_GLENABLEVERTEXATTRIBARRAYPROC)
GetProcAddress("glEnableVertexAttribArray");
m_glDisableVertexAttribArray =
(MYTH_GLDISABLEVERTEXATTRIBARRAYPROC)
GetProcAddress("glDisableVertexAttribArray");
m_glBindAttribLocation = (MYTH_GLBINDATTRIBLOCATIONPROC)
GetProcAddress("glBindAttribLocation");
m_glVertexAttrib4f = (MYTH_GLVERTEXATTRIB4FPROC)
GetProcAddress("glVertexAttrib4f");

m_glGenBuffers = (MYTH_GLGENBUFFERSPROC)
GetProcAddress("glGenBuffers");
m_glBindBuffer = (MYTH_GLBINDBUFFERPROC)
GetProcAddress("glBindBuffer");
m_glDeleteBuffers = (MYTH_GLDELETEBUFFERSPROC)
GetProcAddress("glDeleteBuffers");
m_glBufferData = (MYTH_GLBUFFERDATAPROC)
GetProcAddress("glBufferData");

m_glActiveTexture = (MYTH_GLACTIVETEXTUREPROC)
GetProcAddress("glActiveTexture");

// GL_OES_framebuffer_object - should be core?
m_glGenFramebuffers = (MYTH_GLGENFRAMEBUFFERSPROC)
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