280 lines
9.5 KiB
Plaintext
280 lines
9.5 KiB
Plaintext
/*!
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@page context Context guide
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@tableofcontents
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The primary purpose of GLFW is to provide a simple interface to window
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management and OpenGL and OpenGL ES context creation. GLFW supports
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multiple windows, with each window having its own context.
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This guide introduces the functions related to managing OpenGL and OpenGL ES
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contexts. There are also guides for the other areas of the GLFW API.
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- @ref intro
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- @ref window
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- @ref monitor
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- @ref input
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@section context_object Context objects
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@ref window_object encapsulate both the OS level window and a OpenGL or OpenGL
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ES context. It is created with @ref glfwCreateWindow and destroyed with @ref
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glfwDestroyWindow or @ref glfwTerminate. As the window and context are
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inseparably linked, the object pointer is used as both a context and window
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handle. See @ref window_creation for more information.
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@subsection context_hints Context creation hints
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There are a number of hints, specified using @ref glfwWindowHint, related to
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what kind of context is created. See
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[context related hints](@ref window_hints_ctx) in the window guide.
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@subsection context_sharing Context object sharing
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When creating a window and its OpenGL or OpenGL ES context with @ref
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glfwCreateWindow, you can specify another window whose context the new one
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should share its objects (textures, vertex and element buffers, etc.) with.
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@code
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GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window);
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@endcode
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Object sharing is implemented by the operating system and graphics driver. On
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platforms where it is possible to choose which types of objects are shared, GLFW
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requests that all types are shared.
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See the relevant chapter of the [OpenGL](https://www.opengl.org/registry/) or
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[OpenGL ES](http://www.khronos.org/opengles/) reference documents for more
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information. The name and number of this chapter unfortunately varies between
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versions and APIs, but has at times been named *Shared Objects and Multiple
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Contexts*.
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GLFW comes with a simple object sharing test program called `sharing`.
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@section context_current Current context
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Before you can make OpenGL or OpenGL ES calls, you need to have a current
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context of the proper type. The context encapsulates all render state and all
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objects like textures and shaders.
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A context is made current with @ref glfwMakeContextCurrent.
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@code
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glfwMakeContextCurrent(window);
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@endcode
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The current context is returned by @ref glfwGetCurrentContext.
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@code
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GLFWwindow* window = glfwGetCurrentContext();
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@endcode
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@note A context can only be current for a single thread at a time, and a thread
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can only have a single context current at a time.
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@section context_swap Buffer swapping
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Buffer swapping is part of the window and framebuffer, not the context. See
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@ref window_swap in the window guide.
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@section context_glext OpenGL and OpenGL ES extensions
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One of the benefits of OpenGL and OpenGL ES are their extensibility.
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Hardware vendors may include extensions in their implementations that extend the
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API before that functionality is included in a new version of the OpenGL or
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OpenGL ES specification, and some extensions are never included and remain
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as extensions until they become obsolete.
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An extension is defined by:
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- An extension name (e.g. `GL_ARB_debug_output`)
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- New OpenGL tokens (e.g. `GL_DEBUG_SEVERITY_HIGH_ARB`)
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- New OpenGL functions (e.g. `glGetDebugMessageLogARB`)
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Note the `ARB` affix, which stands for Architecture Review Board and is used
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for official extensions. The extension above was created by the ARB, but there
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are many different affixes, like `NV` for Nvidia and `AMD` for, well, AMD. Any
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group may also use the generic `EXT` affix. Lists of extensions, together with
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their specifications, can be found at the
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[OpenGL Registry](http://www.opengl.org/registry/) and
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[OpenGL ES Registry](https://www.khronos.org/registry/gles/).
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@subsection context_glext_auto Using an extension loader library
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This is the easiest and best way to load extensions and newer versions of the
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OpenGL or OpenGL ES API. One such library is
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[glad](https://github.com/Dav1dde/glad) and there are several others. They will
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take care of all the details of declaring and loading everything you need.
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The following example will use glad, but other extension loader libraries work
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similary.
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First you need to generate the source files using the glad Python script. This
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example generates a loader for any version of OpenGL, which is the default for
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both GLFW and glad, but loaders for OpenGL ES, as well as loaders for specific
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API versions and extension sets can be generated. The generated files are
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written to the `output` directory.
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@code{.sh}
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python main.py --no-loader --out-path output
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@endcode
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@note The `--no-loader` option is used because GLFW already provides a function
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for loading OpenGL and OpenGL ES function pointers and glad can use this instead
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of having to add its own.
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Add the generated `output/src/glad.c`, `output/include/glad/glad.h` and
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`output/include/KHR/khrplatform.h` files to your build. Then you need to
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include the glad header file, which will replace the OpenGL header of your
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development environment.
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@code
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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@endcode
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Finally you need to initialize glad once you have a matching current context.
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@code
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window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
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if (!window)
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{
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...
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}
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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@endcode
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Once glad has been loaded, you have access to all OpenGL core and extension
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functions supported by the context you created and you are ready to start
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rendering.
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You can specify a minimum required OpenGL or OpenGL ES version with
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[context hints](@ref window_hints_ctx). If your needs are more complex, you can
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check the actual OpenGL or OpenGL ES version with
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[context attributes](@ref window_attribs_context), or you can check whether
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a specific version is supported by the current context with the
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`GLAD_GL_VERSION_x_x` booleans.
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@code
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if (GLAD_GL_VERSION_3_2)
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{
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// Call OpenGL 3.2+ specific code
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}
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@endcode
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To check whether a specific extension is supported, use the `GLAD_GL_xxx`
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booleans.
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@code
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if (GLAD_GL_ARB_debug_output)
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{
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// Use GL_ARB_debug_output
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}
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@endcode
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@subsection context_glext_manual Loading extensions manually
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To use a certain extension, you must first check whether the context supports
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that extension and then, if it introduces new functions, retrieve the pointers
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to those functions. GLFW provides @ref glfwExtensionSupported and @ref
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glfwGetProcAddress for manual loading of extensions and new API functions.
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@note It is recommended that you use an existing extension loader library, as
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described above, instead of loading manually.
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@subsubsection context_glext_header The glext.h header
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The `glext.h` header is a continually updated file that defines the interfaces
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for all OpenGL extensions. The latest version of this can always be found at
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the [OpenGL Registry](http://www.opengl.org/registry/). It it strongly
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recommended that you use your own copy, as the one shipped with your development
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environment may be several years out of date and may not include the extensions
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you wish to use.
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The header defines function pointer types for all functions of all extensions it
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supports. These have names like `PFNGLGETDEBUGMESSAGELOGARB` (for
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`glGetDebugMessageLogARB`), i.e. the name is made uppercase and `PFN` (pointer
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to function) and `PROC` (procedure) are added to the ends.
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@subsubsection context_glext_string Checking for extensions
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A given machine may not actually support the extension (it may have older
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drivers or a graphics card that lacks the necessary hardware features), so it
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is necessary to check whether the context supports the extension. This is done
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with @ref glfwExtensionSupported.
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@code
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if (glfwExtensionSupported("GL_ARB_debug_output"))
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{
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// The extension is supported by the current context
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}
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@endcode
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The argument is a null terminated ASCII string with the extension name. If the
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extension is supported, @ref glfwExtensionSupported returns non-zero, otherwise
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it returns zero.
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@subsubsection context_glext_proc Fetching function pointers
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Many extensions, though not all, require the use of new OpenGL functions.
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These functions often do not have entry points in the client API libraries of
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your operating system, making it necessary to fetch them at run time. You can
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retreive pointers to these functions with @ref glfwGetProcAddress.
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@code
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PFNGLGETDEBUGMESSAGELOGARB pfnGetDebugMessageLog = glfwGetProcAddress("glGetDebugMessageLogARB");
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@endcode
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In general, you should avoid giving the function pointer variables the (exact)
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same name as the function, as this may confuse your linker. Instead, you can
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use a different prefix, like above, or some other naming scheme.
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Now that all the pieces have been introduced, here is what they might look like
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when used together.
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@code
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#include "glext.h"
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#define glGetDebugMessageLogARB pfnGetDebugMessageLog
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PFNGLGETDEBUGMESSAGELOGARB pfnGetDebugMessageLog;
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// Flag indicating whether the extension is supported
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int has_debug_output = 0;
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void load_extensions(void)
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{
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if (glfwExtensionSupported("GL_ARB_debug_output"))
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{
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pfnGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGARB) glfwGetProcAddress("glGetDebugMessageLogARB");
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if (pfnGetDebugMessageLog)
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{
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// Both the extension name and the function pointer are present
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has_debug_output = 1;
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}
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}
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}
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void some_function(void)
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{
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// Now the extension function can be called as usual
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glGetDebugMessageLogARB(...);
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}
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@endcode
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*/
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