INNER CODE UNIT · C

load_GL_VERSION_4_1

ounols/CSEngine · External/glad/glad.c:2109

static void load_GL_VERSION_4_1(GLADloadproc load) {
	if(!GLAD_GL_VERSION_4_1) return;
	glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler");
	glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary");
	glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat");
	glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef");
	glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf");
	glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary");
	glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary");
	glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri");
	glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages");
	glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram");
	glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv");
	glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline");
	glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines");
	glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines");
	glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline");
	glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv");

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