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authorMiodrag Milanovic <mmicko@gmail.com>2018-10-21 09:28:35 +0200
committerMiodrag Milanovic <mmicko@gmail.com>2018-10-24 19:00:58 +0200
commitb948b76c8ea5ec57b6a424baa1b117c0025c0328 (patch)
tree2708d134a5caf9652822052f0629a7a9f43d3efe /3rdparty/imgui/examples
parent169b42da4a1064f28776ee80eaa7449facaf200b (diff)
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add imgui library
Diffstat (limited to '3rdparty/imgui/examples')
-rw-r--r--3rdparty/imgui/examples/.gitignore38
-rw-r--r--3rdparty/imgui/examples/README.txt230
-rw-r--r--3rdparty/imgui/examples/example_allegro5/README.md23
-rw-r--r--3rdparty/imgui/examples/example_allegro5/example_allegro5.vcxproj174
-rw-r--r--3rdparty/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters55
-rw-r--r--3rdparty/imgui/examples/example_allegro5/imconfig_allegro5.h11
-rw-r--r--3rdparty/imgui/examples/example_allegro5/main.cpp133
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/README.md8
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/Shared/AppDelegate.h19
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/Shared/AppDelegate.m12
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/Shared/Renderer.h9
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/Shared/Renderer.mm132
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/Shared/ViewController.h20
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/Shared/ViewController.mm130
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/Shared/main.m23
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj549
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/iOS/Base.lproj/Main.storyboard28
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/iOS/Default-568h@2x.pngbin0 -> 1673 bytes
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/iOS/Info-iOS.plist51
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/iOS/Launch Screen.storyboard29
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/macOS/Base.lproj/Main.storyboard130
-rw-r--r--3rdparty/imgui/examples/example_apple_metal/macOS/Info-macOS.plist32
-rw-r--r--3rdparty/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj329
-rw-r--r--3rdparty/imgui/examples/example_apple_opengl2/main.mm281
-rw-r--r--3rdparty/imgui/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj175
-rw-r--r--3rdparty/imgui/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters58
-rw-r--r--3rdparty/imgui/examples/example_freeglut_opengl2/main.cpp134
-rw-r--r--3rdparty/imgui/examples/example_glfw_opengl2/build_win32.bat3
-rw-r--r--3rdparty/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj175
-rw-r--r--3rdparty/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters58
-rw-r--r--3rdparty/imgui/examples/example_glfw_opengl2/main.cpp140
-rw-r--r--3rdparty/imgui/examples/example_glfw_opengl3/build_win32.bat3
-rw-r--r--3rdparty/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj178
-rw-r--r--3rdparty/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters70
-rw-r--r--3rdparty/imgui/examples/example_glfw_opengl3/main.cpp183
-rw-r--r--3rdparty/imgui/examples/example_glfw_vulkan/CMakeLists.txt36
-rw-r--r--3rdparty/imgui/examples/example_glfw_vulkan/build_win32.bat7
-rw-r--r--3rdparty/imgui/examples/example_glfw_vulkan/build_win64.bat7
-rw-r--r--3rdparty/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj175
-rw-r--r--3rdparty/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters58
-rwxr-xr-x3rdparty/imgui/examples/example_glfw_vulkan/gen_spv.sh3
-rw-r--r--3rdparty/imgui/examples/example_glfw_vulkan/glsl_shader.frag14
-rw-r--r--3rdparty/imgui/examples/example_glfw_vulkan/glsl_shader.vert25
-rw-r--r--3rdparty/imgui/examples/example_glfw_vulkan/main.cpp499
-rw-r--r--3rdparty/imgui/examples/example_marmalade/data/app.icf32
-rw-r--r--3rdparty/imgui/examples/example_marmalade/main.cpp120
-rw-r--r--3rdparty/imgui/examples/example_marmalade/marmalade_example.mkb46
-rw-r--r--3rdparty/imgui/examples/example_null/build_win32.bat3
-rw-r--r--3rdparty/imgui/examples/example_null/main.cpp35
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl2/README.md22
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat3
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj175
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters58
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl2/main.cpp148
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl3/README.md22
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl3/build_win32.bat3
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj178
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters70
-rw-r--r--3rdparty/imgui/examples/example_sdl_opengl3/main.cpp188
-rw-r--r--3rdparty/imgui/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj175
-rw-r--r--3rdparty/imgui/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters58
-rw-r--r--3rdparty/imgui/examples/example_sdl_vulkan/main.cpp490
-rw-r--r--3rdparty/imgui/examples/example_win32_directx10/build_win32.bat4
-rw-r--r--3rdparty/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj165
-rw-r--r--3rdparty/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters57
-rw-r--r--3rdparty/imgui/examples/example_win32_directx10/main.cpp223
-rw-r--r--3rdparty/imgui/examples/example_win32_directx11/build_win32.bat4
-rw-r--r--3rdparty/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj165
-rw-r--r--3rdparty/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters57
-rw-r--r--3rdparty/imgui/examples/example_win32_directx11/main.cpp227
-rw-r--r--3rdparty/imgui/examples/example_win32_directx12/build_win32.bat4
-rw-r--r--3rdparty/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj167
-rw-r--r--3rdparty/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters54
-rw-r--r--3rdparty/imgui/examples/example_win32_directx12/main.cpp429
-rw-r--r--3rdparty/imgui/examples/example_win32_directx9/build_win32.bat3
-rw-r--r--3rdparty/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj165
-rw-r--r--3rdparty/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters58
-rw-r--r--3rdparty/imgui/examples/example_win32_directx9/main.cpp204
-rw-r--r--3rdparty/imgui/examples/imgui_examples.sln68
-rw-r--r--3rdparty/imgui/examples/imgui_impl_allegro5.cpp388
-rw-r--r--3rdparty/imgui/examples/imgui_impl_allegro5.h29
-rw-r--r--3rdparty/imgui/examples/imgui_impl_dx10.cpp495
-rw-r--r--3rdparty/imgui/examples/imgui_impl_dx10.h20
-rw-r--r--3rdparty/imgui/examples/imgui_impl_dx11.cpp504
-rw-r--r--3rdparty/imgui/examples/imgui_impl_dx11.h21
-rw-r--r--3rdparty/imgui/examples/imgui_impl_dx12.cpp625
-rw-r--r--3rdparty/imgui/examples/imgui_impl_dx12.h31
-rw-r--r--3rdparty/imgui/examples/imgui_impl_dx9.cpp274
-rw-r--r--3rdparty/imgui/examples/imgui_impl_dx9.h20
-rw-r--r--3rdparty/imgui/examples/imgui_impl_freeglut.cpp188
-rw-r--r--3rdparty/imgui/examples/imgui_impl_freeglut.h27
-rw-r--r--3rdparty/imgui/examples/imgui_impl_glfw.cpp298
-rw-r--r--3rdparty/imgui/examples/imgui_impl_glfw.h32
-rw-r--r--3rdparty/imgui/examples/imgui_impl_marmalade.cpp308
-rw-r--r--3rdparty/imgui/examples/imgui_impl_marmalade.h24
-rw-r--r--3rdparty/imgui/examples/imgui_impl_metal.h25
-rw-r--r--3rdparty/imgui/examples/imgui_impl_metal.mm517
-rw-r--r--3rdparty/imgui/examples/imgui_impl_opengl2.cpp212
-rw-r--r--3rdparty/imgui/examples/imgui_impl_opengl2.h28
-rw-r--r--3rdparty/imgui/examples/imgui_impl_opengl3.cpp538
-rw-r--r--3rdparty/imgui/examples/imgui_impl_opengl3.h39
-rw-r--r--3rdparty/imgui/examples/imgui_impl_osx.h15
-rw-r--r--3rdparty/imgui/examples/imgui_impl_osx.mm238
-rw-r--r--3rdparty/imgui/examples/imgui_impl_sdl.cpp284
-rw-r--r--3rdparty/imgui/examples/imgui_impl_sdl.h24
-rw-r--r--3rdparty/imgui/examples/imgui_impl_vulkan.cpp1066
-rw-r--r--3rdparty/imgui/examples/imgui_impl_vulkan.h103
-rw-r--r--3rdparty/imgui/examples/imgui_impl_win32.cpp248
-rw-r--r--3rdparty/imgui/examples/imgui_impl_win32.h20
-rw-r--r--3rdparty/imgui/examples/libs/gl3w/GL/gl3w.c1344
-rw-r--r--3rdparty/imgui/examples/libs/gl3w/GL/gl3w.h1234
-rw-r--r--3rdparty/imgui/examples/libs/gl3w/GL/glcorearb.h4533
-rw-r--r--3rdparty/imgui/examples/libs/glfw/COPYING.txt22
-rw-r--r--3rdparty/imgui/examples/libs/glfw/include/GLFW/glfw3.h4227
-rw-r--r--3rdparty/imgui/examples/libs/glfw/include/GLFW/glfw3native.h456
-rw-r--r--3rdparty/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.libbin0 -> 187376 bytes
-rw-r--r--3rdparty/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.libbin0 -> 291120 bytes
-rw-r--r--3rdparty/imgui/examples/libs/usynergy/README.txt8
-rw-r--r--3rdparty/imgui/examples/libs/usynergy/uSynergy.c636
-rw-r--r--3rdparty/imgui/examples/libs/usynergy/uSynergy.h420
120 files changed, 27848 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/.gitignore b/3rdparty/imgui/examples/.gitignore
new file mode 100644
index 00000000..b9e1bb62
--- /dev/null
+++ b/3rdparty/imgui/examples/.gitignore
@@ -0,0 +1,38 @@
+build/*
+*/Debug/*
+*/Release/*
+*/x64/*
+*.o
+*.obj
+*.exe
+
+## Visual Studio cruft
+.vs/*
+*/ipch/*
+*.opensdf
+*.log
+*.pdb
+*.ilk
+*.user
+*.sdf
+*.suo
+*.VC.db
+*.VC.VC.opendb
+
+## Xcode cruft
+.DS_Store
+project.xcworkspace
+xcuserdata
+
+## Emscripten output
+*.out.js
+*.out.wasm
+
+## Unix executables
+example_glfw_opengl2/example_glfw_opengl2
+example_glfw_opengl3/example_glfw_opengl3
+example_sdl_opengl2/example_sdl_opengl2
+example_sdl_opengl3/example_sdl_opengl3
+
+## Dear ImGui Ini files
+imgui.ini
diff --git a/3rdparty/imgui/examples/README.txt b/3rdparty/imgui/examples/README.txt
new file mode 100644
index 00000000..1ee91492
--- /dev/null
+++ b/3rdparty/imgui/examples/README.txt
@@ -0,0 +1,230 @@
+-----------------------------------------------------------------------
+ examples/README.txt
+ (This is the README file for the examples/ folder. See docs/ for more documentation)
+-----------------------------------------------------------------------
+
+Dear ImGui is highly portable and only requires a few things to run and render:
+
+ - Providing mouse/keyboard inputs
+ - Uploading the font atlas texture into graphics memory
+ - Providing a render function to render indexed textured triangles
+ - Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
+
+This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
+
+It is important to understand the difference between the core Dear ImGui library (files in the root folder)
+and examples bindings which we are describing here (examples/ folder).
+You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
+effort you can even perform the rendering remotely, on a different machine than the one running the logic.
+
+This folder contains two things:
+
+ - Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
+ They are the imgui_impl_XXXX files found in the examples/ folder.
+
+ - Example applications (standalone, ready-to-build) using the aforementioned bindings.
+ They are the in the XXXX_example/ sub-folders.
+
+You can find binaries of some of those example applications at:
+ http://www.miracleworld.net/imgui/binaries
+
+
+---------------------------------------
+ MISC COMMENTS AND SUGGESTIONS
+---------------------------------------
+
+ - Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
+ Please read the comments and instruction at the top of each file.
+
+ - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
+ to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
+ ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
+ catch up with what changed.
+
+ - Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
+ However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
+ and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
+ You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
+ to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
+ at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
+ cursor only when an interactive drag is in progress.
+ Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
+ If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
+ application drawing a shape directly under the mouse cursor.
+
+
+---------------------------------------
+ EXAMPLE BINDINGS
+---------------------------------------
+
+Most the example bindings are split in 2 parts:
+
+ - The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
+ Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
+
+ - The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
+ Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
+
+ - The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
+ Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
+
+ - Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
+ This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
+
+ - If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
+ your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
+ first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
+ imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
+ In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
+
+ Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
+ system layered over DirectX11.
+ Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
+ Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
+ using your own functions, etc.
+ Please consider using the bindings to the lower-level platform/graphics API as-is.
+
+ Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
+ Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
+ This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
+ works and is bound, you can rewrite the code using your own systems.
+
+ - Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
+ seamlessly detached from the main application window. This is achieved using an extra layer to the
+ platform and renderer bindings, which allows imgui to communicate platform-specific requests.
+ If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
+ improvements and fixes related to viewports and platform windows without extra work on your side.
+
+
+List of Platforms Bindings in this repository:
+
+ imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
+ imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
+ imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
+
+List of Renderer Bindings in this repository:
+
+ imgui_impl_dx9.cpp ; DirectX9
+ imgui_impl_dx10.cpp ; DirectX10
+ imgui_impl_dx11.cpp ; DirectX11
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
+ imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
+ imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
+ imgui_impl_vulkan.cpp ; Vulkan
+
+List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
+
+ imgui_impl_allegro5.cpp
+ imgui_impl_marmalade.cpp
+
+Third-party framework, graphics API and languages bindings are listed at:
+
+ https://github.com/ocornut/imgui/wiki/Bindings
+
+ Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
+ Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
+ OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
+ Miscellaneous: Software Renderer, RemoteImgui, etc.
+
+
+---------------------------------------
+ EXAMPLE APPLICATIONS
+---------------------------------------
+
+Building:
+ Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
+ libraries (the kind we're using here to create a window and render 3D triangles) without relying on
+ third party software. For most examples here I choose to provide:
+ - Makefiles for Linux/OSX
+ - Batch files for Visual Studio 2008+
+ - A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
+ Please let me know if they don't work with your setup!
+ You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
+ directly with a command-line compiler.
+
+
+example_win32_directx9/
+ DirectX9 example, Windows only.
+ = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
+
+example_win32_directx10/
+ DirectX10 example, Windows only.
+ = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
+
+example_win32_directx11/
+ DirectX11 example, Windows only.
+ = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
+
+example_win32_directx12/
+ DirectX12 example, Windows only.
+ This is quite long and tedious, because: DirectX12.
+ = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
+example_glfw_opengl2/
+ **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+ **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
+ GLFW + OpenGL2 example (legacy, fixed pipeline).
+ This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
+ If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+ make things more complicated, will require your code to reset many OpenGL attributes to their initial
+ state, and might confuse your GPU driver. One star, not recommended.
+ = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
+
+example_glfw_opengl3/
+ GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W).
+ This uses more modern OpenGL calls and custom shaders.
+ Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+ = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
+
+example_glfw_vulkan/
+ GLFW (Win32, Mac, Linux) + Vulkan example.
+ This is quite long and tedious, because: Vulkan.
+ = main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
+
+example_sdl_opengl2/
+ **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+ **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
+ SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
+ This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
+ If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+ make things more complicated, will require your code to reset many OpenGL attributes to their initial
+ state, and might confuse your GPU driver. One star, not recommended.
+ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
+
+example_sdl_opengl3/
+ SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
+ This uses more modern OpenGL calls and custom shaders.
+ Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
+
+example_sdl_vulkan/
+ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
+ This is quite long and tedious, because: Vulkan.
+ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
+
+example_allegro5/
+ Allegro 5 example.
+ = main.cpp + imgui_impl_allegro5.cpp
+
+example_freeglut_opengl2/
+ FreeGLUT + OpenGL2.
+ = main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
+
+example_marmalade/
+ Marmalade example using IwGx.
+ = main.cpp + imgui_impl_marmalade.cpp
diff --git a/3rdparty/imgui/examples/example_allegro5/README.md b/3rdparty/imgui/examples/example_allegro5/README.md
new file mode 100644
index 00000000..5fdcc504
--- /dev/null
+++ b/3rdparty/imgui/examples/example_allegro5/README.md
@@ -0,0 +1,23 @@
+
+# Configuration
+
+Dear ImGui outputs 16-bit vertex indices by default.
+Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices.
+You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
+We are providing `imconfig_allegro5.h` that enables 32-bit indices.
+Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
+
+# How to Build
+
+- On Ubuntu 14.04+
+
+```bash
+g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ..\imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
+```
+
+- On Windows with Visual Studio's CLI
+
+```
+set ALLEGRODIR=path_to_your_allegro5_folder
+cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
+```
diff --git a/3rdparty/imgui/examples/example_allegro5/example_allegro5.vcxproj b/3rdparty/imgui/examples/example_allegro5/example_allegro5.vcxproj
new file mode 100644
index 00000000..b0792697
--- /dev/null
+++ b/3rdparty/imgui/examples/example_allegro5/example_allegro5.vcxproj
@@ -0,0 +1,174 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
+ <RootNamespace>example_allegro5</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_allegro5.cpp" />
+ <ClCompile Include="imconfig_allegro5.h" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_allegro5.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters b/3rdparty/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters
new file mode 100644
index 00000000..8019ebfd
--- /dev/null
+++ b/3rdparty/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters
@@ -0,0 +1,55 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_allegro5.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="imconfig_allegro5.h">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_allegro5.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_allegro5/imconfig_allegro5.h b/3rdparty/imgui/examples/example_allegro5/imconfig_allegro5.h
new file mode 100644
index 00000000..35afa67f
--- /dev/null
+++ b/3rdparty/imgui/examples/example_allegro5/imconfig_allegro5.h
@@ -0,0 +1,11 @@
+//-----------------------------------------------------------------------------
+// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE
+// See imconfig.h for the full template
+// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones
+// This allows us to avoid converting vertices format at runtime
+#define ImDrawIdx int
diff --git a/3rdparty/imgui/examples/example_allegro5/main.cpp b/3rdparty/imgui/examples/example_allegro5/main.cpp
new file mode 100644
index 00000000..a5998b64
--- /dev/null
+++ b/3rdparty/imgui/examples/example_allegro5/main.cpp
@@ -0,0 +1,133 @@
+// dear imgui: standalone example application for Allegro 5
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include <stdint.h>
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+#include "imgui.h"
+#include "imgui_impl_allegro5.h"
+
+int main(int, char**)
+{
+ // Setup Allegro
+ al_init();
+ al_install_keyboard();
+ al_install_mouse();
+ al_init_primitives_addon();
+ al_set_new_display_flags(ALLEGRO_RESIZABLE);
+ ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
+ al_set_window_title(display, "Dear ImGui Allegro 5 example");
+ ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
+ al_register_event_source(queue, al_get_display_event_source(display));
+ al_register_event_source(queue, al_get_keyboard_event_source());
+ al_register_event_source(queue, al_get_mouse_event_source());
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ ImGui_ImplAllegro5_Init(display);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool running = true;
+ while (running)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ ALLEGRO_EVENT ev;
+ while (al_get_next_event(queue, &ev))
+ {
+ ImGui_ImplAllegro5_ProcessEvent(&ev);
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
+ running = false;
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
+ {
+ ImGui_ImplAllegro5_InvalidateDeviceObjects();
+ al_acknowledge_resize(display);
+ ImGui_ImplAllegro5_CreateDeviceObjects();
+ }
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplAllegro5_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
+ ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
+ al_flip_display();
+ }
+
+ // Cleanup
+ ImGui_ImplAllegro5_Shutdown();
+ ImGui::DestroyContext();
+ al_destroy_event_queue(queue);
+ al_destroy_display(display);
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_apple_metal/README.md b/3rdparty/imgui/examples/example_apple_metal/README.md
new file mode 100644
index 00000000..4f620327
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/README.md
@@ -0,0 +1,8 @@
+# iOS / OSX Metal example
+
+## Introduction
+
+This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+
+(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+
diff --git a/3rdparty/imgui/examples/example_apple_metal/Shared/AppDelegate.h b/3rdparty/imgui/examples/example_apple_metal/Shared/AppDelegate.h
new file mode 100644
index 00000000..c4632b1f
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/Shared/AppDelegate.h
@@ -0,0 +1,19 @@
+
+#import <TargetConditionals.h>
+
+#if TARGET_OS_IPHONE
+
+#import <UIKit/UIKit.h>
+
+@interface AppDelegate : UIResponder <UIApplicationDelegate>
+@property (strong, nonatomic) UIWindow *window;
+@end
+
+#else
+
+#import <Cocoa/Cocoa.h>
+
+@interface AppDelegate : NSObject <NSApplicationDelegate>
+@end
+
+#endif
diff --git a/3rdparty/imgui/examples/example_apple_metal/Shared/AppDelegate.m b/3rdparty/imgui/examples/example_apple_metal/Shared/AppDelegate.m
new file mode 100644
index 00000000..eabb44c1
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/Shared/AppDelegate.m
@@ -0,0 +1,12 @@
+
+#import "AppDelegate.h"
+
+@implementation AppDelegate
+
+#if TARGET_OS_OSX
+- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
+ return YES;
+}
+#endif
+
+@end
diff --git a/3rdparty/imgui/examples/example_apple_metal/Shared/Renderer.h b/3rdparty/imgui/examples/example_apple_metal/Shared/Renderer.h
new file mode 100644
index 00000000..f324915c
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/Shared/Renderer.h
@@ -0,0 +1,9 @@
+
+#import <MetalKit/MetalKit.h>
+
+@interface Renderer : NSObject <MTKViewDelegate>
+
+-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
+
+@end
+
diff --git a/3rdparty/imgui/examples/example_apple_metal/Shared/Renderer.mm b/3rdparty/imgui/examples/example_apple_metal/Shared/Renderer.mm
new file mode 100644
index 00000000..95218eae
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/Shared/Renderer.mm
@@ -0,0 +1,132 @@
+
+#import "Renderer.h"
+#import <Metal/Metal.h>
+
+#include "imgui.h"
+#include "imgui_impl_metal.h"
+
+#if TARGET_OS_OSX
+#include "imgui_impl_osx.h"
+#endif
+
+@interface Renderer ()
+@property (nonatomic, strong) id <MTLDevice> device;
+@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
+@end
+
+@implementation Renderer
+
+-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
+{
+ self = [super init];
+ if(self)
+ {
+ _device = view.device;
+ _commandQueue = [_device newCommandQueue];
+
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ (void)ImGui::GetIO();
+
+ ImGui_ImplMetal_Init(_device);
+
+ ImGui::StyleColorsDark();
+ }
+
+ return self;
+}
+
+- (void)drawInMTKView:(MTKView *)view
+{
+ ImGuiIO &io = ImGui::GetIO();
+ io.DisplaySize.x = view.bounds.size.width;
+ io.DisplaySize.y = view.bounds.size.height;
+
+#if TARGET_OS_OSX
+ CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
+#else
+ CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
+#endif
+ io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
+
+ io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
+
+ id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
+
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
+
+ MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
+ if (renderPassDescriptor != nil)
+ {
+ renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
+
+ // Here, you could do additional rendering work, including other passes as necessary.
+
+ id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+ [renderEncoder pushDebugGroup:@"ImGui demo"];
+
+ // Start the Dear ImGui frame
+ ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+#if TARGET_OS_OSX
+ ImGui_ImplOSX_NewFrame(view);
+#endif
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData *drawData = ImGui::GetDrawData();
+ ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
+
+ [renderEncoder popDebugGroup];
+ [renderEncoder endEncoding];
+
+ [commandBuffer presentDrawable:view.currentDrawable];
+ }
+
+ [commandBuffer commit];
+}
+
+- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
+{
+}
+
+@end
diff --git a/3rdparty/imgui/examples/example_apple_metal/Shared/ViewController.h b/3rdparty/imgui/examples/example_apple_metal/Shared/ViewController.h
new file mode 100644
index 00000000..a8aade13
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/Shared/ViewController.h
@@ -0,0 +1,20 @@
+
+#import <Metal/Metal.h>
+#import <MetalKit/MetalKit.h>
+#import "Renderer.h"
+
+#if TARGET_OS_IPHONE
+
+#import <UIKit/UIKit.h>
+
+@interface ViewController : UIViewController
+@end
+
+#else
+
+#import <Cocoa/Cocoa.h>
+
+@interface ViewController : NSViewController
+@end
+
+#endif
diff --git a/3rdparty/imgui/examples/example_apple_metal/Shared/ViewController.mm b/3rdparty/imgui/examples/example_apple_metal/Shared/ViewController.mm
new file mode 100644
index 00000000..427c0928
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/Shared/ViewController.mm
@@ -0,0 +1,130 @@
+
+#import "ViewController.h"
+#import "Renderer.h"
+#include "imgui.h"
+
+#if TARGET_OS_OSX
+#include "imgui_impl_osx.h"
+#endif
+
+@interface ViewController ()
+@property (nonatomic, readonly) MTKView *mtkView;
+@property (nonatomic, strong) Renderer *renderer;
+@end
+
+@implementation ViewController
+
+- (MTKView *)mtkView {
+ return (MTKView *)self.view;
+}
+
+- (void)viewDidLoad
+{
+ [super viewDidLoad];
+
+ self.mtkView.device = MTLCreateSystemDefaultDevice();
+
+ if (!self.mtkView.device) {
+ NSLog(@"Metal is not supported");
+ abort();
+ }
+
+ self.renderer = [[Renderer alloc] initWithView:self.mtkView];
+
+ [self.renderer mtkView:self.mtkView drawableSizeWillChange:self.mtkView.bounds.size];
+
+ self.mtkView.delegate = self.renderer;
+
+#if TARGET_OS_OSX
+ // Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
+ NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
+ options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
+ owner:self
+ userInfo:nil];
+ [self.view addTrackingArea:trackingArea];
+
+ // If we want to receive key events, we either need to be in the responder chain of the key view,
+ // or else we can install a local monitor. The consequence of this heavy-handed approach is that
+ // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
+ // window, we'd want to be much more careful than just ingesting the complete event stream, though we
+ // do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
+ NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
+ [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
+ BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
+ if (event.type == NSEventTypeKeyDown && wantsCapture) {
+ return nil;
+ } else {
+ return event;
+ }
+
+ }];
+
+ ImGui_ImplOSX_Init();
+#endif
+}
+
+#if TARGET_OS_OSX
+
+- (void)mouseMoved:(NSEvent *)event {
+ ImGui_ImplOSX_HandleEvent(event, self.view);
+}
+
+- (void)mouseDown:(NSEvent *)event {
+ ImGui_ImplOSX_HandleEvent(event, self.view);
+}
+
+- (void)mouseUp:(NSEvent *)event {
+ ImGui_ImplOSX_HandleEvent(event, self.view);
+}
+
+- (void)mouseDragged:(NSEvent *)event {
+ ImGui_ImplOSX_HandleEvent(event, self.view);
+}
+
+- (void)scrollWheel:(NSEvent *)event {
+ ImGui_ImplOSX_HandleEvent(event, self.view);
+}
+
+#elif TARGET_OS_IOS
+
+// This touch mapping is super cheesy/hacky. We treat any touch on the screen
+// as if it were a depressed left mouse button, and we don't bother handling
+// multitouch correctly at all. This causes the "cursor" to behave very erratically
+// when there are multiple active touches. But for demo purposes, single-touch
+// interaction actually works surprisingly well.
+- (void)updateIOWithTouchEvent:(UIEvent *)event {
+ UITouch *anyTouch = event.allTouches.anyObject;
+ CGPoint touchLocation = [anyTouch locationInView:self.view];
+ ImGuiIO &io = ImGui::GetIO();
+ io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
+
+ BOOL hasActiveTouch = NO;
+ for (UITouch *touch in event.allTouches) {
+ if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
+ hasActiveTouch = YES;
+ break;
+ }
+ }
+ io.MouseDown[0] = hasActiveTouch;
+}
+
+- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
+ [self updateIOWithTouchEvent:event];
+}
+
+- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
+ [self updateIOWithTouchEvent:event];
+}
+
+- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
+ [self updateIOWithTouchEvent:event];
+}
+
+- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
+ [self updateIOWithTouchEvent:event];
+}
+
+#endif
+
+@end
+
diff --git a/3rdparty/imgui/examples/example_apple_metal/Shared/main.m b/3rdparty/imgui/examples/example_apple_metal/Shared/main.m
new file mode 100644
index 00000000..cd8468a7
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/Shared/main.m
@@ -0,0 +1,23 @@
+
+#import <TargetConditionals.h>
+
+#if TARGET_OS_IPHONE
+
+#import <UIKit/UIKit.h>
+#import "AppDelegate.h"
+
+int main(int argc, char * argv[]) {
+ @autoreleasepool {
+ return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
+ }
+}
+
+#else
+
+#import <Cocoa/Cocoa.h>
+
+int main(int argc, const char * argv[]) {
+ return NSApplicationMain(argc, argv);
+}
+
+#endif
diff --git a/3rdparty/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/3rdparty/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
new file mode 100644
index 00000000..71eca965
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
@@ -0,0 +1,549 @@
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+{
+ archiveVersion = 1;
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diff --git a/3rdparty/imgui/examples/example_apple_metal/iOS/Base.lproj/Main.storyboard b/3rdparty/imgui/examples/example_apple_metal/iOS/Base.lproj/Main.storyboard
new file mode 100644
index 00000000..24a4009e
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/iOS/Base.lproj/Main.storyboard
@@ -0,0 +1,28 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="14113" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="BV1-FR-VrT">
+ <device id="retina4_7" orientation="portrait">
+ <adaptation id="fullscreen"/>
+ </device>
+ <dependencies>
+ <deployment identifier="iOS"/>
+ <plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="14088"/>
+ <capability name="Safe area layout guides" minToolsVersion="9.0"/>
+ <capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
+ </dependencies>
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+ <!--View Controller-->
+ <scene sceneID="tXr-a1-R10">
+ <objects>
+ <viewController id="BV1-FR-VrT" customClass="ViewController" sceneMemberID="viewController">
+ <view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="MTKView">
+ <rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
+ <autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
+ <color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
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+ </view>
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+ </scene>
+ </scenes>
+</document>
diff --git a/3rdparty/imgui/examples/example_apple_metal/iOS/Default-568h@2x.png b/3rdparty/imgui/examples/example_apple_metal/iOS/Default-568h@2x.png
new file mode 100644
index 00000000..e3ce940a
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/iOS/Default-568h@2x.png
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diff --git a/3rdparty/imgui/examples/example_apple_metal/iOS/Info-iOS.plist b/3rdparty/imgui/examples/example_apple_metal/iOS/Info-iOS.plist
new file mode 100644
index 00000000..8d919d1e
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/iOS/Info-iOS.plist
@@ -0,0 +1,51 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+ <key>CFBundleDevelopmentRegion</key>
+ <string>$(DEVELOPMENT_LANGUAGE)</string>
+ <key>CFBundleExecutable</key>
+ <string>$(EXECUTABLE_NAME)</string>
+ <key>CFBundleIdentifier</key>
+ <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+ <key>CFBundleInfoDictionaryVersion</key>
+ <string>6.0</string>
+ <key>CFBundleName</key>
+ <string>imgui</string>
+ <key>CFBundlePackageType</key>
+ <string>APPL</string>
+ <key>CFBundleShortVersionString</key>
+ <string>1.0</string>
+ <key>CFBundleVersion</key>
+ <string>1</string>
+ <key>LSRequiresIPhoneOS</key>
+ <true/>
+ <key>UILaunchStoryboardName</key>
+ <string>Launch Screen</string>
+ <key>UIMainStoryboardFile</key>
+ <string>Main</string>
+ <key>UIRequiredDeviceCapabilities</key>
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+ <string>armv7</string>
+ <string>metal</string>
+ </array>
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+ <true/>
+ <key>UIStatusBarHidden</key>
+ <true/>
+ <key>UISupportedInterfaceOrientations</key>
+ <array>
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+ <string>UIInterfaceOrientationLandscapeLeft</string>
+ <string>UIInterfaceOrientationLandscapeRight</string>
+ <string>UIInterfaceOrientationPortraitUpsideDown</string>
+ </array>
+ <key>UISupportedInterfaceOrientations~ipad</key>
+ <array>
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+ <string>UIInterfaceOrientationPortraitUpsideDown</string>
+ <string>UIInterfaceOrientationLandscapeLeft</string>
+ <string>UIInterfaceOrientationLandscapeRight</string>
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diff --git a/3rdparty/imgui/examples/example_apple_metal/iOS/Launch Screen.storyboard b/3rdparty/imgui/examples/example_apple_metal/iOS/Launch Screen.storyboard
new file mode 100644
index 00000000..96047e1f
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/iOS/Launch Screen.storyboard
@@ -0,0 +1,29 @@
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+ <plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="14252.5"/>
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+ <view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
+ <rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
+ <autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
+ <color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
+ <viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
+ </view>
+ </viewController>
+ <placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
+ </objects>
+ <point key="canvasLocation" x="53" y="375"/>
+ </scene>
+ </scenes>
+</document>
diff --git a/3rdparty/imgui/examples/example_apple_metal/macOS/Base.lproj/Main.storyboard b/3rdparty/imgui/examples/example_apple_metal/macOS/Base.lproj/Main.storyboard
new file mode 100644
index 00000000..cf414617
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/macOS/Base.lproj/Main.storyboard
@@ -0,0 +1,130 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="14269.14" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES" initialViewController="B8D-0N-5wS">
+ <dependencies>
+ <deployment identifier="macosx"/>
+ <plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="14269.14"/>
+ <capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
+ </dependencies>
+ <scenes>
+ <!--Application-->
+ <scene sceneID="JPo-4y-FX3">
+ <objects>
+ <application id="hnw-xV-0zn" sceneMemberID="viewController">
+ <menu key="mainMenu" title="Main Menu" systemMenu="main" id="AYu-sK-qS6">
+ <items>
+ <menuItem title="ImGui" id="1Xt-HY-uBw">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <menu key="submenu" title="ImGui" systemMenu="apple" id="uQy-DD-JDr">
+ <items>
+ <menuItem title="Preferences…" keyEquivalent="," id="BOF-NM-1cW"/>
+ <menuItem isSeparatorItem="YES" id="wFC-TO-SCJ"/>
+ <menuItem title="Services" id="NMo-om-nkz">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <menu key="submenu" title="Services" systemMenu="services" id="hz9-B4-Xy5"/>
+ </menuItem>
+ <menuItem isSeparatorItem="YES" id="4je-JR-u6R"/>
+ <menuItem title="Hide" keyEquivalent="h" id="Olw-nP-bQN">
+ <connections>
+ <action selector="hide:" target="Ady-hI-5gd" id="PnN-Uc-m68"/>
+ </connections>
+ </menuItem>
+ <menuItem title="Hide Others" keyEquivalent="h" id="Vdr-fp-XzO">
+ <modifierMask key="keyEquivalentModifierMask" option="YES" command="YES"/>
+ <connections>
+ <action selector="hideOtherApplications:" target="Ady-hI-5gd" id="VT4-aY-XCT"/>
+ </connections>
+ </menuItem>
+ <menuItem title="Show All" id="Kd2-mp-pUS">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <connections>
+ <action selector="unhideAllApplications:" target="Ady-hI-5gd" id="Dhg-Le-xox"/>
+ </connections>
+ </menuItem>
+ <menuItem isSeparatorItem="YES" id="kCx-OE-vgT"/>
+ <menuItem title="Quit" keyEquivalent="q" id="4sb-4s-VLi">
+ <connections>
+ <action selector="terminate:" target="Ady-hI-5gd" id="Te7-pn-YzF"/>
+ </connections>
+ </menuItem>
+ </items>
+ </menu>
+ </menuItem>
+ <menuItem title="View" id="H8h-7b-M4v">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <menu key="submenu" title="View" id="HyV-fh-RgO">
+ <items>
+ <menuItem title="Enter Full Screen" keyEquivalent="f" id="4J7-dP-txa">
+ <modifierMask key="keyEquivalentModifierMask" control="YES" command="YES"/>
+ <connections>
+ <action selector="toggleFullScreen:" target="Ady-hI-5gd" id="dU3-MA-1Rq"/>
+ </connections>
+ </menuItem>
+ </items>
+ </menu>
+ </menuItem>
+ <menuItem title="Window" id="aUF-d1-5bR">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <menu key="submenu" title="Window" systemMenu="window" id="Td7-aD-5lo">
+ <items>
+ <menuItem title="Minimize" keyEquivalent="m" id="OY7-WF-poV">
+ <connections>
+ <action selector="performMiniaturize:" target="Ady-hI-5gd" id="VwT-WD-YPe"/>
+ </connections>
+ </menuItem>
+ <menuItem title="Zoom" id="R4o-n2-Eq4">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <connections>
+ <action selector="performZoom:" target="Ady-hI-5gd" id="DIl-cC-cCs"/>
+ </connections>
+ </menuItem>
+ </items>
+ </menu>
+ </menuItem>
+ </items>
+ </menu>
+ <connections>
+ <outlet property="delegate" destination="Voe-Tx-rLC" id="PrD-fu-P6m"/>
+ </connections>
+ </application>
+ <customObject id="Voe-Tx-rLC" customClass="AppDelegate"/>
+ <customObject id="YLy-65-1bz" customClass="NSFontManager"/>
+ <customObject id="Ady-hI-5gd" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
+ </objects>
+ <point key="canvasLocation" x="75" y="0.0"/>
+ </scene>
+ <!--Window Controller-->
+ <scene sceneID="R2V-B0-nI4">
+ <objects>
+ <windowController id="B8D-0N-5wS" sceneMemberID="viewController">
+ <window key="window" title="ImGui" allowsToolTipsWhenApplicationIsInactive="NO" autorecalculatesKeyViewLoop="NO" releasedWhenClosed="NO" animationBehavior="default" titleVisibility="hidden" id="IQv-IB-iLA">
+ <windowStyleMask key="styleMask" titled="YES" closable="YES" miniaturizable="YES" resizable="YES"/>
+ <windowPositionMask key="initialPositionMask" leftStrut="YES" rightStrut="YES" topStrut="YES" bottomStrut="YES"/>
+ <rect key="contentRect" x="196" y="240" width="480" height="270"/>
+ <rect key="screenRect" x="0.0" y="0.0" width="1680" height="1027"/>
+ <connections>
+ <outlet property="delegate" destination="B8D-0N-5wS" id="CyC-Pq-WbN"/>
+ </connections>
+ </window>
+ <connections>
+ <segue destination="XfG-lQ-9wD" kind="relationship" relationship="window.shadowedContentViewController" id="cq2-FE-JQM"/>
+ </connections>
+ </windowController>
+ <customObject id="Oky-zY-oP4" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
+ </objects>
+ <point key="canvasLocation" x="-128" y="390"/>
+ </scene>
+ <!--View Controller-->
+ <scene sceneID="hIz-AP-VOD">
+ <objects>
+ <viewController id="XfG-lQ-9wD" customClass="ViewController" sceneMemberID="viewController">
+ <view key="view" wantsLayer="YES" id="m2S-Jp-Qdl" customClass="MTKView">
+ <rect key="frame" x="0.0" y="0.0" width="1280" height="720"/>
+ <autoresizingMask key="autoresizingMask"/>
+ </view>
+ </viewController>
+ <customObject id="rPt-NT-nkU" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
+ </objects>
+ <point key="canvasLocation" x="205" y="1032"/>
+ </scene>
+ </scenes>
+</document>
diff --git a/3rdparty/imgui/examples/example_apple_metal/macOS/Info-macOS.plist b/3rdparty/imgui/examples/example_apple_metal/macOS/Info-macOS.plist
new file mode 100644
index 00000000..52d99204
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_metal/macOS/Info-macOS.plist
@@ -0,0 +1,32 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+ <key>CFBundleDevelopmentRegion</key>
+ <string>$(DEVELOPMENT_LANGUAGE)</string>
+ <key>CFBundleExecutable</key>
+ <string>$(EXECUTABLE_NAME)</string>
+ <key>CFBundleIconFile</key>
+ <string></string>
+ <key>CFBundleIdentifier</key>
+ <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+ <key>CFBundleInfoDictionaryVersion</key>
+ <string>6.0</string>
+ <key>CFBundleName</key>
+ <string>imgui</string>
+ <key>CFBundlePackageType</key>
+ <string>APPL</string>
+ <key>CFBundleShortVersionString</key>
+ <string>1.0</string>
+ <key>CFBundleVersion</key>
+ <string>1</string>
+ <key>LSMinimumSystemVersion</key>
+ <string>$(MACOSX_DEPLOYMENT_TARGET)</string>
+ <key>NSHumanReadableCopyright</key>
+ <string>Copyright © 2018 Warren Moore. All rights reserved.</string>
+ <key>NSMainStoryboardFile</key>
+ <string>Main</string>
+ <key>NSPrincipalClass</key>
+ <string>NSApplication</string>
+</dict>
+</plist>
diff --git a/3rdparty/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/3rdparty/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
new file mode 100644
index 00000000..514c6808
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
@@ -0,0 +1,329 @@
+// !$*UTF8*$!
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+ CLANG_ENABLE_OBJC_ARC = YES;
+ CLANG_ENABLE_OBJC_WEAK = YES;
+ CLANG_WARN_BLOCK_CAPTURE_AUTORELEASING = YES;
+ CLANG_WARN_BOOL_CONVERSION = YES;
+ CLANG_WARN_COMMA = YES;
+ CLANG_WARN_CONSTANT_CONVERSION = YES;
+ CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
+ CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
+ CLANG_WARN_DOCUMENTATION_COMMENTS = YES;
+ CLANG_WARN_EMPTY_BODY = YES;
+ CLANG_WARN_ENUM_CONVERSION = YES;
+ CLANG_WARN_INFINITE_RECURSION = YES;
+ CLANG_WARN_INT_CONVERSION = YES;
+ CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
+ CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
+ CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
+ CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
+ CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
+ CLANG_WARN_STRICT_PROTOTYPES = YES;
+ CLANG_WARN_SUSPICIOUS_MOVE = YES;
+ CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
+ CLANG_WARN_UNREACHABLE_CODE = YES;
+ CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
+ CODE_SIGN_IDENTITY = "-";
+ COPY_PHASE_STRIP = NO;
+ DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
+ ENABLE_NS_ASSERTIONS = NO;
+ ENABLE_STRICT_OBJC_MSGSEND = YES;
+ GCC_C_LANGUAGE_STANDARD = gnu11;
+ GCC_NO_COMMON_BLOCKS = YES;
+ GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
+ GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
+ GCC_WARN_UNDECLARED_SELECTOR = YES;
+ GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
+ GCC_WARN_UNUSED_FUNCTION = YES;
+ GCC_WARN_UNUSED_VARIABLE = YES;
+ MACOSX_DEPLOYMENT_TARGET = 10.13;
+ MTL_ENABLE_DEBUG_INFO = NO;
+ SDKROOT = macosx;
+ };
+ name = Release;
+ };
+ 4080A97320B029B00036BA46 /* Debug */ = {
+ isa = XCBuildConfiguration;
+ buildSettings = {
+ CODE_SIGN_STYLE = Automatic;
+ PRODUCT_NAME = "$(TARGET_NAME)";
+ SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
+ USER_HEADER_SEARCH_PATHS = ../..;
+ };
+ name = Debug;
+ };
+ 4080A97420B029B00036BA46 /* Release */ = {
+ isa = XCBuildConfiguration;
+ buildSettings = {
+ CODE_SIGN_STYLE = Automatic;
+ PRODUCT_NAME = "$(TARGET_NAME)";
+ SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
+ USER_HEADER_SEARCH_PATHS = ../..;
+ };
+ name = Release;
+ };
+/* End XCBuildConfiguration section */
+
+/* Begin XCConfigurationList section */
+ 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */ = {
+ isa = XCConfigurationList;
+ buildConfigurations = (
+ 4080A97020B029B00036BA46 /* Debug */,
+ 4080A97120B029B00036BA46 /* Release */,
+ );
+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+ 4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = {
+ isa = XCConfigurationList;
+ buildConfigurations = (
+ 4080A97320B029B00036BA46 /* Debug */,
+ 4080A97420B029B00036BA46 /* Release */,
+ );
+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+/* End XCConfigurationList section */
+ };
+ rootObject = 4080A96320B029B00036BA46 /* Project object */;
+}
diff --git a/3rdparty/imgui/examples/example_apple_opengl2/main.mm b/3rdparty/imgui/examples/example_apple_opengl2/main.mm
new file mode 100644
index 00000000..5eb8b19b
--- /dev/null
+++ b/3rdparty/imgui/examples/example_apple_opengl2/main.mm
@@ -0,0 +1,281 @@
+// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "../imgui_impl_osx.h"
+#include "../imgui_impl_opengl2.h"
+#include <stdio.h>
+#import <Cocoa/Cocoa.h>
+#import <OpenGL/gl.h>
+#import <OpenGL/glu.h>
+
+//-----------------------------------------------------------------------------------
+// ImGuiExampleView
+//-----------------------------------------------------------------------------------
+
+@interface ImGuiExampleView : NSOpenGLView
+{
+ NSTimer* animationTimer;
+}
+@end
+
+@implementation ImGuiExampleView
+
+-(void)animationTimerFired:(NSTimer*)timer
+{
+ [self setNeedsDisplay:YES];
+}
+
+-(void)prepareOpenGL
+{
+ [super prepareOpenGL];
+
+#ifndef DEBUG
+ GLint swapInterval = 1;
+ [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
+ if (swapInterval == 0)
+ NSLog(@"Error: Cannot set swap interval.");
+#endif
+}
+
+-(void)updateAndDrawDemoView
+{
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplOSX_NewFrame(self);
+ ImGui::NewFrame();
+
+ // Global data for the demo
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ [[self openGLContext] makeCurrentContext];
+
+ ImGuiIO& io = ImGui::GetIO();
+ GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+ GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+ glViewport(0, 0, width, height);
+
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+ // Present
+ [[self openGLContext] flushBuffer];
+
+ if (!animationTimer)
+ animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
+}
+
+-(void)reshape
+{
+ [[self openGLContext] update];
+ [self updateAndDrawDemoView];
+}
+
+-(void)drawRect:(NSRect)bounds
+{
+ [self updateAndDrawDemoView];
+}
+
+-(BOOL)acceptsFirstResponder
+{
+ return (YES);
+}
+
+-(BOOL)becomeFirstResponder
+{
+ return (YES);
+}
+
+-(BOOL)resignFirstResponder
+{
+ return (YES);
+}
+
+// Flip coordinate system upside down on Y
+-(BOOL)isFlipped
+{
+ return (YES);
+}
+
+-(void)dealloc
+{
+ animationTimer = nil;
+}
+
+// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
+-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
+-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
+-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
+-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
+-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
+-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
+
+@end
+
+//-----------------------------------------------------------------------------------
+// ImGuiExampleAppDelegate
+//-----------------------------------------------------------------------------------
+
+@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
+@property (nonatomic, readonly) NSWindow* window;
+@end
+
+@implementation ImGuiExampleAppDelegate
+@synthesize window = _window;
+
+-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
+{
+ return YES;
+}
+
+-(NSWindow*)window
+{
+ if (_window != nil)
+ return (_window);
+
+ NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
+
+ _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
+ [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
+ [_window setOpaque:YES];
+ [_window makeKeyAndOrderFront:NSApp];
+
+ return (_window);
+}
+
+-(void)setupMenu
+{
+ NSMenu* mainMenuBar = [[NSMenu alloc] init];
+ NSMenu* appMenu;
+ NSMenuItem* menuItem;
+
+ appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
+ menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
+ [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
+
+ menuItem = [[NSMenuItem alloc] init];
+ [menuItem setSubmenu:appMenu];
+
+ [mainMenuBar addItem:menuItem];
+
+ appMenu = nil;
+ [NSApp setMainMenu:mainMenuBar];
+}
+
+-(void)dealloc
+{
+ _window = nil;
+}
+
+-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
+{
+ // Make the application a foreground application (else it won't receive keyboard events)
+ ProcessSerialNumber psn = {0, kCurrentProcess};
+ TransformProcessType(&psn, kProcessTransformToForegroundApplication);
+
+ // Menu
+ [self setupMenu];
+
+ NSOpenGLPixelFormatAttribute attrs[] =
+ {
+ NSOpenGLPFADoubleBuffer,
+ NSOpenGLPFADepthSize, 32,
+ 0
+ };
+
+ NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
+ ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
+ format = nil;
+#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+ [view setWantsBestResolutionOpenGLSurface:YES];
+#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ [self.window setContentView:view];
+
+ if ([view openGLContext] == nil)
+ NSLog(@"No OpenGL Context!");
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplOSX_Init();
+ ImGui_ImplOpenGL2_Init();
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+}
+
+@end
+
+int main(int argc, const char* argv[])
+{
+ @autoreleasepool
+ {
+ NSApp = [NSApplication sharedApplication];
+ ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
+ [[NSApplication sharedApplication] setDelegate:delegate];
+ [NSApp run];
+ }
+ return NSApplicationMain(argc, argv);
+}
diff --git a/3rdparty/imgui/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj b/3rdparty/imgui/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj
new file mode 100644
index 00000000..e3bd4176
--- /dev/null
+++ b/3rdparty/imgui/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj
@@ -0,0 +1,175 @@
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+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{F90D0333-5FB1-440D-918D-DD39A1B5187E}</ProjectGuid>
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+ </PropertyGroup>
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+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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+ <GenerateDebugInformation>true</GenerateDebugInformation>
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+ <WarningLevel>Level4</WarningLevel>
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new file mode 100644
index 00000000..eb6d8526
--- /dev/null
+++ b/3rdparty/imgui/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters
@@ -0,0 +1,58 @@
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+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_freeglut.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_opengl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_freeglut_opengl2/main.cpp b/3rdparty/imgui/examples/example_freeglut_opengl2/main.cpp
new file mode 100644
index 00000000..d57ee07f
--- /dev/null
+++ b/3rdparty/imgui/examples/example_freeglut_opengl2/main.cpp
@@ -0,0 +1,134 @@
+// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
+
+#include "imgui.h"
+#include "../imgui_impl_freeglut.h"
+#include "../imgui_impl_opengl2.h"
+#include <GL/freeglut.h>
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed
+#endif
+
+static bool show_demo_window = true;
+static bool show_another_window = false;
+static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+void my_display_code()
+{
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+}
+
+void glut_display_func()
+{
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplFreeGLUT_NewFrame();
+
+ my_display_code();
+
+ // Rendering
+ ImGui::Render();
+ ImGuiIO& io = ImGui::GetIO();
+ glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+ glutSwapBuffers();
+ glutPostRedisplay();
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+
+int main(int argc, char** argv)
+{
+ // Create GLUT window
+ glutInit(&argc, argv);
+ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
+ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
+ glutInitWindowSize(1280, 720);
+ glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
+
+ // Setup GLUT display function
+ // We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
+ // otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
+ glutDisplayFunc(glut_display_func);
+
+ // Setup Dear ImGui binding
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplFreeGLUT_Init();
+ ImGui_ImplFreeGLUT_InstallFuncs();
+ ImGui_ImplOpenGL2_Init();
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ glutMainLoop();
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplFreeGLUT_Shutdown();
+ ImGui::DestroyContext();
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_glfw_opengl2/build_win32.bat b/3rdparty/imgui/examples/example_glfw_opengl2/build_win32.bat
new file mode 100644
index 00000000..538d9a52
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_opengl2/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
diff --git a/3rdparty/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/3rdparty/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
new file mode 100644
index 00000000..73c7ba9d
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
@@ -0,0 +1,175 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
+ <RootNamespace>example_glfw_opengl2</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_glfw.cpp" />
+ <ClCompile Include="..\imgui_impl_opengl2.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_glfw.h" />
+ <ClInclude Include="..\imgui_impl_opengl2.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters b/3rdparty/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters
new file mode 100644
index 00000000..b7a37e68
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters
@@ -0,0 +1,58 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_glfw.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_opengl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_glfw.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_opengl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_glfw_opengl2/main.cpp b/3rdparty/imgui/examples/example_glfw_opengl2/main.cpp
new file mode 100644
index 00000000..e6e53c82
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_opengl2/main.cpp
@@ -0,0 +1,140 @@
+// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the example_glfw_opengl2/ folder**
+// See imgui_impl_glfw.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl2.h"
+#include <stdio.h>
+#include <GLFW/glfw3.h>
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+}
+
+int main(int, char**)
+{
+ // Setup window
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+ GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
+ if (window == NULL)
+ return 1;
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+ ImGui_ImplOpenGL2_Init();
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ int display_w, display_h;
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ glViewport(0, 0, display_w, display_h);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+ glfwMakeContextCurrent(window);
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_glfw_opengl3/build_win32.bat b/3rdparty/imgui/examples/example_glfw_opengl3/build_win32.bat
new file mode 100644
index 00000000..e5c15c53
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_opengl3/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
diff --git a/3rdparty/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj b/3rdparty/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
new file mode 100644
index 00000000..172a34d8
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
@@ -0,0 +1,178 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
+ <RootNamespace>example_glfw_opengl3</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_glfw.cpp" />
+ <ClCompile Include="..\imgui_impl_opengl3.cpp" />
+ <ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_glfw.h" />
+ <ClInclude Include="..\imgui_impl_opengl3.h" />
+ <ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
+ <ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters b/3rdparty/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters
new file mode 100644
index 00000000..efb570ce
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters
@@ -0,0 +1,70 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ <Filter Include="gl3w">
+ <UniqueIdentifier>{42f99867-3108-43b8-99d0-fabefaf1f2e3}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\libs\gl3w\GL\gl3w.c">
+ <Filter>gl3w</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_glfw.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_opengl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\libs\gl3w\GL\gl3w.h">
+ <Filter>gl3w</Filter>
+ </ClInclude>
+ <ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
+ <Filter>gl3w</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_glfw.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_opengl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_glfw_opengl3/main.cpp b/3rdparty/imgui/examples/example_glfw_opengl3/main.cpp
new file mode 100644
index 00000000..f9b9b643
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_opengl3/main.cpp
@@ -0,0 +1,183 @@
+// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
+// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
+#include <GL/gl3w.h> // Initialize with gl3wInit()
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
+#include <GL/glew.h> // Initialize with glewInit()
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
+#include <glad/glad.h> // Initialize with gladLoadGL()
+#else
+#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
+#endif
+
+#include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+}
+
+int main(int, char**)
+{
+ // Setup window
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Decide GL+GLSL versions
+#if __APPLE__
+ // GL 3.2 + GLSL 150
+ const char* glsl_version = "#version 150";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
+#else
+ // GL 3.0 + GLSL 130
+ const char* glsl_version = "#version 130";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
+ //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
+#endif
+
+ // Create window with graphics context
+ GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
+ if (window == NULL)
+ return 1;
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(1); // Enable vsync
+
+ // Initialize OpenGL loader
+#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
+ bool err = gl3wInit() != 0;
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
+ bool err = glewInit() != GLEW_OK;
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
+ bool err = gladLoadGL() != 0;
+#endif
+ if (err)
+ {
+ fprintf(stderr, "Failed to initialize OpenGL loader!\n");
+ return 1;
+ }
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+ ImGui_ImplOpenGL3_Init(glsl_version);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ int display_w, display_h;
+ glfwMakeContextCurrent(window);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ glViewport(0, 0, display_w, display_h);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+ glfwMakeContextCurrent(window);
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/CMakeLists.txt b/3rdparty/imgui/examples/example_glfw_vulkan/CMakeLists.txt
new file mode 100644
index 00000000..82d7ab47
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/CMakeLists.txt
@@ -0,0 +1,36 @@
+cmake_minimum_required(VERSION 2.8)
+project(imgui_example_glfw_vulkan C CXX)
+
+if(NOT CMAKE_BUILD_TYPE)
+ set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
+endif()
+
+set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
+set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
+
+# GLFW
+set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
+option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
+option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
+option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
+option(GLFW_INSTALL "Generate installation target" OFF)
+option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
+add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
+include_directories(${GLFW_DIR}/include)
+
+# ImGui
+set(IMGUI_DIR ../../)
+include_directories(${IMGUI_DIR} ..)
+
+# Libraries
+find_library(VULKAN_LIBRARY
+ NAMES vulkan vulkan-1)
+set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
+
+# Use vulkan headers from glfw:
+include_directories(${GLFW_DIR}/deps)
+
+file(GLOB sources *.cpp)
+
+add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
+target_link_libraries(example_glfw_vulkan ${LIBRARIES})
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/build_win32.bat b/3rdparty/imgui/examples/example_glfw_vulkan/build_win32.bat
new file mode 100644
index 00000000..0d991b9d
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/build_win32.bat
@@ -0,0 +1,7 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
+
+mkdir Release
+cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/build_win64.bat b/3rdparty/imgui/examples/example_glfw_vulkan/build_win64.bat
new file mode 100644
index 00000000..ddedf597
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/build_win64.bat
@@ -0,0 +1,7 @@
+@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
+
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
+
+mkdir Release
+cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/3rdparty/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
new file mode 100644
index 00000000..b0305e8f
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
@@ -0,0 +1,175 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
+ <RootNamespace>example_glfw_vulkan</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_glfw.cpp" />
+ <ClCompile Include="..\imgui_impl_vulkan.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_glfw.h" />
+ <ClInclude Include="..\imgui_impl_vulkan.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters b/3rdparty/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters
new file mode 100644
index 00000000..98a445d4
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters
@@ -0,0 +1,58 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_glfw.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_vulkan.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_glfw.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_vulkan.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/gen_spv.sh b/3rdparty/imgui/examples/example_glfw_vulkan/gen_spv.sh
new file mode 100755
index 00000000..e0d7f3b0
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/gen_spv.sh
@@ -0,0 +1,3 @@
+#!/bin/bash
+glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/glsl_shader.frag b/3rdparty/imgui/examples/example_glfw_vulkan/glsl_shader.frag
new file mode 100644
index 00000000..313a8880
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/glsl_shader.frag
@@ -0,0 +1,14 @@
+#version 450 core
+layout(location = 0) out vec4 fColor;
+
+layout(set=0, binding=0) uniform sampler2D sTexture;
+
+layout(location = 0) in struct{
+ vec4 Color;
+ vec2 UV;
+} In;
+
+void main()
+{
+ fColor = In.Color * texture(sTexture, In.UV.st);
+}
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/glsl_shader.vert b/3rdparty/imgui/examples/example_glfw_vulkan/glsl_shader.vert
new file mode 100644
index 00000000..20b29082
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/glsl_shader.vert
@@ -0,0 +1,25 @@
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+
+layout(push_constant) uniform uPushConstant{
+ vec2 uScale;
+ vec2 uTranslate;
+} pc;
+
+out gl_PerVertex{
+ vec4 gl_Position;
+};
+
+layout(location = 0) out struct{
+ vec4 Color;
+ vec2 UV;
+} Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
+}
diff --git a/3rdparty/imgui/examples/example_glfw_vulkan/main.cpp b/3rdparty/imgui/examples/example_glfw_vulkan/main.cpp
new file mode 100644
index 00000000..adaa45d5
--- /dev/null
+++ b/3rdparty/imgui/examples/example_glfw_vulkan/main.cpp
@@ -0,0 +1,499 @@
+// dear imgui: standalone example application for Glfw + Vulkan
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#define GLFW_INCLUDE_NONE
+#define GLFW_INCLUDE_VULKAN
+#include <GLFW/glfw3.h>
+#include <vulkan/vulkan.h>
+
+//#define IMGUI_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define IMGUI_VULKAN_DEBUG_REPORT
+#endif
+
+static VkAllocationCallbacks* g_Allocator = NULL;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice g_Device = VK_NULL_HANDLE;
+static uint32_t g_QueueFamily = (uint32_t)-1;
+static VkQueue g_Queue = VK_NULL_HANDLE;
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_WindowData g_WindowData;
+static bool g_ResizeWanted = false;
+static int g_ResizeWidth = 0, g_ResizeHeight = 0;
+
+static void check_vk_result(VkResult err)
+{
+ if (err == 0) return;
+ printf("VkResult %d\n", err);
+ if (err < 0)
+ abort();
+}
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+ (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+ fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+ return VK_FALSE;
+}
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+
+static void SetupVulkan(const char** extensions, uint32_t extensions_count)
+{
+ VkResult err;
+
+ // Create Vulkan Instance
+ {
+ VkInstanceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+ create_info.enabledExtensionCount = extensions_count;
+ create_info.ppEnabledExtensionNames = extensions;
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+ // Enabling multiple validation layers grouped as LunarG standard validation
+ const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
+ create_info.enabledLayerCount = 1;
+ create_info.ppEnabledLayerNames = layers;
+
+ // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
+ const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
+ memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
+ extensions_ext[extensions_count] = "VK_EXT_debug_report";
+ create_info.enabledExtensionCount = extensions_count + 1;
+ create_info.ppEnabledExtensionNames = extensions_ext;
+
+ // Create Vulkan Instance
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+ free(extensions_ext);
+
+ // Get the function pointer (required for any extensions)
+ auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+ IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
+
+ // Setup the debug report callback
+ VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+ debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+ debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+ debug_report_ci.pfnCallback = debug_report;
+ debug_report_ci.pUserData = NULL;
+ err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+ check_vk_result(err);
+#else
+ // Create Vulkan Instance without any debug feature
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+#endif
+ }
+
+ // Select GPU
+ {
+ uint32_t gpu_count;
+ err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
+ check_vk_result(err);
+
+ VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
+ err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
+ check_vk_result(err);
+
+ // If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
+ // e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
+ // for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
+ g_PhysicalDevice = gpus[0];
+ free(gpus);
+ }
+
+ // Select graphics queue family
+ {
+ uint32_t count;
+ vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
+ VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
+ vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
+ for (uint32_t i = 0; i < count; i++)
+ if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
+ {
+ g_QueueFamily = i;
+ break;
+ }
+ free(queues);
+ IM_ASSERT(g_QueueFamily != -1);
+ }
+
+ // Create Logical Device (with 1 queue)
+ {
+ int device_extension_count = 1;
+ const char* device_extensions[] = { "VK_KHR_swapchain" };
+ const float queue_priority[] = { 1.0f };
+ VkDeviceQueueCreateInfo queue_info[1] = {};
+ queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+ queue_info[0].queueFamilyIndex = g_QueueFamily;
+ queue_info[0].queueCount = 1;
+ queue_info[0].pQueuePriorities = queue_priority;
+ VkDeviceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+ create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+ create_info.pQueueCreateInfos = queue_info;
+ create_info.enabledExtensionCount = device_extension_count;
+ create_info.ppEnabledExtensionNames = device_extensions;
+ err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+ check_vk_result(err);
+ vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+ }
+
+ // Create Descriptor Pool
+ {
+ VkDescriptorPoolSize pool_sizes[] =
+ {
+ { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
+ { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
+ { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
+ { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
+ { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
+ { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
+ { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
+ { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
+ { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
+ { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
+ };
+ VkDescriptorPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+ pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
+ pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
+ pool_info.pPoolSizes = pool_sizes;
+ err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+ check_vk_result(err);
+ }
+}
+
+static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
+{
+ wd->Surface = surface;
+
+ // Check for WSI support
+ VkBool32 res;
+ vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
+ if (res != VK_TRUE)
+ {
+ fprintf(stderr, "Error no WSI support on physical device 0\n");
+ exit(-1);
+ }
+
+ // Select Surface Format
+ const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+ const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+ wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+ // Select Present Mode
+#ifdef IMGUI_UNLIMITED_FRAME_RATE
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+ wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
+ //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+ // Create SwapChain, RenderPass, Framebuffer, etc.
+ ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
+ ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
+}
+
+static void CleanupVulkan()
+{
+ ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
+ ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
+ vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+ // Remove the debug report callback
+ auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+ vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+
+ vkDestroyDevice(g_Device, g_Allocator);
+ vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
+{
+ VkResult err;
+
+ VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
+ err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ check_vk_result(err);
+
+ ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
+ {
+ err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
+ check_vk_result(err);
+
+ err = vkResetFences(g_Device, 1, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+ check_vk_result(err);
+ }
+ {
+ VkRenderPassBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ info.renderPass = wd->RenderPass;
+ info.framebuffer = wd->Framebuffer[wd->FrameIndex];
+ info.renderArea.extent.width = wd->Width;
+ info.renderArea.extent.height = wd->Height;
+ info.clearValueCount = 1;
+ info.pClearValues = &wd->ClearValue;
+ vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+ }
+
+ // Record Imgui Draw Data and draw funcs into command buffer
+ ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
+
+ // Submit command buffer
+ vkCmdEndRenderPass(fd->CommandBuffer);
+ {
+ VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ VkSubmitInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &image_acquired_semaphore;
+ info.pWaitDstStageMask = &wait_stage;
+ info.commandBufferCount = 1;
+ info.pCommandBuffers = &fd->CommandBuffer;
+ info.signalSemaphoreCount = 1;
+ info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
+
+ err = vkEndCommandBuffer(fd->CommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+ check_vk_result(err);
+ }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
+{
+ ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
+ VkPresentInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
+ info.swapchainCount = 1;
+ info.pSwapchains = &wd->Swapchain;
+ info.pImageIndices = &wd->FrameIndex;
+ VkResult err = vkQueuePresentKHR(g_Queue, &info);
+ check_vk_result(err);
+}
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+}
+
+static void glfw_resize_callback(GLFWwindow*, int w, int h)
+{
+ g_ResizeWanted = true;
+ g_ResizeWidth = w;
+ g_ResizeHeight = h;
+}
+
+int main(int, char**)
+{
+ // Setup window
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+ GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
+
+ // Setup Vulkan
+ if (!glfwVulkanSupported())
+ {
+ printf("GLFW: Vulkan Not Supported\n");
+ return 1;
+ }
+ uint32_t extensions_count = 0;
+ const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
+ SetupVulkan(extensions, extensions_count);
+
+ // Create Window Surface
+ VkSurfaceKHR surface;
+ VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
+ check_vk_result(err);
+
+ // Create Framebuffers
+ int w, h;
+ glfwGetFramebufferSize(window, &w, &h);
+ glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
+ ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
+ SetupVulkanWindowData(wd, surface, w, h);
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup GLFW binding
+ ImGui_ImplGlfw_InitForVulkan(window, true);
+
+ // Setup Vulkan binding
+ ImGui_ImplVulkan_InitInfo init_info = {};
+ init_info.Instance = g_Instance;
+ init_info.PhysicalDevice = g_PhysicalDevice;
+ init_info.Device = g_Device;
+ init_info.QueueFamily = g_QueueFamily;
+ init_info.Queue = g_Queue;
+ init_info.PipelineCache = g_PipelineCache;
+ init_info.DescriptorPool = g_DescriptorPool;
+ init_info.Allocator = g_Allocator;
+ init_info.CheckVkResultFn = check_vk_result;
+ ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ // Upload Fonts
+ {
+ // Use any command queue
+ VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
+ VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
+
+ err = vkResetCommandPool(g_Device, command_pool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo begin_info = {};
+ begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(command_buffer, &begin_info);
+ check_vk_result(err);
+
+ ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
+
+ VkSubmitInfo end_info = {};
+ end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ end_info.commandBufferCount = 1;
+ end_info.pCommandBuffers = &command_buffer;
+ err = vkEndCommandBuffer(command_buffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
+ check_vk_result(err);
+
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_InvalidateFontUploadObjects();
+ }
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+ if (g_ResizeWanted)
+ {
+ ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
+ g_ResizeWanted = false;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
+ FrameRender(wd);
+
+ FramePresent(wd);
+ }
+
+ // Cleanup
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+ CleanupVulkan();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_marmalade/data/app.icf b/3rdparty/imgui/examples/example_marmalade/data/app.icf
new file mode 100644
index 00000000..fcd6585a
--- /dev/null
+++ b/3rdparty/imgui/examples/example_marmalade/data/app.icf
@@ -0,0 +1,32 @@
+# This file is for configuration settings for your
+# application.
+#
+# The syntax is similar to windows .ini files ie
+#
+# [GroupName]
+# Setting = Value
+#
+# Which can be read by your application using
+# e.g s3eConfigGetString("GroupName", "Setting", string)
+#
+# All settings must be documented in .config.txt files.
+# New settings specific to this application should be
+# documented in app.config.txt
+#
+# Some conditional operations are also permitted, see the
+# S3E documentation for details.
+
+[S3E]
+MemSize=6000000
+MemSizeDebug=6000000
+DispFixRot=FixedLandscape
+
+# emulate iphone 5 resolution, change these settings to emulate other display resolution
+WinWidth=1136
+WinHeight=640
+
+[GX]
+DataCacheSize=131070
+
+[Util]
+#MemoryBreakpoint=1282
diff --git a/3rdparty/imgui/examples/example_marmalade/main.cpp b/3rdparty/imgui/examples/example_marmalade/main.cpp
new file mode 100644
index 00000000..92316a67
--- /dev/null
+++ b/3rdparty/imgui/examples/example_marmalade/main.cpp
@@ -0,0 +1,120 @@
+// dear imgui: standalone example application for Marmalade
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+// Copyright (C) 2015 by Giovanni Zito
+// This file is part of Dear ImGui
+
+#include "imgui.h"
+#include "imgui_impl_marmalade.h"
+#include <stdio.h>
+
+#include <s3eKeyboard.h>
+#include <s3ePointer.h>
+#include <IwGx.h>
+
+int main(int, char**)
+{
+ IwGxInit();
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ ImGui_Marmalade_Init(true);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ while (true)
+ {
+ if (s3eDeviceCheckQuitRequest())
+ break;
+
+ // Poll and handle inputs
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+
+ // Start the Dear ImGui frame
+ ImGui_Marmalade_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
+ IwGxClear();
+ ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
+ IwGxSwapBuffers();
+
+ s3eDeviceYield(0);
+ }
+
+ // Cleanup
+ ImGui_Marmalade_Shutdown();
+ ImGui::DestroyContext();
+ IwGxTerminate();
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_marmalade/marmalade_example.mkb b/3rdparty/imgui/examples/example_marmalade/marmalade_example.mkb
new file mode 100644
index 00000000..34315b9a
--- /dev/null
+++ b/3rdparty/imgui/examples/example_marmalade/marmalade_example.mkb
@@ -0,0 +1,46 @@
+#!/usr/bin/env mkb
+
+# ImGui - standalone example application for Marmalade
+# Copyright (C) 2015 by Giovanni Zito
+# This file is part of ImGui
+# https://github.com/ocornut/imgui
+
+define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
+define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
+define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
+define _snprintf=snprintf
+
+options
+{
+ optimise-speed=1
+}
+
+includepaths
+{
+ ..
+ ../..
+}
+
+subprojects
+{
+ iwgx
+}
+
+files
+{
+ (.)
+ ["imgui"]
+ ../../imgui.cpp
+ ../../imgui_demo.cpp
+ ../../imgui_draw.cpp
+ ../../imgui_widgets.cpp
+ ../../imconfig.h
+ ../../imgui.h
+ ../../imgui_internal.h
+
+ ["imgui","Marmalade binding"]
+ ../imgui_impl_marmalade.h
+ ../imgui_impl_marmalade.cpp
+ main.cpp
+
+}
diff --git a/3rdparty/imgui/examples/example_null/build_win32.bat b/3rdparty/imgui/examples/example_null/build_win32.bat
new file mode 100644
index 00000000..12cb70ab
--- /dev/null
+++ b/3rdparty/imgui/examples/example_null/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib
diff --git a/3rdparty/imgui/examples/example_null/main.cpp b/3rdparty/imgui/examples/example_null/main.cpp
new file mode 100644
index 00000000..90521f9b
--- /dev/null
+++ b/3rdparty/imgui/examples/example_null/main.cpp
@@ -0,0 +1,35 @@
+// dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs)
+#include "imgui.h"
+#include <stdio.h>
+
+int main(int, char**)
+{
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Build atlas
+ unsigned char* tex_pixels = NULL;
+ int tex_w, tex_h;
+ io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
+
+ for (int n = 0; n < 50; n++)
+ {
+ printf("NewFrame() %d\n", n);
+ io.DisplaySize = ImVec2(1920, 1080);
+ io.DeltaTime = 1.0f / 60.0f;
+ ImGui::NewFrame();
+
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::ShowDemoWindow(NULL);
+
+ ImGui::Render();
+ }
+
+ printf("DestroyContext()\n");
+ ImGui::DestroyContext();
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/README.md b/3rdparty/imgui/examples/example_sdl_opengl2/README.md
new file mode 100644
index 00000000..dfbfa7b6
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl2/README.md
@@ -0,0 +1,22 @@
+
+# How to Build
+
+- On Windows with Visual Studio's CLI
+
+```
+set SDL2DIR=path_to_your_sdl2_folder
+cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+```
+
+- On Linux and similar Unixes
+
+```
+c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
+```
+
+- On Mac OS X
+
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
+```
diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat b/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat
new file mode 100644
index 00000000..bc2eb3b2
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj
new file mode 100644
index 00000000..fa6b8d3a
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj
@@ -0,0 +1,175 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{94E991D0-790A-4DAF-B442-AAADE3233C75}</ProjectGuid>
+ <RootNamespace>example_sdl_opengl2</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_opengl2.cpp" />
+ <ClCompile Include="..\imgui_impl_sdl.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_opengl2.h" />
+ <ClInclude Include="..\imgui_impl_sdl.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters
new file mode 100644
index 00000000..e0c1bf2e
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters
@@ -0,0 +1,58 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_sdl.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_opengl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_opengl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_sdl.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp b/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp
new file mode 100644
index 00000000..7e92b853
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp
@@ -0,0 +1,148 @@
+// dear imgui: standalone example application for SDL2 + OpenGL
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the example_sdl_opengl3/ folder**
+// See imgui_impl_sdl.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+#include "imgui_impl_opengl2.h"
+#include <stdio.h>
+#include <SDL.h>
+#include <SDL_opengl.h>
+
+int main(int, char**)
+{
+ // Setup SDL
+ if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Setup window
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+ SDL_DisplayMode current;
+ SDL_GetCurrentDisplayMode(0, &current);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
+ SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+ SDL_GL_SetSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
+ ImGui_ImplOpenGL2_Init();
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplSDL2_NewFrame(window);
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ SDL_GL_SwapWindow(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_GL_DeleteContext(gl_context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_sdl_opengl3/README.md b/3rdparty/imgui/examples/example_sdl_opengl3/README.md
new file mode 100644
index 00000000..f029ce71
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl3/README.md
@@ -0,0 +1,22 @@
+
+# How to Build
+
+- On Windows with Visual Studio's CLI
+
+```
+set SDL2DIR=path_to_your_sdl2_folder
+cl /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+```
+
+- On Linux and similar Unixes
+
+```
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl
+```
+
+- On Mac OS X
+
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
+```
diff --git a/3rdparty/imgui/examples/example_sdl_opengl3/build_win32.bat b/3rdparty/imgui/examples/example_sdl_opengl3/build_win32.bat
new file mode 100644
index 00000000..d2cfa67f
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl3/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl3.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
diff --git a/3rdparty/imgui/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj b/3rdparty/imgui/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj
new file mode 100644
index 00000000..9fda1897
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj
@@ -0,0 +1,178 @@
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+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
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+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
+ <RootNamespace>example_sdl_opengl3</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
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+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+ <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
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+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_opengl3.cpp" />
+ <ClCompile Include="..\imgui_impl_sdl.cpp" />
+ <ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_opengl3.h" />
+ <ClInclude Include="..\imgui_impl_sdl.h" />
+ <ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
+ <ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters b/3rdparty/imgui/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters
new file mode 100644
index 00000000..fbef18ac
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters
@@ -0,0 +1,70 @@
+<?xml version="1.0" encoding="utf-8"?>
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+ <Filter Include="sources">
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+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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+ </ClCompile>
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+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_sdl.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
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+ <Filter>imgui</Filter>
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+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
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+ <Filter>imgui</Filter>
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+ <Filter>gl3w</Filter>
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+ <Filter>gl3w</Filter>
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+ <Filter>sources</Filter>
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+ <ClInclude Include="..\imgui_impl_sdl.h">
+ <Filter>sources</Filter>
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+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_sdl_opengl3/main.cpp b/3rdparty/imgui/examples/example_sdl_opengl3/main.cpp
new file mode 100644
index 00000000..577e84c4
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_opengl3/main.cpp
@@ -0,0 +1,188 @@
+// dear imgui: standalone example application for SDL2 + OpenGL
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <SDL.h>
+
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
+// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
+#include <GL/gl3w.h> // Initialize with gl3wInit()
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
+#include <GL/glew.h> // Initialize with glewInit()
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
+#include <glad/glad.h> // Initialize with gladLoadGL()
+#else
+#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
+#endif
+
+int main(int, char**)
+{
+ // Setup SDL
+ if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Decide GL+GLSL versions
+#if __APPLE__
+ // GL 3.2 Core + GLSL 150
+ const char* glsl_version = "#version 150";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#else
+ // GL 3.0 + GLSL 130
+ const char* glsl_version = "#version 130";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#endif
+
+ // Create window with graphics context
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ SDL_DisplayMode current;
+ SDL_GetCurrentDisplayMode(0, &current);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
+ SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+ SDL_GL_SetSwapInterval(1); // Enable vsync
+
+ // Initialize OpenGL loader
+#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
+ bool err = gl3wInit() != 0;
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
+ bool err = glewInit() != GLEW_OK;
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
+ bool err = gladLoadGL() == 0;
+#endif
+ if (err)
+ {
+ fprintf(stderr, "Failed to initialize OpenGL loader!\n");
+ return 1;
+ }
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
+ ImGui_ImplOpenGL3_Init(glsl_version);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplSDL2_NewFrame(window);
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ SDL_GL_MakeCurrent(window, gl_context);
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+ SDL_GL_SwapWindow(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_GL_DeleteContext(gl_context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj b/3rdparty/imgui/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj
new file mode 100644
index 00000000..622dc093
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj
@@ -0,0 +1,175 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
+ <RootNamespace>example_sdl_vulkan</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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+ <CharacterSet>MultiByte</CharacterSet>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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+ <CharacterSet>MultiByte</CharacterSet>
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+ <CharacterSet>MultiByte</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
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+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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+ </PropertyGroup>
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+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
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+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_sdl.cpp" />
+ <ClCompile Include="..\imgui_impl_vulkan.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_sdl.h" />
+ <ClInclude Include="..\imgui_impl_vulkan.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters b/3rdparty/imgui/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters
new file mode 100644
index 00000000..6f082524
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters
@@ -0,0 +1,58 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_sdl.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_vulkan.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_sdl.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_vulkan.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_sdl_vulkan/main.cpp b/3rdparty/imgui/examples/example_sdl_vulkan/main.cpp
new file mode 100644
index 00000000..dc7da3ea
--- /dev/null
+++ b/3rdparty/imgui/examples/example_sdl_vulkan/main.cpp
@@ -0,0 +1,490 @@
+// dear imgui: standalone example application for SDL2 + Vulkan
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#include <SDL.h>
+#include <SDL_vulkan.h>
+#include <vulkan/vulkan.h>
+
+//#define IMGUI_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define IMGUI_VULKAN_DEBUG_REPORT
+#endif
+
+static VkAllocationCallbacks* g_Allocator = NULL;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice g_Device = VK_NULL_HANDLE;
+static uint32_t g_QueueFamily = (uint32_t)-1;
+static VkQueue g_Queue = VK_NULL_HANDLE;
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_WindowData g_WindowData;
+
+static void check_vk_result(VkResult err)
+{
+ if (err == 0) return;
+ printf("VkResult %d\n", err);
+ if (err < 0)
+ abort();
+}
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+ (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+ fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+ return VK_FALSE;
+}
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+
+static void SetupVulkan(const char** extensions, uint32_t extensions_count)
+{
+ VkResult err;
+
+ // Create Vulkan Instance
+ {
+ VkInstanceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+ create_info.enabledExtensionCount = extensions_count;
+ create_info.ppEnabledExtensionNames = extensions;
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+ // Enabling multiple validation layers grouped as LunarG standard validation
+ const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
+ create_info.enabledLayerCount = 1;
+ create_info.ppEnabledLayerNames = layers;
+
+ // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
+ const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
+ memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
+ extensions_ext[extensions_count] = "VK_EXT_debug_report";
+ create_info.enabledExtensionCount = extensions_count + 1;
+ create_info.ppEnabledExtensionNames = extensions_ext;
+
+ // Create Vulkan Instance
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+ free(extensions_ext);
+
+ // Get the function pointer (required for any extensions)
+ auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+ IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
+
+ // Setup the debug report callback
+ VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+ debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+ debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+ debug_report_ci.pfnCallback = debug_report;
+ debug_report_ci.pUserData = NULL;
+ err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+ check_vk_result(err);
+#else
+ // Create Vulkan Instance without any debug feature
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+#endif
+ }
+
+ // Select GPU
+ {
+ uint32_t gpu_count;
+ err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
+ check_vk_result(err);
+
+ VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
+ err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
+ check_vk_result(err);
+
+ // If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
+ // e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
+ // for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
+ g_PhysicalDevice = gpus[0];
+ free(gpus);
+ }
+
+ // Select graphics queue family
+ {
+ uint32_t count;
+ vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
+ VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
+ vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
+ for (uint32_t i = 0; i < count; i++)
+ if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
+ {
+ g_QueueFamily = i;
+ break;
+ }
+ free(queues);
+ IM_ASSERT(g_QueueFamily != -1);
+ }
+
+ // Create Logical Device (with 1 queue)
+ {
+ int device_extension_count = 1;
+ const char* device_extensions[] = { "VK_KHR_swapchain" };
+ const float queue_priority[] = { 1.0f };
+ VkDeviceQueueCreateInfo queue_info[1] = {};
+ queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+ queue_info[0].queueFamilyIndex = g_QueueFamily;
+ queue_info[0].queueCount = 1;
+ queue_info[0].pQueuePriorities = queue_priority;
+ VkDeviceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+ create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+ create_info.pQueueCreateInfos = queue_info;
+ create_info.enabledExtensionCount = device_extension_count;
+ create_info.ppEnabledExtensionNames = device_extensions;
+ err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+ check_vk_result(err);
+ vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+ }
+
+ // Create Descriptor Pool
+ {
+ VkDescriptorPoolSize pool_sizes[] =
+ {
+ { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
+ { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
+ { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
+ { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
+ { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
+ { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
+ { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
+ { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
+ { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
+ { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
+ };
+ VkDescriptorPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+ pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
+ pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
+ pool_info.pPoolSizes = pool_sizes;
+ err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+ check_vk_result(err);
+ }
+}
+
+static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
+{
+ wd->Surface = surface;
+
+ // Check for WSI support
+ VkBool32 res;
+ vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
+ if (res != VK_TRUE)
+ {
+ fprintf(stderr, "Error no WSI support on physical device 0\n");
+ exit(-1);
+ }
+
+ // Select Surface Format
+ const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+ const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+ wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+ // Select Present Mode
+#ifdef IMGUI_UNLIMITED_FRAME_RATE
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+ wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
+ //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+ // Create SwapChain, RenderPass, Framebuffer, etc.
+ ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
+ ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
+}
+
+static void CleanupVulkan()
+{
+ ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
+ ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
+ vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef IMGUI_VULKAN_DEBUG_REPORT
+ // Remove the debug report callback
+ auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+ vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // IMGUI_VULKAN_DEBUG_REPORT
+
+ vkDestroyDevice(g_Device, g_Allocator);
+ vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
+{
+ VkResult err;
+
+ VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
+ err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ check_vk_result(err);
+
+ ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
+ {
+ err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
+ check_vk_result(err);
+
+ err = vkResetFences(g_Device, 1, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+ check_vk_result(err);
+ }
+ {
+ VkRenderPassBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ info.renderPass = wd->RenderPass;
+ info.framebuffer = wd->Framebuffer[wd->FrameIndex];
+ info.renderArea.extent.width = wd->Width;
+ info.renderArea.extent.height = wd->Height;
+ info.clearValueCount = 1;
+ info.pClearValues = &wd->ClearValue;
+ vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+ }
+
+ // Record Imgui Draw Data and draw funcs into command buffer
+ ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
+
+ // Submit command buffer
+ vkCmdEndRenderPass(fd->CommandBuffer);
+ {
+ VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ VkSubmitInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &image_acquired_semaphore;
+ info.pWaitDstStageMask = &wait_stage;
+ info.commandBufferCount = 1;
+ info.pCommandBuffers = &fd->CommandBuffer;
+ info.signalSemaphoreCount = 1;
+ info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
+
+ err = vkEndCommandBuffer(fd->CommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+ check_vk_result(err);
+ }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
+{
+ ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
+ VkPresentInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
+ info.swapchainCount = 1;
+ info.pSwapchains = &wd->Swapchain;
+ info.pImageIndices = &wd->FrameIndex;
+ VkResult err = vkQueuePresentKHR(g_Queue, &info);
+ check_vk_result(err);
+}
+
+int main(int, char**)
+{
+ // Setup SDL
+ if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Setup window
+ SDL_DisplayMode current;
+ SDL_GetCurrentDisplayMode(0, &current);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE);
+
+ // Setup Vulkan
+ uint32_t extensions_count = 0;
+ SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL);
+ const char** extensions = new const char*[extensions_count];
+ SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
+ SetupVulkan(extensions, extensions_count);
+ delete[] extensions;
+
+ // Create Window Surface
+ VkSurfaceKHR surface;
+ VkResult err;
+ if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
+ {
+ printf("Failed to create Vulkan surface.\n");
+ return 1;
+ }
+
+ // Create Framebuffers
+ int w, h;
+ SDL_GetWindowSize(window, &w, &h);
+ ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
+ SetupVulkanWindowData(wd, surface, w, h);
+
+ // Setup Dear ImGui binding
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ // Setup SDL binding
+ ImGui_ImplSDL2_InitForVulkan(window);
+
+ // Setup Vulkan binding
+ ImGui_ImplVulkan_InitInfo init_info = {};
+ init_info.Instance = g_Instance;
+ init_info.PhysicalDevice = g_PhysicalDevice;
+ init_info.Device = g_Device;
+ init_info.QueueFamily = g_QueueFamily;
+ init_info.Queue = g_Queue;
+ init_info.PipelineCache = g_PipelineCache;
+ init_info.DescriptorPool = g_DescriptorPool;
+ init_info.Allocator = g_Allocator;
+ init_info.CheckVkResultFn = check_vk_result;
+ ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ // Upload Fonts
+ {
+ // Use any command queue
+ VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
+ VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
+
+ err = vkResetCommandPool(g_Device, command_pool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo begin_info = {};
+ begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(command_buffer, &begin_info);
+ check_vk_result(err);
+
+ ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
+
+ VkSubmitInfo end_info = {};
+ end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ end_info.commandBufferCount = 1;
+ end_info.pCommandBuffers = &command_buffer;
+ err = vkEndCommandBuffer(command_buffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
+ check_vk_result(err);
+
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_InvalidateFontUploadObjects();
+ }
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
+ ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplSDL2_NewFrame(window);
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
+ FrameRender(wd);
+
+ FramePresent(wd);
+ }
+
+ // Cleanup
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+ SDL_DestroyWindow(window);
+ CleanupVulkan();
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_win32_directx10/build_win32.bat b/3rdparty/imgui/examples/example_win32_directx10/build_win32.bat
new file mode 100644
index 00000000..d79cb8f7
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx10/build_win32.bat
@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_win32.cpp ..\imgui_impl_dx10.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx10.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
+
diff --git a/3rdparty/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj b/3rdparty/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj
new file mode 100644
index 00000000..5e2973b9
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj
@@ -0,0 +1,165 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
+ <RootNamespace>example_win32_directx10</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_dx10.h" />
+ <ClInclude Include="..\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_dx10.cpp" />
+ <ClCompile Include="..\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters b/3rdparty/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters
new file mode 100644
index 00000000..97620028
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters
@@ -0,0 +1,57 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_dx10.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_dx10.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_win32_directx10/main.cpp b/3rdparty/imgui/examples/example_win32_directx10/main.cpp
new file mode 100644
index 00000000..c55ec5e2
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx10/main.cpp
@@ -0,0 +1,223 @@
+// dear imgui: standalone example application for DirectX 10
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx10.h"
+#include <d3d10_1.h>
+#include <d3d10.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+#include <tchar.h>
+
+// Data
+static ID3D10Device* g_pd3dDevice = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
+
+void CreateRenderTarget()
+{
+ ID3D10Texture2D* pBackBuffer;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ UINT createDeviceFlags = 0;
+ //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
+ if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
+ return E_FAIL;
+
+ CreateRenderTarget();
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (CreateDeviceD3D(hwnd) < 0)
+ {
+ CleanupDeviceD3D();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX10_Init(g_pd3dDevice);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX10_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
+ ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+ }
+
+ ImGui_ImplDX10_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ DestroyWindow(hwnd);
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_win32_directx11/build_win32.bat b/3rdparty/imgui/examples/example_win32_directx11/build_win32.bat
new file mode 100644
index 00000000..05e6a6f6
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx11/build_win32.bat
@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx11.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx11.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
+
diff --git a/3rdparty/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj b/3rdparty/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj
new file mode 100644
index 00000000..166602a3
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj
@@ -0,0 +1,165 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
+ <RootNamespace>example_win32_directx11</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_dx11.h" />
+ <ClInclude Include="..\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_dx11.cpp" />
+ <ClCompile Include="..\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters b/3rdparty/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters
new file mode 100644
index 00000000..1df6a0c4
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters
@@ -0,0 +1,57 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_dx11.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_dx11.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_win32_directx11/main.cpp b/3rdparty/imgui/examples/example_win32_directx11/main.cpp
new file mode 100644
index 00000000..c89b6192
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx11/main.cpp
@@ -0,0 +1,227 @@
+// dear imgui - standalone example application for DirectX 11
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+#include <tchar.h>
+
+// Data
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
+
+void CreateRenderTarget()
+{
+ ID3D11Texture2D* pBackBuffer;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ UINT createDeviceFlags = 0;
+ //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
+ return E_FAIL;
+
+ CreateRenderTarget();
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (CreateDeviceD3D(hwnd) < 0)
+ {
+ CleanupDeviceD3D();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+ }
+
+ ImGui_ImplDX11_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ DestroyWindow(hwnd);
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_win32_directx12/build_win32.bat b/3rdparty/imgui/examples/example_win32_directx12/build_win32.bat
new file mode 100644
index 00000000..2cd7fcdf
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx12/build_win32.bat
@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx12.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
+
diff --git a/3rdparty/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj b/3rdparty/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj
new file mode 100644
index 00000000..38c83351
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj
@@ -0,0 +1,167 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
+ <RootNamespace>example_win32_directx12</RootNamespace>
+ <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_dx12.h" />
+ <ClInclude Include="..\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_dx12.cpp" />
+ <ClCompile Include="..\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters b/3rdparty/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters
new file mode 100644
index 00000000..28a25572
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters
@@ -0,0 +1,54 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{fb3d294f-51ec-478e-a627-25831c80fefd}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{4f33ddea-9910-456d-b868-4267eb3c2b19}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_dx12.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_dx12.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_win32_directx12/main.cpp b/3rdparty/imgui/examples/example_win32_directx12/main.cpp
new file mode 100644
index 00000000..50cb3777
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx12/main.cpp
@@ -0,0 +1,429 @@
+// dear imgui: standalone example application for DirectX 12
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx12.h"
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <tchar.h>
+
+#define DX12_ENABLE_DEBUG_LAYER 0
+
+struct FrameContext
+{
+ ID3D12CommandAllocator* CommandAllocator;
+ UINT64 FenceValue;
+};
+
+// Data
+static int const NUM_FRAMES_IN_FLIGHT = 3;
+static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
+static UINT g_frameIndex = 0;
+
+static int const NUM_BACK_BUFFERS = 3;
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
+static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
+static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
+static ID3D12Fence* g_fence = NULL;
+static HANDLE g_fenceEvent = NULL;
+static UINT64 g_fenceLastSignaledValue = 0;
+static IDXGISwapChain3* g_pSwapChain = NULL;
+static HANDLE g_hSwapChainWaitableObject = NULL;
+static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
+
+void CreateRenderTarget()
+{
+ ID3D12Resource* pBackBuffer;
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ {
+ g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
+ g_mainRenderTargetResource[i] = pBackBuffer;
+ }
+}
+
+void WaitForLastSubmittedFrame()
+{
+ FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
+
+ UINT64 fenceValue = frameCtxt->FenceValue;
+ if (fenceValue == 0)
+ return; // No fence was signaled
+
+ frameCtxt->FenceValue = 0;
+ if (g_fence->GetCompletedValue() >= fenceValue)
+ return;
+
+ g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ WaitForSingleObject(g_fenceEvent, INFINITE);
+}
+
+FrameContext* WaitForNextFrameResources()
+{
+ UINT nextFrameIndex = g_frameIndex + 1;
+ g_frameIndex = nextFrameIndex;
+
+ HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
+ DWORD numWaitableObjects = 1;
+
+ FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
+ UINT64 fenceValue = frameCtxt->FenceValue;
+ if (fenceValue != 0) // means no fence was signaled
+ {
+ frameCtxt->FenceValue = 0;
+ g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ waitableObjects[1] = g_fenceEvent;
+ numWaitableObjects = 2;
+ }
+
+ WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
+
+ return frameCtxt;
+}
+
+void ResizeSwapChain(HWND hWnd, int width, int height)
+{
+ DXGI_SWAP_CHAIN_DESC1 sd;
+ g_pSwapChain->GetDesc1(&sd);
+ sd.Width = width;
+ sd.Height = height;
+
+ IDXGIFactory4* dxgiFactory = NULL;
+ g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
+
+ g_pSwapChain->Release();
+ CloseHandle(g_hSwapChainWaitableObject);
+
+ IDXGISwapChain1* swapChain1 = NULL;
+ dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
+ swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
+ swapChain1->Release();
+ dxgiFactory->Release();
+
+ g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ assert(g_hSwapChainWaitableObject != NULL);
+}
+
+void CleanupRenderTarget()
+{
+ WaitForLastSubmittedFrame();
+
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC1 sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = NUM_BACK_BUFFERS;
+ sd.Width = 0;
+ sd.Height = 0;
+ sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ sd.Scaling = DXGI_SCALING_STRETCH;
+ sd.Stereo = FALSE;
+ }
+
+ if (DX12_ENABLE_DEBUG_LAYER)
+ {
+ ID3D12Debug* dx12Debug = NULL;
+ if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
+ {
+ dx12Debug->EnableDebugLayer();
+ dx12Debug->Release();
+ }
+ }
+
+ D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
+ if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
+ return E_FAIL;
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ desc.NumDescriptors = NUM_BACK_BUFFERS;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
+ return E_FAIL;
+
+ SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ {
+ g_mainRenderTargetDescriptor[i] = rtvHandle;
+ rtvHandle.ptr += rtvDescriptorSize;
+ }
+ }
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ desc.NumDescriptors = 1;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
+ return E_FAIL;
+ }
+
+ {
+ D3D12_COMMAND_QUEUE_DESC desc = {};
+ desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
+ return E_FAIL;
+ }
+
+ for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
+ return E_FAIL;
+
+ if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
+ g_pd3dCommandList->Close() != S_OK)
+ return E_FAIL;
+
+ if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
+ return E_FAIL;
+
+ g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
+ if (g_fenceEvent == NULL)
+ return E_FAIL;
+
+ {
+ IDXGIFactory4* dxgiFactory = NULL;
+ IDXGISwapChain1* swapChain1 = NULL;
+ if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
+ dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
+ swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
+ return E_FAIL;
+ swapChain1->Release();
+ dxgiFactory->Release();
+ g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ }
+
+ CreateRenderTarget();
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
+ for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
+ if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
+ if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
+ if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
+ if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
+ if (g_fence) { g_fence->Release(); g_fence = NULL; }
+ if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ CleanupRenderTarget();
+ ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
+ CreateRenderTarget();
+ ImGui_ImplDX12_CreateDeviceObjects();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (CreateDeviceD3D(hwnd) < 0)
+ {
+ CleanupDeviceD3D();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
+ DXGI_FORMAT_R8G8B8A8_UNORM,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
+ g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX12_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ FrameContext* frameCtxt = WaitForNextFrameResources();
+ UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+ frameCtxt->CommandAllocator->Reset();
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+
+ g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
+ g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
+ g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+ ImGui::Render();
+ ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->Close();
+
+ g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+
+ UINT64 fenceValue = g_fenceLastSignaledValue + 1;
+ g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+ g_fenceLastSignaledValue = fenceValue;
+ frameCtxt->FenceValue = fenceValue;
+ }
+
+ WaitForLastSubmittedFrame();
+ ImGui_ImplDX12_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ DestroyWindow(hwnd);
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/example_win32_directx9/build_win32.bat b/3rdparty/imgui/examples/example_win32_directx9/build_win32.bat
new file mode 100644
index 00000000..4db27653
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx9/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I .. /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx9.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx9.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
diff --git a/3rdparty/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj b/3rdparty/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj
new file mode 100644
index 00000000..08f21c87
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj
@@ -0,0 +1,165 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{4165A294-21F2-44CA-9B38-E3F935ABADF5}</ProjectGuid>
+ <RootNamespace>example_win32_directx9</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\imgui_impl_dx9.cpp" />
+ <ClCompile Include="..\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\imgui_impl_dx9.h" />
+ <ClInclude Include="..\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters b/3rdparty/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters
new file mode 100644
index 00000000..914cd260
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters
@@ -0,0 +1,58 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="sources">
+ <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{a82cba23-9de0-45c2-b1e3-2eb1666702de}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\imgui_impl_dx9.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\imgui_impl_dx9.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/3rdparty/imgui/examples/example_win32_directx9/main.cpp b/3rdparty/imgui/examples/example_win32_directx9/main.cpp
new file mode 100644
index 00000000..7e5b957a
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx9/main.cpp
@@ -0,0 +1,204 @@
+// dear imgui: standalone example application for DirectX 9
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+#include "imgui_impl_win32.h"
+#include <d3d9.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+#include <tchar.h>
+
+// Data
+static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
+static D3DPRESENT_PARAMETERS g_d3dpp;
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ ImGui_ImplDX9_InvalidateDeviceObjects();
+ g_d3dpp.BackBufferWidth = LOWORD(lParam);
+ g_d3dpp.BackBufferHeight = HIWORD(lParam);
+ HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
+ if (hr == D3DERR_INVALIDCALL)
+ IM_ASSERT(0);
+ ImGui_ImplDX9_CreateDeviceObjects();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ LPDIRECT3D9 pD3D;
+ if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
+ {
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 0;
+ }
+ ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
+ g_d3dpp.Windowed = TRUE;
+ g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
+ g_d3dpp.EnableAutoDepthStencil = TRUE;
+ g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
+ g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
+ //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
+
+ // Create the D3DDevice
+ if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
+ {
+ pD3D->Release();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 0;
+ }
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX9_Init(g_pd3dDevice);
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+ while (msg.message != WM_QUIT)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX9_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::EndFrame();
+ g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
+ g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
+ g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
+ D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
+ g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
+ if (g_pd3dDevice->BeginScene() >= 0)
+ {
+ ImGui::Render();
+ ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
+ g_pd3dDevice->EndScene();
+ }
+ HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
+
+ // Handle loss of D3D9 device
+ if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
+ {
+ ImGui_ImplDX9_InvalidateDeviceObjects();
+ g_pd3dDevice->Reset(&g_d3dpp);
+ ImGui_ImplDX9_CreateDeviceObjects();
+ }
+ }
+
+ ImGui_ImplDX9_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (pD3D) pD3D->Release();
+ DestroyWindow(hwnd);
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+ return 0;
+}
diff --git a/3rdparty/imgui/examples/imgui_examples.sln b/3rdparty/imgui/examples/imgui_examples.sln
new file mode 100644
index 00000000..49b2ff89
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_examples.sln
@@ -0,0 +1,68 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 14
+VisualStudioVersion = 14.0.25420.1
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx9", "example_win32_directx9\example_win32_directx9.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx10", "example_win32_directx10\example_win32_directx10.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "example_glfw_opengl2\example_glfw_opengl2.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Debug|x64 = Debug|x64
+ Release|Win32 = Release|Win32
+ Release|x64 = Release|x64
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.Build.0 = Debug|x64
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.Build.0 = Debug|x64
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.ActiveCfg = Release|Win32
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.Build.0 = Release|Win32
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.ActiveCfg = Release|x64
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/3rdparty/imgui/examples/imgui_impl_allegro5.cpp b/3rdparty/imgui/examples/imgui_impl_allegro5.cpp
new file mode 100644
index 00000000..9a9c5801
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_allegro5.cpp
@@ -0,0 +1,388 @@
+// dear imgui: Renderer + Platform Binding for Allegro 5
+// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// [X] Platform: Clipboard support (from Allegro 5.1.12)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Issues:
+// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
+// [ ] Platform: Missing gamepad support.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
+// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
+// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
+// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include <stdint.h> // uint64_t
+#include <cstring> // memcpy
+#include "imgui.h"
+#include "imgui_impl_allegro5.h"
+
+// Allegro
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+#ifdef _WIN32
+#include <allegro5/allegro_windows.h>
+#endif
+#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#endif
+
+// Data
+static ALLEGRO_DISPLAY* g_Display = NULL;
+static ALLEGRO_BITMAP* g_Texture = NULL;
+static double g_Time = 0.0;
+static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
+static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
+static char* g_ClipboardTextData = NULL;
+
+struct ImDrawVertAllegro
+{
+ ImVec2 pos;
+ ImVec2 uv;
+ ALLEGRO_COLOR col;
+};
+
+// Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
+{
+ // Backup Allegro state that will be modified
+ ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
+ ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
+ int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
+ al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
+ int last_blender_op, last_blender_src, last_blender_dst;
+ al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
+
+ // Setup render state
+ al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
+
+ // Setup orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ {
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ ALLEGRO_TRANSFORM transform;
+ al_identity_transform(&transform);
+ al_use_transform(&transform);
+ al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
+ al_use_projection_transform(&transform);
+ }
+
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+
+ // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
+ // FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 float as well..
+ static ImVector<ImDrawVertAllegro> vertices;
+ vertices.resize(cmd_list->IdxBuffer.Size);
+ for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
+ {
+ const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
+ ImDrawVertAllegro* dst_v = &vertices[i];
+ dst_v->pos = src_v->pos;
+ dst_v->uv = src_v->uv;
+ unsigned char* c = (unsigned char*)&src_v->col;
+ dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]);
+ }
+
+ const int* indices = NULL;
+ if (sizeof(ImDrawIdx) == 2)
+ {
+ // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
+ // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
+ static ImVector<int> indices_converted;
+ indices_converted.resize(cmd_list->IdxBuffer.Size);
+ for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
+ indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i];
+ indices = indices_converted.Data;
+ }
+ else if (sizeof(ImDrawIdx) == 4)
+ {
+ indices = (const int*)cmd_list->IdxBuffer.Data;
+ }
+
+ int idx_offset = 0;
+ ImVec2 pos = draw_data->DisplayPos;
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
+ al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
+ al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ }
+
+ // Restore modified Allegro state
+ al_set_blender(last_blender_op, last_blender_src, last_blender_dst);
+ al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h);
+ al_use_transform(&last_transform);
+ al_use_projection_transform(&last_projection_transform);
+}
+
+bool ImGui_ImplAllegro5_CreateDeviceObjects()
+{
+ // Build texture atlas
+ ImGuiIO &io = ImGui::GetIO();
+ unsigned char *pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Create texture
+ int flags = al_get_new_bitmap_flags();
+ int fmt = al_get_new_bitmap_format();
+ al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
+ al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
+ ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
+ al_set_new_bitmap_flags(flags);
+ al_set_new_bitmap_format(fmt);
+ if (!img)
+ return false;
+
+ ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
+ if (!locked_img)
+ {
+ al_destroy_bitmap(img);
+ return false;
+ }
+ memcpy(locked_img->data, pixels, sizeof(int)*width*height);
+ al_unlock_bitmap(img);
+
+ // Convert software texture to hardware texture.
+ ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
+ al_destroy_bitmap(img);
+ if (!cloned_img)
+ return false;
+
+ // Store our identifier
+ io.Fonts->TexID = (void*)cloned_img;
+ g_Texture = cloned_img;
+
+ // Create an invisible mouse cursor
+ // Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
+ ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
+ g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
+ al_destroy_bitmap(mouse_cursor);
+
+ return true;
+}
+
+void ImGui_ImplAllegro5_InvalidateDeviceObjects()
+{
+ if (g_Texture)
+ {
+ al_destroy_bitmap(g_Texture);
+ ImGui::GetIO().Fonts->TexID = NULL;
+ g_Texture = NULL;
+ }
+ if (g_MouseCursorInvisible)
+ {
+ al_destroy_mouse_cursor(g_MouseCursorInvisible);
+ g_MouseCursorInvisible = NULL;
+ }
+}
+
+#if ALLEGRO_HAS_CLIPBOARD
+static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
+{
+ if (g_ClipboardTextData)
+ al_free(g_ClipboardTextData);
+ g_ClipboardTextData = al_get_clipboard_text(g_Display);
+ return g_ClipboardTextData;
+}
+
+static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
+{
+ al_set_clipboard_text(g_Display, text);
+}
+#endif
+
+bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
+{
+ g_Display = display;
+
+ // Setup back-end capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+
+ // Create custom vertex declaration.
+ // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
+ // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
+ ALLEGRO_VERTEX_ELEMENT elems[] =
+ {
+ { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
+ { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
+ { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
+ { 0, 0, 0 }
+ };
+ g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
+
+ io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
+ io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
+ io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
+ io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
+ io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
+ io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
+ io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
+
+#if ALLEGRO_HAS_CLIPBOARD
+ io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
+ io.ClipboardUserData = NULL;
+#endif
+
+ return true;
+}
+
+void ImGui_ImplAllegro5_Shutdown()
+{
+ ImGui_ImplAllegro5_InvalidateDeviceObjects();
+ g_Display = NULL;
+
+ // Destroy last known clipboard data
+ if (g_ClipboardTextData)
+ al_free(g_ClipboardTextData);
+ g_ClipboardTextData = NULL;
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ switch (ev->type)
+ {
+ case ALLEGRO_EVENT_MOUSE_AXES:
+ io.MouseWheel += ev->mouse.dz;
+ io.MouseWheelH += ev->mouse.dw;
+ return true;
+ case ALLEGRO_EVENT_KEY_CHAR:
+ if (ev->keyboard.display == g_Display)
+ if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
+ io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
+ return true;
+ case ALLEGRO_EVENT_KEY_DOWN:
+ case ALLEGRO_EVENT_KEY_UP:
+ if (ev->keyboard.display == g_Display)
+ io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
+ return true;
+ }
+ return false;
+}
+
+static void ImGui_ImplAllegro5_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
+ }
+ else
+ {
+ ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
+ case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
+ case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
+ case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
+ case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
+ case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
+ }
+ al_set_system_mouse_cursor(g_Display, cursor_id);
+ }
+}
+
+void ImGui_ImplAllegro5_NewFrame()
+{
+ if (!g_Texture)
+ ImGui_ImplAllegro5_CreateDeviceObjects();
+
+ ImGuiIO &io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ w = al_get_display_width(g_Display);
+ h = al_get_display_height(g_Display);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+
+ // Setup time step
+ double current_time = al_get_time();
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+ g_Time = current_time;
+
+ // Setup inputs
+ ALLEGRO_KEYBOARD_STATE keys;
+ al_get_keyboard_state(&keys);
+ io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
+ io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
+ io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
+ io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
+
+ ALLEGRO_MOUSE_STATE mouse;
+ if (keys.display == g_Display)
+ {
+ al_get_mouse_state(&mouse);
+ io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
+ }
+ else
+ {
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+ }
+
+ al_get_mouse_state(&mouse);
+ io.MouseDown[0] = mouse.buttons & (1 << 0);
+ io.MouseDown[1] = mouse.buttons & (1 << 1);
+ io.MouseDown[2] = mouse.buttons & (1 << 2);
+
+ ImGui_ImplAllegro5_UpdateMouseCursor();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_allegro5.h b/3rdparty/imgui/examples/imgui_impl_allegro5.h
new file mode 100644
index 00000000..bc995a5a
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_allegro5.h
@@ -0,0 +1,29 @@
+// dear imgui: Renderer + Platform Binding for Allegro 5
+// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// [X] Platform: Clipboard support (from Allegro 5.1.12)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Issues:
+// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
+// [ ] Platform: Missing gamepad support.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
+
+#pragma once
+
+struct ALLEGRO_DISPLAY;
+union ALLEGRO_EVENT;
+
+IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
+IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
+IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
diff --git a/3rdparty/imgui/examples/imgui_impl_dx10.cpp b/3rdparty/imgui/examples/imgui_impl_dx10.cpp
new file mode 100644
index 00000000..f8fdef82
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_dx10.cpp
@@ -0,0 +1,495 @@
+// dear imgui: Renderer for DirectX10
+// This needs to be used along with a Platform Binding (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
+// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
+// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2016-05-07: DirectX10: Disabling depth-write.
+
+#include "imgui.h"
+#include "imgui_impl_dx10.h"
+
+// DirectX
+#include <stdio.h>
+#include <d3d10_1.h>
+#include <d3d10.h>
+#include <d3dcompiler.h>
+
+// DirectX data
+static ID3D10Device* g_pd3dDevice = NULL;
+static IDXGIFactory* g_pFactory = NULL;
+static ID3D10Buffer* g_pVB = NULL;
+static ID3D10Buffer* g_pIB = NULL;
+static ID3D10Blob* g_pVertexShaderBlob = NULL;
+static ID3D10VertexShader* g_pVertexShader = NULL;
+static ID3D10InputLayout* g_pInputLayout = NULL;
+static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
+static ID3D10Blob* g_pPixelShaderBlob = NULL;
+static ID3D10PixelShader* g_pPixelShader = NULL;
+static ID3D10SamplerState* g_pFontSampler = NULL;
+static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D10RasterizerState* g_pRasterizerState = NULL;
+static ID3D10BlendState* g_pBlendState = NULL;
+static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
+static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
+{
+ ID3D10Device* ctx = g_pd3dDevice;
+
+ // Create and grow vertex/index buffers if needed
+ if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D10_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+ desc.Usage = D3D10_USAGE_DYNAMIC;
+ desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+ desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
+ return;
+ }
+
+ if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D10_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+ desc.Usage = D3D10_USAGE_DYNAMIC;
+ desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
+ desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
+ return;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ ImDrawVert* vtx_dst = NULL;
+ ImDrawIdx* idx_dst = NULL;
+ g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
+ g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ g_pVB->Unmap();
+ g_pIB->Unmap();
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ {
+ void* mapped_resource;
+ if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ return;
+ VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ g_pVertexConstantBuffer->Unmap();
+ }
+
+ // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+ struct BACKUP_DX10_STATE
+ {
+ UINT ScissorRectsCount, ViewportsCount;
+ D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ ID3D10RasterizerState* RS;
+ ID3D10BlendState* BlendState;
+ FLOAT BlendFactor[4];
+ UINT SampleMask;
+ UINT StencilRef;
+ ID3D10DepthStencilState* DepthStencilState;
+ ID3D10ShaderResourceView* PSShaderResource;
+ ID3D10SamplerState* PSSampler;
+ ID3D10PixelShader* PS;
+ ID3D10VertexShader* VS;
+ D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
+ ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+ UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+ DXGI_FORMAT IndexBufferFormat;
+ ID3D10InputLayout* InputLayout;
+ };
+ BACKUP_DX10_STATE old;
+ old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+ ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+ ctx->RSGetState(&old.RS);
+ ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+ ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+ ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+ ctx->PSGetSamplers(0, 1, &old.PSSampler);
+ ctx->PSGetShader(&old.PS);
+ ctx->VSGetShader(&old.VS);
+ ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+ ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+ ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+ ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+ ctx->IAGetInputLayout(&old.InputLayout);
+
+ // Setup viewport
+ D3D10_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D10_VIEWPORT));
+ vp.Width = (UINT)draw_data->DisplaySize.x;
+ vp.Height = (UINT)draw_data->DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ ctx->IASetInputLayout(g_pInputLayout);
+ ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+ ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->VSSetShader(g_pVertexShader);
+ ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+ ctx->PSSetShader(g_pPixelShader);
+ ctx->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
+ ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
+ ctx->RSSetState(g_pRasterizerState);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ ImVec2 pos = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback (registered via ImDrawList::AddCallback)
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Apply scissor/clipping rectangle
+ const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)};
+ ctx->RSSetScissorRects(1, &r);
+
+ // Bind texture, Draw
+ ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
+ ctx->PSSetShaderResources(0, 1, &texture_srv);
+ ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Restore modified DX state
+ ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+ ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+ ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+ ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+ ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+ ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+ ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
+ ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
+ ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+ ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+ ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+ ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+ ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+static void ImGui_ImplDX10_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D10_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D10_USAGE_DEFAULT;
+ desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D10Texture2D *pTexture = NULL;
+ D3D10_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = pixels;
+ subResource.SysMemPitch = desc.Width * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
+ ZeroMemory(&srv_desc, sizeof(srv_desc));
+ srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
+ srv_desc.Texture2D.MipLevels = desc.MipLevels;
+ srv_desc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
+
+ // Create texture sampler
+ {
+ D3D10_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+bool ImGui_ImplDX10_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pFontSampler)
+ ImGui_ImplDX10_InvalidateDeviceObjects();
+
+ // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX10 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
+ return false;
+
+ // Create the input layout
+ D3D10_INPUT_ELEMENT_DESC local_layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return false;
+
+ // Create the constant buffer
+ {
+ D3D10_BUFFER_DESC desc;
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ desc.Usage = D3D10_USAGE_DYNAMIC;
+ desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+ desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
+ return false;
+ }
+
+ // Create the blending setup
+ {
+ D3D10_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.BlendEnable[0] = true;
+ desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
+ desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
+ desc.BlendOp = D3D10_BLEND_OP_ADD;
+ desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
+ desc.DestBlendAlpha = D3D10_BLEND_ZERO;
+ desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
+ desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
+ }
+
+ // Create the rasterizer state
+ {
+ D3D10_RASTERIZER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.FillMode = D3D10_FILL_SOLID;
+ desc.CullMode = D3D10_CULL_NONE;
+ desc.ScissorEnable = true;
+ desc.DepthClipEnable = true;
+ g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+ }
+
+ // Create depth-stencil State
+ {
+ D3D10_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
+ }
+
+ ImGui_ImplDX10_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX10_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+
+ if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
+ if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+
+ if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
+ if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
+ if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
+ if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
+ if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+ if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+ if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
+ if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+ if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+}
+
+bool ImGui_ImplDX10_Init(ID3D10Device* device)
+{
+ // Get factory from device
+ IDXGIDevice* pDXGIDevice = NULL;
+ IDXGIAdapter* pDXGIAdapter = NULL;
+ IDXGIFactory* pFactory = NULL;
+
+ if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
+ if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
+ if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
+ {
+ g_pd3dDevice = device;
+ g_pFactory = pFactory;
+ }
+ if (pDXGIDevice) pDXGIDevice->Release();
+ if (pDXGIAdapter) pDXGIAdapter->Release();
+
+ return true;
+}
+
+void ImGui_ImplDX10_Shutdown()
+{
+ ImGui_ImplDX10_InvalidateDeviceObjects();
+ if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
+ g_pd3dDevice = NULL;
+}
+
+void ImGui_ImplDX10_NewFrame()
+{
+ if (!g_pFontSampler)
+ ImGui_ImplDX10_CreateDeviceObjects();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_dx10.h b/3rdparty/imgui/examples/imgui_impl_dx10.h
new file mode 100644
index 00000000..263073ef
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_dx10.h
@@ -0,0 +1,20 @@
+// dear imgui: Renderer for DirectX10
+// This needs to be used along with a Platform Binding (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct ID3D10Device;
+
+IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
+IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
diff --git a/3rdparty/imgui/examples/imgui_impl_dx11.cpp b/3rdparty/imgui/examples/imgui_impl_dx11.cpp
new file mode 100644
index 00000000..052f484f
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_dx11.cpp
@@ -0,0 +1,504 @@
+// dear imgui: Renderer for DirectX11
+// This needs to be used along with a Platform Binding (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
+// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
+// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
+// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2016-05-07: DirectX11: Disabling depth-write.
+
+#include "imgui.h"
+#include "imgui_impl_dx11.h"
+
+// DirectX
+#include <stdio.h>
+#include <d3d11.h>
+#include <d3dcompiler.h>
+
+// DirectX data
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
+static IDXGIFactory* g_pFactory = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11Buffer* g_pIB = NULL;
+static ID3D10Blob* g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+static ID3D10Blob* g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11RasterizerState* g_pRasterizerState = NULL;
+static ID3D11BlendState* g_pBlendState = NULL;
+static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
+static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
+{
+ ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
+
+ // Create and grow vertex/index buffers if needed
+ if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
+ return;
+ }
+ if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
+ return;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
+ if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
+ return;
+ if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
+ return;
+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ ctx->Unmap(g_pVB, 0);
+ ctx->Unmap(g_pIB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ {
+ D3D11_MAPPED_SUBRESOURCE mapped_resource;
+ if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ return;
+ VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ ctx->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+ struct BACKUP_DX11_STATE
+ {
+ UINT ScissorRectsCount, ViewportsCount;
+ D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ ID3D11RasterizerState* RS;
+ ID3D11BlendState* BlendState;
+ FLOAT BlendFactor[4];
+ UINT SampleMask;
+ UINT StencilRef;
+ ID3D11DepthStencilState* DepthStencilState;
+ ID3D11ShaderResourceView* PSShaderResource;
+ ID3D11SamplerState* PSSampler;
+ ID3D11PixelShader* PS;
+ ID3D11VertexShader* VS;
+ UINT PSInstancesCount, VSInstancesCount;
+ ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
+ D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
+ ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+ UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+ DXGI_FORMAT IndexBufferFormat;
+ ID3D11InputLayout* InputLayout;
+ };
+ BACKUP_DX11_STATE old;
+ old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+ ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+ ctx->RSGetState(&old.RS);
+ ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+ ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+ ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+ ctx->PSGetSamplers(0, 1, &old.PSSampler);
+ old.PSInstancesCount = old.VSInstancesCount = 256;
+ ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
+ ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
+ ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+ ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+ ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+ ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+ ctx->IAGetInputLayout(&old.InputLayout);
+
+ // Setup viewport
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = draw_data->DisplaySize.x;
+ vp.Height = draw_data->DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ ctx->IASetInputLayout(g_pInputLayout);
+ ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+ ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->VSSetShader(g_pVertexShader, NULL, 0);
+ ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+ ctx->PSSetShader(g_pPixelShader, NULL, 0);
+ ctx->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
+ ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
+ ctx->RSSetState(g_pRasterizerState);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ ImVec2 pos = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback (registered via ImDrawList::AddCallback)
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Apply scissor/clipping rectangle
+ const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
+ ctx->RSSetScissorRects(1, &r);
+
+ // Bind texture, Draw
+ ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
+ ctx->PSSetShaderResources(0, 1, &texture_srv);
+ ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Restore modified DX state
+ ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+ ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+ ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+ ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+ ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+ ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+ ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
+ for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
+ ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
+ ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+ for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
+ ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+ ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+ ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+ ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+static void ImGui_ImplDX11_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = pixels;
+ subResource.SysMemPitch = desc.Width * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+bool ImGui_ImplDX11_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pFontSampler)
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+
+ // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX11 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return false;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC local_layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return false;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC desc;
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return false;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
+ }
+
+ // Create the rasterizer state
+ {
+ D3D11_RASTERIZER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.FillMode = D3D11_FILL_SOLID;
+ desc.CullMode = D3D11_CULL_NONE;
+ desc.ScissorEnable = true;
+ desc.DepthClipEnable = true;
+ g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+ }
+
+ // Create depth-stencil State
+ {
+ D3D11_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
+ }
+
+ ImGui_ImplDX11_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX11_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+
+ if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
+ if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+
+ if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
+ if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
+ if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
+ if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
+ if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+ if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+ if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
+ if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+ if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+}
+
+bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+ // Get factory from device
+ IDXGIDevice* pDXGIDevice = NULL;
+ IDXGIAdapter* pDXGIAdapter = NULL;
+ IDXGIFactory* pFactory = NULL;
+
+ if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
+ if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
+ if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
+ {
+ g_pd3dDevice = device;
+ g_pd3dDeviceContext = device_context;
+ g_pFactory = pFactory;
+ }
+ if (pDXGIDevice) pDXGIDevice->Release();
+ if (pDXGIAdapter) pDXGIAdapter->Release();
+
+ return true;
+}
+
+void ImGui_ImplDX11_Shutdown()
+{
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+ if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
+ g_pd3dDevice = NULL;
+ g_pd3dDeviceContext = NULL;
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+ if (!g_pFontSampler)
+ ImGui_ImplDX11_CreateDeviceObjects();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_dx11.h b/3rdparty/imgui/examples/imgui_impl_dx11.h
new file mode 100644
index 00000000..724b4696
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_dx11.h
@@ -0,0 +1,21 @@
+// dear imgui: Renderer for DirectX11
+// This needs to be used along with a Platform Binding (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
+IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
diff --git a/3rdparty/imgui/examples/imgui_impl_dx12.cpp b/3rdparty/imgui/examples/imgui_impl_dx12.cpp
new file mode 100644
index 00000000..a59939e0
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_dx12.cpp
@@ -0,0 +1,625 @@
+// dear imgui: Renderer for DirectX12
+// This needs to be used along with a Platform Binding (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Issues:
+// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
+// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
+// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
+// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <d3dcompiler.h>
+
+// DirectX data
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D10Blob* g_pVertexShaderBlob = NULL;
+static ID3D10Blob* g_pPixelShaderBlob = NULL;
+static ID3D12RootSignature* g_pRootSignature = NULL;
+static ID3D12PipelineState* g_pPipelineState = NULL;
+static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
+static ID3D12Resource* g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
+
+struct FrameResources
+{
+ ID3D12Resource* IB;
+ ID3D12Resource* VB;
+ int VertexBufferSize;
+ int IndexBufferSize;
+};
+static FrameResources* g_pFrameResources = NULL;
+static UINT g_numFramesInFlight = 0;
+static UINT g_frameIndex = UINT_MAX;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
+{
+ // FIXME: I'm assuming that this only gets called once per frame!
+ // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+ g_frameIndex = g_frameIndex + 1;
+ FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+ ID3D12Resource* g_pVB = frameResources->VB;
+ ID3D12Resource* g_pIB = frameResources->IB;
+ int g_VertexBufferSize = frameResources->VertexBufferSize;
+ int g_IndexBufferSize = frameResources->IndexBufferSize;
+
+ // Create and grow vertex/index buffers if needed
+ if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
+ return;
+ frameResources->VB = g_pVB;
+ frameResources->VertexBufferSize = g_VertexBufferSize;
+ }
+ if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
+ return;
+ frameResources->IB = g_pIB;
+ frameResources->IndexBufferSize = g_IndexBufferSize;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ void* vtx_resource, *idx_resource;
+ D3D12_RANGE range;
+ memset(&range, 0, sizeof(D3D12_RANGE));
+ if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
+ return;
+ if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
+ return;
+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ g_pVB->Unmap(0, &range);
+ g_pIB->Unmap(0, &range);
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
+ {
+ VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ D3D12_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+ vp.Width = draw_data->DisplaySize.x;
+ vp.Height = draw_data->DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0.0f;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ D3D12_VERTEX_BUFFER_VIEW vbv;
+ memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+ vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
+ vbv.SizeInBytes = g_VertexBufferSize * stride;
+ vbv.StrideInBytes = stride;
+ ctx->IASetVertexBuffers(0, 1, &vbv);
+ D3D12_INDEX_BUFFER_VIEW ibv;
+ memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+ ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
+ ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
+ ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+ ctx->IASetIndexBuffer(&ibv);
+ ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->SetPipelineState(g_pPipelineState);
+ ctx->SetGraphicsRootSignature(g_pRootSignature);
+ ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+ // Setup render state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendFactor(blend_factor);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ ImVec2 pos = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
+ ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_DEFAULT;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ D3D12_RESOURCE_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ desc.Alignment = 0;
+ desc.Width = width;
+ desc.Height = height;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ ID3D12Resource* pTexture = NULL;
+ g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
+
+ UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+ UINT uploadSize = height * uploadPitch;
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Alignment = 0;
+ desc.Width = uploadSize;
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ ID3D12Resource* uploadBuffer = NULL;
+ HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ void* mapped = NULL;
+ D3D12_RANGE range = { 0, uploadSize };
+ hr = uploadBuffer->Map(0, &range, &mapped);
+ IM_ASSERT(SUCCEEDED(hr));
+ for (int y = 0; y < height; y++)
+ memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
+ uploadBuffer->Unmap(0, &range);
+
+ D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+ srcLocation.pResource = uploadBuffer;
+ srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srcLocation.PlacedFootprint.Footprint.Width = width;
+ srcLocation.PlacedFootprint.Footprint.Height = height;
+ srcLocation.PlacedFootprint.Footprint.Depth = 1;
+ srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
+
+ D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+ dstLocation.pResource = pTexture;
+ dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ dstLocation.SubresourceIndex = 0;
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = pTexture;
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+
+ ID3D12Fence* fence = NULL;
+ hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ HANDLE event = CreateEvent(0, 0, 0, 0);
+ IM_ASSERT(event != NULL);
+
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queueDesc.NodeMask = 1;
+
+ ID3D12CommandQueue* cmdQueue = NULL;
+ hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12CommandAllocator* cmdAlloc = NULL;
+ hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12GraphicsCommandList* cmdList = NULL;
+ hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
+ cmdList->ResourceBarrier(1, &barrier);
+
+ hr = cmdList->Close();
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
+ hr = cmdQueue->Signal(fence, 1);
+ IM_ASSERT(SUCCEEDED(hr));
+
+ fence->SetEventOnCompletion(1, event);
+ WaitForSingleObject(event, INFINITE);
+
+ cmdList->Release();
+ cmdAlloc->Release();
+ cmdQueue->Release();
+ CloseHandle(event);
+ fence->Release();
+ uploadBuffer->Release();
+
+ // Create texture view
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
+ if (g_pFontTextureResource != NULL)
+ g_pFontTextureResource->Release();
+ g_pFontTextureResource = pTexture;
+ }
+
+ // Store our identifier
+ static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
+ io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr;
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pPipelineState)
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ // Create the root signature
+ {
+ D3D12_DESCRIPTOR_RANGE descRange = {};
+ descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ descRange.NumDescriptors = 1;
+ descRange.BaseShaderRegister = 0;
+ descRange.RegisterSpace = 0;
+ descRange.OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_ROOT_PARAMETER param[2] = {};
+
+ param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ param[0].Constants.ShaderRegister = 0;
+ param[0].Constants.RegisterSpace = 0;
+ param[0].Constants.Num32BitValues = 16;
+ param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ param[1].DescriptorTable.NumDescriptorRanges = 1;
+ param[1].DescriptorTable.pDescriptorRanges = &descRange;
+ param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+ staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.MipLODBias = 0.f;
+ staticSampler.MaxAnisotropy = 0;
+ staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
+ staticSampler.MinLOD = 0.f;
+ staticSampler.MaxLOD = 0.f;
+ staticSampler.ShaderRegister = 0;
+ staticSampler.RegisterSpace = 0;
+ staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_ROOT_SIGNATURE_DESC desc = {};
+ desc.NumParameters = _countof(param);
+ desc.pParameters = param;
+ desc.NumStaticSamplers = 1;
+ desc.pStaticSamplers = &staticSampler;
+ desc.Flags =
+ D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+ ID3DBlob* blob = NULL;
+ if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
+ return false;
+
+ g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+ blob->Release();
+ }
+
+ // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX12 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+ memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+ psoDesc.NodeMask = 1;
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ psoDesc.pRootSignature = g_pRootSignature;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = g_RTVFormat;
+ psoDesc.SampleDesc.Count = 1;
+ psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
+
+ // Create the input layout
+ static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+ psoDesc.InputLayout = { local_layout, 3 };
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ SamplerState sampler0 : register(s0);\
+ Texture2D texture0 : register(t0);\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
+ }
+
+ // Create the blending setup
+ {
+ D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ // Create the rasterizer state
+ {
+ D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+ desc.FillMode = D3D12_FILL_MODE_SOLID;
+ desc.CullMode = D3D12_CULL_MODE_NONE;
+ desc.FrontCounterClockwise = FALSE;
+ desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ desc.DepthClipEnable = true;
+ desc.MultisampleEnable = FALSE;
+ desc.AntialiasedLineEnable = FALSE;
+ desc.ForcedSampleCount = 0;
+ desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ }
+
+ // Create depth-stencil State
+ {
+ D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ }
+
+ if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
+ return false;
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+
+ if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+ if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+ if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
+ if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
+ if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ for (UINT i = 0; i < g_numFramesInFlight; i++)
+ {
+ if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
+ if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
+ }
+}
+
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+ g_pd3dDevice = device;
+ g_RTVFormat = rtv_format;
+ g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+ g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+ g_pFrameResources = new FrameResources[num_frames_in_flight];
+ g_numFramesInFlight = num_frames_in_flight;
+ g_frameIndex = UINT_MAX;
+
+ // Create buffers with a default size (they will later be grown as needed)
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ g_pFrameResources[i].IB = NULL;
+ g_pFrameResources[i].VB = NULL;
+ g_pFrameResources[i].VertexBufferSize = 5000;
+ g_pFrameResources[i].IndexBufferSize = 10000;
+ }
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ delete[] g_pFrameResources;
+ g_pd3dDevice = NULL;
+ g_hFontSrvCpuDescHandle.ptr = 0;
+ g_hFontSrvGpuDescHandle.ptr = 0;
+ g_pFrameResources = NULL;
+ g_numFramesInFlight = 0;
+ g_frameIndex = UINT_MAX;
+}
+
+void ImGui_ImplDX12_NewFrame()
+{
+ if (!g_pPipelineState)
+ ImGui_ImplDX12_CreateDeviceObjects();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_dx12.h b/3rdparty/imgui/examples/imgui_impl_dx12.h
new file mode 100644
index 00000000..8c462547
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_dx12.h
@@ -0,0 +1,31 @@
+// dear imgui: Renderer for DirectX12
+// This needs to be used along with a Platform Binding (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+// Issues:
+// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+enum DXGI_FORMAT;
+struct ID3D12Device;
+struct ID3D12GraphicsCommandList;
+struct D3D12_CPU_DESCRIPTOR_HANDLE;
+struct D3D12_GPU_DESCRIPTOR_HANDLE;
+
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
+// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
+// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
+IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
diff --git a/3rdparty/imgui/examples/imgui_impl_dx9.cpp b/3rdparty/imgui/examples/imgui_impl_dx9.cpp
new file mode 100644
index 00000000..4aa139d4
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_dx9.cpp
@@ -0,0 +1,274 @@
+// dear imgui: Renderer for DirectX9
+// This needs to be used along with a Platform Binding (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
+// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+
+// DirectX
+#include <d3d9.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// DirectX data
+static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
+static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
+static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
+static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
+static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct CUSTOMVERTEX
+{
+ float pos[3];
+ D3DCOLOR col;
+ float uv[2];
+};
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+
+// Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // Create and grow buffers if needed
+ if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
+ return;
+ }
+ if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
+ return;
+ }
+
+ // Backup the DX9 state
+ IDirect3DStateBlock9* d3d9_state_block = NULL;
+ if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
+ return;
+
+ // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
+ D3DMATRIX last_world, last_view, last_projection;
+ g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
+ g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
+ g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
+
+ // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
+ // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
+ // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
+ // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
+ CUSTOMVERTEX* vtx_dst;
+ ImDrawIdx* idx_dst;
+ if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+ return;
+ if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
+ return;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
+ for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->pos[2] = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst++;
+ vtx_src++;
+ }
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ g_pVB->Unlock();
+ g_pIB->Unlock();
+ g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
+ g_pd3dDevice->SetIndices(g_pIB);
+ g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
+
+ // Setup viewport
+ D3DVIEWPORT9 vp;
+ vp.X = vp.Y = 0;
+ vp.Width = (DWORD)draw_data->DisplaySize.x;
+ vp.Height = (DWORD)draw_data->DisplaySize.y;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ g_pd3dDevice->SetViewport(&vp);
+
+ // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
+ g_pd3dDevice->SetPixelShader(NULL);
+ g_pd3dDevice->SetVertexShader(NULL);
+ g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
+ g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
+ g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
+ g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
+ g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+ g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
+ g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
+ g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
+ g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+ g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
+ g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
+ g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+ // Setup orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
+ {
+ float L = draw_data->DisplayPos.x + 0.5f;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
+ float T = draw_data->DisplayPos.y + 0.5f;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
+ D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
+ D3DMATRIX mat_projection =
+ {
+ 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
+ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.5f, 0.0f,
+ (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
+ };
+ g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
+ g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
+ g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
+ }
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ ImVec2 pos = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
+ const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
+ g_pd3dDevice->SetTexture(0, texture);
+ g_pd3dDevice->SetScissorRect(&r);
+ g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Restore the DX9 transform
+ g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
+ g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
+ g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
+
+ // Restore the DX9 state
+ d3d9_state_block->Apply();
+ d3d9_state_block->Release();
+}
+
+bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
+{
+ g_pd3dDevice = device;
+ return true;
+}
+
+void ImGui_ImplDX9_Shutdown()
+{
+ ImGui_ImplDX9_InvalidateDeviceObjects();
+ g_pd3dDevice = NULL;
+}
+
+static bool ImGui_ImplDX9_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height, bytes_per_pixel;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
+
+ // Upload texture to graphics system
+ g_FontTexture = NULL;
+ if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
+ return false;
+ D3DLOCKED_RECT tex_locked_rect;
+ if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
+ return false;
+ for (int y = 0; y < height; y++)
+ memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
+ g_FontTexture->UnlockRect(0);
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)g_FontTexture;
+
+ return true;
+}
+
+bool ImGui_ImplDX9_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (!ImGui_ImplDX9_CreateFontsTexture())
+ return false;
+ return true;
+}
+
+void ImGui_ImplDX9_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+ if (g_pVB)
+ {
+ g_pVB->Release();
+ g_pVB = NULL;
+ }
+ if (g_pIB)
+ {
+ g_pIB->Release();
+ g_pIB = NULL;
+ }
+
+ // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(g_FontTexture == io.Fonts->TexID);
+ if (g_FontTexture)
+ g_FontTexture->Release();
+ g_FontTexture = NULL;
+ io.Fonts->TexID = NULL;
+}
+
+void ImGui_ImplDX9_NewFrame()
+{
+ if (!g_FontTexture)
+ ImGui_ImplDX9_CreateDeviceObjects();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_dx9.h b/3rdparty/imgui/examples/imgui_impl_dx9.h
new file mode 100644
index 00000000..03da1bda
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_dx9.h
@@ -0,0 +1,20 @@
+// dear imgui: Renderer for DirectX9
+// This needs to be used along with a Platform Binding (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct IDirect3DDevice9;
+
+IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
+IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
diff --git a/3rdparty/imgui/examples/imgui_impl_freeglut.cpp b/3rdparty/imgui/examples/imgui_impl_freeglut.cpp
new file mode 100644
index 00000000..4058876a
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_freeglut.cpp
@@ -0,0 +1,188 @@
+// dear imgui: Platform Binding for FreeGLUT
+// This needs to be used along with a Renderer (e.g. OpenGL2)
+
+// Issues:
+// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
+// [ ] Platform: Missing gamepad support.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-03-22: Added FreeGLUT Platform binding.
+
+#include "imgui.h"
+#include "imgui_impl_freeglut.h"
+#include <GL/freeglut.h>
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#endif
+
+static int g_Time = 0; // Current time, in milliseconds
+
+bool ImGui_ImplFreeGLUT_Init()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ g_Time = 0;
+
+ // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
+ io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I
+ io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP;
+ io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN;
+ io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END;
+ io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = 127;
+ io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H
+ io.KeyMap[ImGuiKey_Space] = ' ';
+ io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
+ io.KeyMap[ImGuiKey_Escape] = 27;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ return true;
+}
+
+void ImGui_ImplFreeGLUT_InstallFuncs()
+{
+ glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc);
+ glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
+ glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
+ glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc);
+ glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc);
+ glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc);
+ glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc);
+ glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc);
+ glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc);
+}
+
+void ImGui_ImplFreeGLUT_Shutdown()
+{
+}
+
+void ImGui_ImplFreeGLUT_NewFrame()
+{
+ // Setup time step
+ ImGuiIO& io = ImGui::GetIO();
+ int current_time = glutGet(GLUT_ELAPSED_TIME);
+ io.DeltaTime = (current_time - g_Time) / 1000.0f;
+ g_Time = current_time;
+
+ // Start the frame
+ ImGui::NewFrame();
+}
+
+static void ImGui_ImplFreeGLUT_UpdateKeyboardMods()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ int mods = glutGetModifiers();
+ io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0;
+ io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0;
+ io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
+}
+
+void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
+{
+ // Send character to imgui
+ //printf("char_down_func %d '%c'\n", c, c);
+ ImGuiIO& io = ImGui::GetIO();
+ if (c >= 32)
+ io.AddInputCharacter((unsigned short)c);
+
+ // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
+ // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
+ if (c >= 1 && c <= 26)
+ io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
+ else if (c >= 'a' && c <= 'z')
+ io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true;
+ else if (c >= 'A' && c <= 'Z')
+ io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
+ else
+ io.KeysDown[c] = true;
+ ImGui_ImplFreeGLUT_UpdateKeyboardMods();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
+{
+ //printf("char_up_func %d '%c'\n", c, c);
+ ImGuiIO& io = ImGui::GetIO();
+ if (c >= 1 && c <= 26)
+ io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false;
+ else if (c >= 'a' && c <= 'z')
+ io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false;
+ else if (c >= 'A' && c <= 'Z')
+ io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
+ else
+ io.KeysDown[c] = false;
+ ImGui_ImplFreeGLUT_UpdateKeyboardMods();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y)
+{
+ //printf("key_down_func %d\n", key);
+ ImGuiIO& io = ImGui::GetIO();
+ if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
+ io.KeysDown[key + 256] = true;
+ ImGui_ImplFreeGLUT_UpdateKeyboardMods();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y)
+{
+ //printf("key_up_func %d\n", key);
+ ImGuiIO& io = ImGui::GetIO();
+ if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
+ io.KeysDown[key + 256] = false;
+ ImGui_ImplFreeGLUT_UpdateKeyboardMods();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MousePos = ImVec2((float)x, (float)y);
+ int button = -1;
+ if (glut_button == GLUT_LEFT_BUTTON) button = 0;
+ if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
+ if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
+ if (button != -1 && state == GLUT_DOWN)
+ io.MouseDown[button] = true;
+ if (button != -1 && state == GLUT_UP)
+ io.MouseDown[button] = false;
+}
+
+void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MousePos = ImVec2((float)x, (float)y);
+ if (dir > 0)
+ io.MouseWheel += 1.0;
+ else if (dir < 0)
+ io.MouseWheel -= 1.0;
+ (void)button; // Unused
+}
+
+void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)w, (float)h);
+}
+
+void ImGui_ImplFreeGLUT_MotionFunc(int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MousePos = ImVec2((float)x, (float)y);
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_freeglut.h b/3rdparty/imgui/examples/imgui_impl_freeglut.h
new file mode 100644
index 00000000..6289ed4d
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_freeglut.h
@@ -0,0 +1,27 @@
+// dear imgui: Platform Binding for FreeGLUT
+// This needs to be used along with a Renderer (e.g. OpenGL2)
+
+// Issues:
+// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
+// [ ] Platform: Missing gamepad support.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_NewFrame();
+
+// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically,
+// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
+//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
+IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
diff --git a/3rdparty/imgui/examples/imgui_impl_glfw.cpp b/3rdparty/imgui/examples/imgui_impl_glfw.cpp
new file mode 100644
index 00000000..753909ed
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_glfw.cpp
@@ -0,0 +1,298 @@
+// dear imgui: Platform Binding for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
+// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
+// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+
+// GLFW
+#include <GLFW/glfw3.h>
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#include <GLFW/glfw3native.h> // for glfwGetWin32Window
+#endif
+#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
+#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
+#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
+#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
+#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
+
+// Data
+enum GlfwClientApi
+{
+ GlfwClientApi_Unknown,
+ GlfwClientApi_OpenGL,
+ GlfwClientApi_Vulkan
+};
+static GLFWwindow* g_Window = NULL;
+static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
+static double g_Time = 0.0;
+static bool g_MouseJustPressed[5] = { false, false, false, false, false };
+static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+
+static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
+{
+ return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
+{
+ glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
+ g_MouseJustPressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheelH += (float)xoffset;
+ io.MouseWheel += (float)yoffset;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+
+ (void)mods; // Modifiers are not reliable across systems
+ io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
+ io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
+ io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
+ io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (c > 0 && c < 0x10000)
+ io.AddInputCharacter((unsigned short)c);
+}
+
+void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+ glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+ glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+ glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+ glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+}
+
+static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
+{
+ g_Window = window;
+ g_Time = 0.0;
+
+ // Setup back-end capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
+ io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
+ io.ClipboardUserData = g_Window;
+#if defined(_WIN32)
+ io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
+#endif
+
+ g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+
+ if (install_callbacks)
+ ImGui_ImplGlfw_InstallCallbacks(window);
+
+ g_ClientApi = client_api;
+ return true;
+}
+
+bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
+}
+
+bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
+}
+
+void ImGui_ImplGlfw_Shutdown()
+{
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ {
+ glfwDestroyCursor(g_MouseCursors[cursor_n]);
+ g_MouseCursors[cursor_n] = NULL;
+ }
+ g_ClientApi = GlfwClientApi_Unknown;
+}
+
+static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
+{
+ // Update buttons
+ ImGuiIO& io = ImGui::GetIO();
+ for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+ {
+ // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
+ g_MouseJustPressed[i] = false;
+ }
+
+ // Update mouse position
+ const ImVec2 mouse_pos_backup = io.MousePos;
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+#ifdef __EMSCRIPTEN__
+ const bool focused = true; // Emscripten
+#else
+ const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
+#endif
+ if (focused)
+ {
+ if (io.WantSetMousePos)
+ {
+ glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
+ }
+ else
+ {
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+ }
+ }
+}
+
+static void ImGui_ImplGlfw_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
+ glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+ glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ }
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
+
+ // Setup display size
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(g_Window, &w, &h);
+ glfwGetFramebufferSize(g_Window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
+
+ // Setup time step
+ double current_time = glfwGetTime();
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+ g_Time = current_time;
+
+ ImGui_ImplGlfw_UpdateMousePosAndButtons();
+ ImGui_ImplGlfw_UpdateMouseCursor();
+
+ // Gamepad navigation mapping [BETA]
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
+ {
+ // Update gamepad inputs
+ #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
+ #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+ int axes_count = 0, buttons_count = 0;
+ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+ const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+ MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+ if (axes_count > 0 && buttons_count > 0)
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ else
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ }
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_glfw.h b/3rdparty/imgui/examples/imgui_impl_glfw.h
new file mode 100644
index 00000000..a9bab99d
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_glfw.h
@@ -0,0 +1,32 @@
+// dear imgui: Platform Binding for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
+// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
+// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
+
+struct GLFWwindow;
+
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
+
+// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// Provided here if you want to chain callbacks.
+// You can also handle inputs yourself and use those as a reference.
+IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
diff --git a/3rdparty/imgui/examples/imgui_impl_marmalade.cpp b/3rdparty/imgui/examples/imgui_impl_marmalade.cpp
new file mode 100644
index 00000000..d3aa6983
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_marmalade.cpp
@@ -0,0 +1,308 @@
+// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
+// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include "imgui.h"
+#include "imgui_impl_marmalade.h"
+
+#include <s3eClipboard.h>
+#include <s3ePointer.h>
+#include <s3eKeyboard.h>
+#include <IwTexture.h>
+#include <IwGx.h>
+
+// Data
+static double g_Time = 0.0f;
+static bool g_MousePressed[3] = { false, false, false };
+static CIwTexture* g_FontTexture = NULL;
+static char* g_ClipboardText = NULL;
+static bool g_osdKeyboardEnabled = false;
+
+// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
+static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
+
+// Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
+{
+ // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
+ ImGuiIO& io = ImGui::GetIO();
+ draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+ // Render command lists
+ for(int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+ const int nVert = cmd_list->VtxBuffer.Size;
+ CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
+ CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
+ CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
+
+ for( int i=0; i < nVert; i++ )
+ {
+ // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
+ pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
+ pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
+ pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
+ pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
+ pColStream[i] = cmd_list->VtxBuffer[i].col;
+ }
+
+ IwGxSetVertStreamScreenSpace(pVertStream, nVert);
+ IwGxSetUVStream(pUVStream);
+ IwGxSetColStream(pColStream, nVert);
+ IwGxSetNormStream(0);
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
+ pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
+ pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
+ pCurrentMaterial->SetFiltering(false);
+ pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
+ pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
+ pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
+ pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
+ IwGxSetMaterial(pCurrentMaterial);
+ IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
+ }
+ idx_buffer += pcmd->ElemCount;
+ }
+ IwGxFlush();
+ }
+
+ // TODO: restore modified state (i.e. mvp matrix)
+}
+
+static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
+{
+ if (!s3eClipboardAvailable())
+ return NULL;
+
+ if (int size = s3eClipboardGetText(NULL, 0))
+ {
+ if (g_ClipboardText)
+ delete[] g_ClipboardText;
+ g_ClipboardText = new char[size];
+ g_ClipboardText[0] = '\0';
+ s3eClipboardGetText(g_ClipboardText, size);
+ }
+
+ return g_ClipboardText;
+}
+
+static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
+{
+ if (s3eClipboardAvailable())
+ s3eClipboardSetText(text);
+}
+
+int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
+{
+ // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
+ // button was pressed. For touchscreen this should always have the value
+ // S3E_POINTER_BUTTON_SELECT
+ s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
+
+ if (pEvent->m_Pressed == 1)
+ {
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
+ g_MousePressed[0] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
+ g_MousePressed[1] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
+ g_MousePressed[2] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
+ io.MouseWheel += pEvent->m_y;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
+ io.MouseWheel += pEvent->m_y;
+ }
+
+ return 0;
+}
+
+int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
+ if (e->m_Pressed == 1)
+ io.KeysDown[e->m_Key] = true;
+ if (e->m_Pressed == 0)
+ io.KeysDown[e->m_Key] = false;
+
+ io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
+ io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
+ io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
+ io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
+
+ return 0;
+}
+
+int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
+ if ((e->m_Char > 0 && e->m_Char < 0x10000))
+ io.AddInputCharacter((unsigned short)e->m_Char);
+
+ return 0;
+}
+
+bool ImGui_Marmalade_CreateDeviceObjects()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ g_FontTexture = new CIwTexture();
+ g_FontTexture->SetModifiable(true);
+ CIwImage& image = g_FontTexture->GetImage();
+ image.SetFormat(CIwImage::ARGB_8888);
+ image.SetWidth(width);
+ image.SetHeight(height);
+ image.SetBuffers(); // allocates and own buffers
+ image.ReadTexels(pixels);
+ g_FontTexture->SetMipMapping(false);
+ g_FontTexture->SetFiltering(false);
+ g_FontTexture->Upload();
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)g_FontTexture;
+
+ return true;
+}
+
+void ImGui_Marmalade_InvalidateDeviceObjects()
+{
+ if (g_ClipboardText)
+ {
+ delete[] g_ClipboardText;
+ g_ClipboardText = NULL;
+ }
+
+ if (g_FontTexture)
+ {
+ delete g_FontTexture;
+ ImGui::GetIO().Fonts->TexID = 0;
+ g_FontTexture = NULL;
+ }
+}
+
+bool ImGui_Marmalade_Init(bool install_callbacks)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
+ io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
+ io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
+ io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
+ io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
+ io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
+ io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
+ io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
+ io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
+ io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
+ io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
+ io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
+ io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
+ io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
+ io.KeyMap[ImGuiKey_A] = s3eKeyA;
+ io.KeyMap[ImGuiKey_C] = s3eKeyC;
+ io.KeyMap[ImGuiKey_V] = s3eKeyV;
+ io.KeyMap[ImGuiKey_X] = s3eKeyX;
+ io.KeyMap[ImGuiKey_Y] = s3eKeyY;
+ io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
+
+ io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
+
+ if (install_callbacks)
+ {
+ s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
+ s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
+ s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
+ }
+
+ return true;
+}
+
+void ImGui_Marmalade_Shutdown()
+{
+ ImGui_Marmalade_InvalidateDeviceObjects();
+}
+
+void ImGui_Marmalade_NewFrame()
+{
+ if (!g_FontTexture)
+ ImGui_Marmalade_CreateDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+ io.DisplayFramebufferScale = g_scale;
+
+ // Setup time step
+ double current_time = s3eTimerGetUST() / 1000.0f;
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+ g_Time = current_time;
+
+ double mouse_x, mouse_y;
+ mouse_x = s3ePointerGetX();
+ mouse_y = s3ePointerGetY();
+ io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
+
+ for (int i = 0; i < 3; i++)
+ {
+ io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ g_MousePressed[i] = false;
+ }
+
+ // TODO: Hide OS mouse cursor if ImGui is drawing it
+ // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
+
+ // Show/hide OSD keyboard
+ if (io.WantTextInput)
+ {
+ // Some text input widget is active?
+ if (!g_osdKeyboardEnabled)
+ {
+ g_osdKeyboardEnabled = true;
+ s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
+ }
+ }
+ else
+ {
+ // No text input widget is active
+ if (g_osdKeyboardEnabled)
+ {
+ g_osdKeyboardEnabled = false;
+ s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
+ }
+ }
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_marmalade.h b/3rdparty/imgui/examples/imgui_impl_marmalade.h
new file mode 100644
index 00000000..96c43337
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_marmalade.h
@@ -0,0 +1,24 @@
+// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
+// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
+IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
+IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
+IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
+IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
+
+// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// You can also handle inputs yourself and use those as a reference.
+IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data);
+IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data);
+IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data);
diff --git a/3rdparty/imgui/examples/imgui_impl_metal.h b/3rdparty/imgui/examples/imgui_impl_metal.h
new file mode 100644
index 00000000..f6846851
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_metal.h
@@ -0,0 +1,25 @@
+// dear imgui: Renderer for Metal
+// This needs to be used along with a Platform Binding (e.g. OSX)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+@class MTLRenderPassDescriptor;
+@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
+
+IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor);
+IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+ id<MTLCommandBuffer> commandBuffer,
+ id<MTLRenderCommandEncoder> commandEncoder);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
diff --git a/3rdparty/imgui/examples/imgui_impl_metal.mm b/3rdparty/imgui/examples/imgui_impl_metal.mm
new file mode 100644
index 00000000..fc6254c0
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_metal.mm
@@ -0,0 +1,517 @@
+// dear imgui: Renderer for Metal
+// This needs to be used along with a Platform Binding (e.g. OSX)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-07-05: Metal: Added new Metal backend implementation.
+
+#include "imgui.h"
+#include "imgui_impl_metal.h"
+
+#import <Metal/Metal.h>
+#import <QuartzCore/CAMetalLayer.h>
+#import <simd/simd.h>
+
+#pragma mark - Support classes
+
+// A wrapper around a MTLBuffer object that knows the last time it was reused
+@interface MetalBuffer : NSObject
+@property (nonatomic, strong) id<MTLBuffer> buffer;
+@property (nonatomic, assign) NSTimeInterval lastReuseTime;
+- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
+@end
+
+// An object that encapsulates the data necessary to uniquely identify a
+// render pipeline state. These are used as cache keys.
+@interface FramebufferDescriptor : NSObject<NSCopying>
+@property (nonatomic, assign) unsigned long sampleCount;
+@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
+@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
+@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor;
+@end
+
+// A singleton that stores long-lived objects that are needed by the Metal
+// renderer backend. Stores the render pipeline state cache and the default
+// font texture, and manages the reusable buffer cache.
+@interface MetalContext : NSObject
+@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
+@property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient
+@property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
+@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
+@property (nonatomic, strong) NSMutableArray<MetalBuffer *> *bufferCache;
+@property (nonatomic, assign) NSTimeInterval lastBufferCachePurge;
+- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
+- (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
+- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
+- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
+- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
+- (void)emptyRenderPipelineStateCache;
+- (void)renderDrawData:(ImDrawData *)drawData
+ commandBuffer:(id<MTLCommandBuffer>)commandBuffer
+ commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
+@end
+
+static MetalContext *g_sharedMetalContext = nil;
+
+#pragma mark - ImGui API implementation
+
+bool ImGui_ImplMetal_Init(id<MTLDevice> device)
+{
+ static dispatch_once_t onceToken;
+ dispatch_once(&onceToken, ^{
+ g_sharedMetalContext = [[MetalContext alloc] init];
+ });
+
+ ImGui_ImplMetal_CreateDeviceObjects(device);
+
+ return true;
+}
+
+void ImGui_ImplMetal_Shutdown()
+{
+ ImGui_ImplMetal_DestroyDeviceObjects();
+}
+
+void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
+{
+ IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init?");
+
+ g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
+}
+
+// Metal Render function.
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
+{
+ [g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
+}
+
+bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
+{
+ [g_sharedMetalContext makeFontTextureWithDevice:device];
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
+
+ return (g_sharedMetalContext.fontTexture != nil);
+}
+
+void ImGui_ImplMetal_DestroyFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ g_sharedMetalContext.fontTexture = nil;
+ io.Fonts->TexID = nullptr;
+}
+
+bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
+{
+ [g_sharedMetalContext makeDeviceObjectsWithDevice:device];
+
+ ImGui_ImplMetal_CreateFontsTexture(device);
+
+ return true;
+}
+
+void ImGui_ImplMetal_DestroyDeviceObjects()
+{
+ ImGui_ImplMetal_DestroyFontsTexture();
+ [g_sharedMetalContext emptyRenderPipelineStateCache];
+}
+
+#pragma mark - MetalBuffer implementation
+
+@implementation MetalBuffer
+- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
+{
+ if ((self = [super init]))
+ {
+ _buffer = buffer;
+ _lastReuseTime = [NSDate date].timeIntervalSince1970;
+ }
+ return self;
+}
+@end
+
+#pragma mark - FramebufferDescriptor implementation
+
+@implementation FramebufferDescriptor
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
+{
+ if ((self = [super init]))
+ {
+ _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
+ _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
+ _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
+ _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
+ }
+ return self;
+}
+
+- (nonnull id)copyWithZone:(nullable NSZone *)zone
+{
+ FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
+ copy.sampleCount = self.sampleCount;
+ copy.colorPixelFormat = self.colorPixelFormat;
+ copy.depthPixelFormat = self.depthPixelFormat;
+ copy.stencilPixelFormat = self.stencilPixelFormat;
+ return copy;
+}
+
+- (NSUInteger)hash
+{
+ NSUInteger sc = _sampleCount & 0x3;
+ NSUInteger cf = _colorPixelFormat & 0x3FF;
+ NSUInteger df = _depthPixelFormat & 0x3FF;
+ NSUInteger sf = _stencilPixelFormat & 0x3FF;
+ NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
+ return hash;
+}
+
+- (BOOL)isEqual:(id)object
+{
+ FramebufferDescriptor *other = object;
+ if (![other isKindOfClass:[FramebufferDescriptor class]])
+ return NO;
+ return other.sampleCount == self.sampleCount &&
+ other.colorPixelFormat == self.colorPixelFormat &&
+ other.depthPixelFormat == self.depthPixelFormat &&
+ other.stencilPixelFormat == self.stencilPixelFormat;
+}
+
+@end
+
+#pragma mark - MetalContext implementation
+
+@implementation MetalContext
+- (instancetype)init {
+ if ((self = [super init]))
+ {
+ _renderPipelineStateCache = [NSMutableDictionary dictionary];
+ _bufferCache = [NSMutableArray array];
+ _lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
+ }
+ return self;
+}
+
+- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
+{
+ MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
+ depthStencilDescriptor.depthWriteEnabled = NO;
+ depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
+ self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
+}
+
+// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
+// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
+// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
+// You can make that change in your implementation.
+- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
+{
+ ImGuiIO &io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
+ width:width
+ height:height
+ mipmapped:NO];
+ textureDescriptor.usage = MTLTextureUsageShaderRead;
+#if TARGET_OS_OSX
+ textureDescriptor.storageMode = MTLStorageModeManaged;
+#else
+ textureDescriptor.storageMode = MTLStorageModeShared;
+#endif
+ id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
+ [texture replaceRegion:MTLRegionMake2D(0, 0, width, height) mipmapLevel:0 withBytes:pixels bytesPerRow:width * 4];
+ self.fontTexture = texture;
+}
+
+- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
+{
+ NSTimeInterval now = [NSDate date].timeIntervalSince1970;
+
+ // Purge old buffers that haven't been useful for a while
+ if (now - self.lastBufferCachePurge > 1.0)
+ {
+ NSMutableArray *survivors = [NSMutableArray array];
+ for (MetalBuffer *candidate in self.bufferCache)
+ {
+ if (candidate.lastReuseTime > self.lastBufferCachePurge)
+ {
+ [survivors addObject:candidate];
+ }
+ }
+ self.bufferCache = [survivors mutableCopy];
+ self.lastBufferCachePurge = now;
+ }
+
+ // See if we have a buffer we can reuse
+ MetalBuffer *bestCandidate = nil;
+ for (MetalBuffer *candidate in self.bufferCache)
+ if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
+ bestCandidate = candidate;
+
+ if (bestCandidate != nil)
+ {
+ [self.bufferCache removeObject:bestCandidate];
+ bestCandidate.lastReuseTime = now;
+ return bestCandidate;
+ }
+
+ // No luck; make a new buffer
+ id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
+ return [[MetalBuffer alloc] initWithBuffer:backing];
+}
+
+- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
+{
+ [self.bufferCache addObject:buffer];
+}
+
+- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
+{
+ // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
+ // Thie hit rate for this cache should be very near 100%.
+ id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
+
+ if (renderPipelineState == nil)
+ {
+ // No luck; make a new render pipeline state
+ renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
+ // Cache render pipeline state for later reuse
+ self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
+ }
+
+ return renderPipelineState;
+}
+
+- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
+{
+ NSError *error = nil;
+
+ NSString *shaderSource = @""
+ "#include <metal_stdlib>\n"
+ "using namespace metal;\n"
+ "\n"
+ "struct Uniforms {\n"
+ " float4x4 projectionMatrix;\n"
+ "};\n"
+ "\n"
+ "struct VertexIn {\n"
+ " float2 position [[attribute(0)]];\n"
+ " float2 texCoords [[attribute(1)]];\n"
+ " uchar4 color [[attribute(2)]];\n"
+ "};\n"
+ "\n"
+ "struct VertexOut {\n"
+ " float4 position [[position]];\n"
+ " float2 texCoords;\n"
+ " float4 color;\n"
+ "};\n"
+ "\n"
+ "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
+ " constant Uniforms &uniforms [[buffer(1)]]) {\n"
+ " VertexOut out;\n"
+ " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
+ " out.texCoords = in.texCoords;\n"
+ " out.color = float4(in.color) / float4(255.0);\n"
+ " return out;\n"
+ "}\n"
+ "\n"
+ "fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
+ " texture2d<half, access::sample> texture [[texture(0)]]) {\n"
+ " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
+ " half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
+ " return half4(in.color) * texColor;\n"
+ "}\n";
+
+ id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
+ if (library == nil)
+ {
+ NSLog(@"Error: failed to create Metal library: %@", error);
+ return nil;
+ }
+
+ id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
+ id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
+
+ if (vertexFunction == nil || fragmentFunction == nil)
+ {
+ NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
+ return nil;
+ }
+
+ MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
+ vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
+ vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
+ vertexDescriptor.attributes[0].bufferIndex = 0;
+ vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
+ vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
+ vertexDescriptor.attributes[1].bufferIndex = 0;
+ vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
+ vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
+ vertexDescriptor.attributes[2].bufferIndex = 0;
+ vertexDescriptor.layouts[0].stepRate = 1;
+ vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
+ vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
+
+ MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
+ pipelineDescriptor.vertexFunction = vertexFunction;
+ pipelineDescriptor.fragmentFunction = fragmentFunction;
+ pipelineDescriptor.vertexDescriptor = vertexDescriptor;
+ pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;
+ pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
+ pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
+ pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
+ pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
+ pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
+ pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
+ pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+ pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+ pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
+ pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
+
+ id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
+ if (error != nil)
+ {
+ NSLog(@"Error: failed to create Metal pipeline state: %@", error);
+ }
+
+ return renderPipelineState;
+}
+
+- (void)emptyRenderPipelineStateCache
+{
+ [self.renderPipelineStateCache removeAllObjects];
+}
+
+- (void)renderDrawData:(ImDrawData *)drawData
+ commandBuffer:(id<MTLCommandBuffer>)commandBuffer
+ commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ ImGuiIO &io = ImGui::GetIO();
+ int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x);
+ int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
+ return;
+ drawData->ScaleClipRects(io.DisplayFramebufferScale);
+
+ [commandEncoder setCullMode:MTLCullModeNone];
+ [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to
+ // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+ MTLViewport viewport =
+ {
+ .originX = 0.0,
+ .originY = 0.0,
+ .width = double(fb_width),
+ .height = double(fb_height),
+ .znear = 0.0,
+ .zfar = 1.0
+ };
+ [commandEncoder setViewport:viewport];
+ float L = drawData->DisplayPos.x;
+ float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
+ float T = drawData->DisplayPos.y;
+ float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
+ float N = viewport.znear;
+ float F = viewport.zfar;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 1/(F-N), 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
+ };
+
+ [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
+
+ size_t vertexBufferLength = 0;
+ size_t indexBufferLength = 0;
+ for (int n = 0; n < drawData->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = drawData->CmdLists[n];
+ vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
+ indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
+ }
+
+ MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
+ MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
+
+ id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
+ [commandEncoder setRenderPipelineState:renderPipelineState];
+
+ [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
+
+ size_t vertexBufferOffset = 0;
+ size_t indexBufferOffset = 0;
+ ImVec2 pos = drawData->DisplayPos;
+ for (int n = 0; n < drawData->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = drawData->CmdLists[n];
+ ImDrawIdx idx_buffer_offset = 0;
+
+ memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+
+ [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback (registered via ImDrawList::AddCallback)
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
+ if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
+ {
+ // Apply scissor/clipping rectangle
+ MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x),
+ .y = NSUInteger(clip_rect.y),
+ .width = NSUInteger(clip_rect.z - clip_rect.x),
+ .height = NSUInteger(clip_rect.w - clip_rect.y) };
+ [commandEncoder setScissorRect:scissorRect];
+
+
+ // Bind texture, Draw
+ if (pcmd->TextureId != NULL)
+ [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
+ [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
+ indexCount:pcmd->ElemCount
+ indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
+ indexBuffer:indexBuffer.buffer
+ indexBufferOffset:indexBufferOffset + idx_buffer_offset];
+ }
+ }
+ idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
+ }
+
+ vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
+ indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
+ }
+
+ __weak id weakSelf = self;
+ [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
+ {
+ dispatch_async(dispatch_get_main_queue(), ^{
+ [weakSelf enqueueReusableBuffer:vertexBuffer];
+ [weakSelf enqueueReusableBuffer:indexBuffer];
+ });
+ }];
+}
+
+@end
diff --git a/3rdparty/imgui/examples/imgui_impl_opengl2.cpp b/3rdparty/imgui/examples/imgui_impl_opengl2.cpp
new file mode 100644
index 00000000..5acf12f1
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_opengl2.cpp
@@ -0,0 +1,212 @@
+// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
+// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
+// 2017-09-01: OpenGL: Save and restore current polygon mode.
+// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+
+#include "imgui.h"
+#include "imgui_impl_opengl2.h"
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h> // intptr_t
+#else
+#include <stdint.h> // intptr_t
+#endif
+
+// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
+#if defined(_WIN32) && !defined(APIENTRY)
+#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
+#endif
+#if defined(_WIN32) && !defined(WINGDIAPI)
+#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
+#endif
+#if defined(__APPLE__)
+#include <OpenGL/gl.h>
+#else
+#include <GL/gl.h>
+#endif
+
+// OpenGL Data
+static GLuint g_FontTexture = 0;
+
+// Functions
+bool ImGui_ImplOpenGL2_Init()
+{
+ return true;
+}
+
+void ImGui_ImplOpenGL2_Shutdown()
+{
+ ImGui_ImplOpenGL2_DestroyDeviceObjects();
+}
+
+void ImGui_ImplOpenGL2_NewFrame()
+{
+ if (!g_FontTexture)
+ ImGui_ImplOpenGL2_CreateDeviceObjects();
+}
+
+// OpenGL2 Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ ImGuiIO& io = ImGui::GetIO();
+ int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+ draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+ // We are using the OpenGL fixed pipeline to make the example code simpler to read!
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
+ GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ glEnable(GL_SCISSOR_TEST);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glEnable(GL_TEXTURE_2D);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+ glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ // Render command lists
+ ImVec2 pos = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback (registered via ImDrawList::AddCallback)
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
+ if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
+ {
+ // Apply scissor/clipping rectangle
+ glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
+
+ // Bind texture, Draw
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
+ }
+ }
+ idx_buffer += pcmd->ElemCount;
+ }
+ }
+
+ // Restore modified state
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glPopAttrib();
+ glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
+ glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+ glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+}
+
+bool ImGui_ImplOpenGL2_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+ // Upload texture to graphics system
+ GLint last_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGenTextures(1, &g_FontTexture);
+ glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
+
+ // Restore state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ return true;
+}
+
+void ImGui_ImplOpenGL2_DestroyFontsTexture()
+{
+ if (g_FontTexture)
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ glDeleteTextures(1, &g_FontTexture);
+ io.Fonts->TexID = 0;
+ g_FontTexture = 0;
+ }
+}
+
+bool ImGui_ImplOpenGL2_CreateDeviceObjects()
+{
+ return ImGui_ImplOpenGL2_CreateFontsTexture();
+}
+
+void ImGui_ImplOpenGL2_DestroyDeviceObjects()
+{
+ ImGui_ImplOpenGL2_DestroyFontsTexture();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_opengl2.h b/3rdparty/imgui/examples/imgui_impl_opengl2.h
new file mode 100644
index 00000000..911447a4
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_opengl2.h
@@ -0,0 +1,28 @@
+// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
diff --git a/3rdparty/imgui/examples/imgui_impl_opengl3.cpp b/3rdparty/imgui/examples/imgui_impl_opengl3.cpp
new file mode 100644
index 00000000..11109817
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_opengl3.cpp
@@ -0,0 +1,538 @@
+// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
+// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
+// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
+// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
+// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
+// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
+// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
+// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
+// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
+// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+
+//----------------------------------------
+// OpenGL GLSL GLSL
+// version version string
+//----------------------------------------
+// 2.0 110 "#version 110"
+// 2.1 120
+// 3.0 130
+// 3.1 140
+// 3.2 150 "#version 150"
+// 3.3 330
+// 4.0 400
+// 4.1 410 "#version 410 core"
+// 4.2 420
+// 4.3 430
+// ES 2.0 100 "#version 100"
+// ES 3.0 300 "#version 300 es"
+//----------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h> // intptr_t
+#else
+#include <stdint.h> // intptr_t
+#endif
+#if defined(__APPLE__)
+#include "TargetConditionals.h"
+#endif
+
+// iOS, Android and Emscripten can use GL ES 3
+// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
+#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
+#define USE_GL_ES3
+#endif
+
+#ifdef USE_GL_ES3
+// OpenGL ES 3
+#include <GLES3/gl3.h> // Use GL ES 3
+#else
+// Regular OpenGL
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
+// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
+#include <GL/gl3w.h>
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
+#include <GL/glew.h>
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
+#include <glad/glad.h>
+#else
+#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
+#endif
+#endif
+
+// OpenGL Data
+static char g_GlslVersionString[32] = "";
+static GLuint g_FontTexture = 0;
+static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
+static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
+static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
+static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
+
+// Functions
+bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
+{
+ // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
+#ifdef USE_GL_ES3
+ if (glsl_version == NULL)
+ glsl_version = "#version 300 es";
+#else
+ if (glsl_version == NULL)
+ glsl_version = "#version 130";
+#endif
+ IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
+ strcpy(g_GlslVersionString, glsl_version);
+ strcat(g_GlslVersionString, "\n");
+ return true;
+}
+
+void ImGui_ImplOpenGL3_Shutdown()
+{
+ ImGui_ImplOpenGL3_DestroyDeviceObjects();
+}
+
+void ImGui_ImplOpenGL3_NewFrame()
+{
+ if (!g_FontTexture)
+ ImGui_ImplOpenGL3_CreateDeviceObjects();
+}
+
+// OpenGL3 Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ ImGuiIO& io = ImGui::GetIO();
+ int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0)
+ return;
+ draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+ // Backup GL state
+ GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
+ glActiveTexture(GL_TEXTURE0);
+ GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+#ifdef GL_SAMPLER_BINDING
+ GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
+#endif
+ GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+ GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+#ifdef GL_POLYGON_MODE
+ GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+#endif
+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
+ GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
+ GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
+ GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
+ GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
+ GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
+ GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
+ GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
+ GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+#ifdef GL_POLYGON_MODE
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+ glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
+ };
+ glUseProgram(g_ShaderHandle);
+ glUniform1i(g_AttribLocationTex, 0);
+ glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+#ifdef GL_SAMPLER_BINDING
+ glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
+#endif
+ // Recreate the VAO every time
+ // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
+ GLuint vao_handle = 0;
+ glGenVertexArrays(1, &vao_handle);
+ glBindVertexArray(vao_handle);
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+ glEnableVertexAttribArray(g_AttribLocationPosition);
+ glEnableVertexAttribArray(g_AttribLocationUV);
+ glEnableVertexAttribArray(g_AttribLocationColor);
+ glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+
+ // Draw
+ ImVec2 pos = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawIdx* idx_buffer_offset = 0;
+
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+ glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback (registered via ImDrawList::AddCallback)
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
+ if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
+ {
+ // Apply scissor/clipping rectangle
+ glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
+
+ // Bind texture, Draw
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+ }
+ }
+ idx_buffer_offset += pcmd->ElemCount;
+ }
+ }
+ glDeleteVertexArrays(1, &vao_handle);
+
+ // Restore modified GL state
+ glUseProgram(last_program);
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+#ifdef GL_SAMPLER_BINDING
+ glBindSampler(0, last_sampler);
+#endif
+ glActiveTexture(last_active_texture);
+ glBindVertexArray(last_vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+ glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
+ if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+ if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
+ if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+ if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+#ifdef GL_POLYGON_MODE
+ glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
+#endif
+ glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+ glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+}
+
+bool ImGui_ImplOpenGL3_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+ // Upload texture to graphics system
+ GLint last_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGenTextures(1, &g_FontTexture);
+ glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
+
+ // Restore state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_DestroyFontsTexture()
+{
+ if (g_FontTexture)
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ glDeleteTextures(1, &g_FontTexture);
+ io.Fonts->TexID = 0;
+ g_FontTexture = 0;
+ }
+}
+
+// If you get an error please report on github. You may try different GL context version or GLSL version.
+static bool CheckShader(GLuint handle, const char* desc)
+{
+ GLint status = 0, log_length = 0;
+ glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
+ glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if ((GLboolean)status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
+ if (log_length > 0)
+ {
+ ImVector<char> buf;
+ buf.resize((int)(log_length + 1));
+ glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return (GLboolean)status == GL_TRUE;
+}
+
+// If you get an error please report on github. You may try different GL context version or GLSL version.
+static bool CheckProgram(GLuint handle, const char* desc)
+{
+ GLint status = 0, log_length = 0;
+ glGetProgramiv(handle, GL_LINK_STATUS, &status);
+ glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if ((GLboolean)status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
+ if (log_length > 0)
+ {
+ ImVector<char> buf;
+ buf.resize((int)(log_length + 1));
+ glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return (GLboolean)status == GL_TRUE;
+}
+
+bool ImGui_ImplOpenGL3_CreateDeviceObjects()
+{
+ // Backup GL state
+ GLint last_texture, last_array_buffer, last_vertex_array;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+
+ // Parse GLSL version string
+ int glsl_version = 130;
+ sscanf(g_GlslVersionString, "#version %d", &glsl_version);
+
+ const GLchar* vertex_shader_glsl_120 =
+ "uniform mat4 ProjMtx;\n"
+ "attribute vec2 Position;\n"
+ "attribute vec2 UV;\n"
+ "attribute vec4 Color;\n"
+ "varying vec2 Frag_UV;\n"
+ "varying vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_130 =
+ "uniform mat4 ProjMtx;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Color;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_300_es =
+ "precision mediump float;\n"
+ "layout (location = 0) in vec2 Position;\n"
+ "layout (location = 1) in vec2 UV;\n"
+ "layout (location = 2) in vec4 Color;\n"
+ "uniform mat4 ProjMtx;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_410_core =
+ "layout (location = 0) in vec2 Position;\n"
+ "layout (location = 1) in vec2 UV;\n"
+ "layout (location = 2) in vec4 Color;\n"
+ "uniform mat4 ProjMtx;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_120 =
+ "#ifdef GL_ES\n"
+ " precision mediump float;\n"
+ "#endif\n"
+ "uniform sampler2D Texture;\n"
+ "varying vec2 Frag_UV;\n"
+ "varying vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_130 =
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_300_es =
+ "precision mediump float;\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_410_core =
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "uniform sampler2D Texture;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ // Select shaders matching our GLSL versions
+ const GLchar* vertex_shader = NULL;
+ const GLchar* fragment_shader = NULL;
+ if (glsl_version < 130)
+ {
+ vertex_shader = vertex_shader_glsl_120;
+ fragment_shader = fragment_shader_glsl_120;
+ }
+ else if (glsl_version == 410)
+ {
+ vertex_shader = vertex_shader_glsl_410_core;
+ fragment_shader = fragment_shader_glsl_410_core;
+ }
+ else if (glsl_version == 300)
+ {
+ vertex_shader = vertex_shader_glsl_300_es;
+ fragment_shader = fragment_shader_glsl_300_es;
+ }
+ else
+ {
+ vertex_shader = vertex_shader_glsl_130;
+ fragment_shader = fragment_shader_glsl_130;
+ }
+
+ // Create shaders
+ const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
+ g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
+ glCompileShader(g_VertHandle);
+ CheckShader(g_VertHandle, "vertex shader");
+
+ const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
+ g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
+ glCompileShader(g_FragHandle);
+ CheckShader(g_FragHandle, "fragment shader");
+
+ g_ShaderHandle = glCreateProgram();
+ glAttachShader(g_ShaderHandle, g_VertHandle);
+ glAttachShader(g_ShaderHandle, g_FragHandle);
+ glLinkProgram(g_ShaderHandle);
+ CheckProgram(g_ShaderHandle, "shader program");
+
+ g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
+ g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
+ g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
+ g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
+ g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
+
+ // Create buffers
+ glGenBuffers(1, &g_VboHandle);
+ glGenBuffers(1, &g_ElementsHandle);
+
+ ImGui_ImplOpenGL3_CreateFontsTexture();
+
+ // Restore modified GL state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ glBindVertexArray(last_vertex_array);
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_DestroyDeviceObjects()
+{
+ if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
+ if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
+ g_VboHandle = g_ElementsHandle = 0;
+
+ if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
+ if (g_VertHandle) glDeleteShader(g_VertHandle);
+ g_VertHandle = 0;
+
+ if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
+ if (g_FragHandle) glDeleteShader(g_FragHandle);
+ g_FragHandle = 0;
+
+ if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
+ g_ShaderHandle = 0;
+
+ ImGui_ImplOpenGL3_DestroyFontsTexture();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_opengl3.h b/3rdparty/imgui/examples/imgui_impl_opengl3.h
new file mode 100644
index 00000000..4c3321fc
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_opengl3.h
@@ -0,0 +1,39 @@
+// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// About OpenGL function loaders:
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
+// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
+// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
+// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
+
+// Set default OpenGL loader to be gl3w
+#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
+ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
+ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
+ && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+#define IMGUI_IMPL_OPENGL_LOADER_GL3W
+#endif
+
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
diff --git a/3rdparty/imgui/examples/imgui_impl_osx.h b/3rdparty/imgui/examples/imgui_impl_osx.h
new file mode 100644
index 00000000..b7f41cbc
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_osx.h
@@ -0,0 +1,15 @@
+// dear imgui: Platform Binding for OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
+// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
+
+// Issues:
+// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
+// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
+
+@class NSEvent;
+@class NSView;
+
+IMGUI_API bool ImGui_ImplOSX_Init();
+IMGUI_API void ImGui_ImplOSX_Shutdown();
+IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view);
+IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
diff --git a/3rdparty/imgui/examples/imgui_impl_osx.mm b/3rdparty/imgui/examples/imgui_impl_osx.mm
new file mode 100644
index 00000000..b1dbe7c4
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_osx.mm
@@ -0,0 +1,238 @@
+// dear imgui: Platform Binding for OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
+// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
+
+// Issues:
+// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
+// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
+
+#include "imgui.h"
+#include "imgui_impl_osx.h"
+#import <Cocoa/Cocoa.h>
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-07-07: Initial version.
+
+// Data
+static CFAbsoluteTime g_Time = 0.0;
+
+// Functions
+bool ImGui_ImplOSX_Init()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup back-end capabilities flags
+ //io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
+ //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
+
+ // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+ const int offset_for_function_keys = 256 - 0xF700;
+ io.KeyMap[ImGuiKey_Tab] = '\t';
+ io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
+ io.KeyMap[ImGuiKey_Backspace] = 127;
+ io.KeyMap[ImGuiKey_Space] = 32;
+ io.KeyMap[ImGuiKey_Enter] = 13;
+ io.KeyMap[ImGuiKey_Escape] = 27;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ io.SetClipboardTextFn = [](void*, const char* str) -> void
+ {
+ NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
+ [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
+ [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
+ };
+
+ io.GetClipboardTextFn = [](void*) -> const char*
+ {
+ NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
+ NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
+ if (![available isEqualToString:NSPasteboardTypeString])
+ return NULL;
+
+ NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
+ if (string == nil)
+ return NULL;
+
+ const char* string_c = (const char*)[string UTF8String];
+ size_t string_len = strlen(string_c);
+ static ImVector<char> s_clipboard;
+ s_clipboard.resize((int)string_len + 1);
+ strcpy(s_clipboard.Data, string_c);
+ return s_clipboard.Data;
+ };
+
+ return true;
+}
+
+void ImGui_ImplOSX_Shutdown()
+{
+}
+
+void ImGui_ImplOSX_NewFrame(NSView* view)
+{
+ // Setup display size
+ ImGuiIO& io = ImGui::GetIO();
+ const float dpi = [view.window backingScaleFactor];
+ io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
+ io.DisplayFramebufferScale = ImVec2(dpi, dpi);
+
+ // Setup time step
+ if (g_Time == 0.0)
+ g_Time = CFAbsoluteTimeGetCurrent();
+ CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
+ io.DeltaTime = current_time - g_Time;
+ g_Time = current_time;
+}
+
+static int mapCharacterToKey(int c)
+{
+ if (c >= 'a' && c <= 'z')
+ return c - 'a' + 'A';
+ if (c == 25) // SHIFT+TAB -> TAB
+ return 9;
+ if (c >= 0 && c < 256)
+ return c;
+ if (c >= 0xF700 && c < 0xF700 + 256)
+ return c - 0xF700 + 256;
+ return -1;
+}
+
+static void resetKeys()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
+ io.KeysDown[n] = false;
+}
+
+bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
+ {
+ int button = (int)[event buttonNumber];
+ if (button >= 0 && button < IM_ARRAYSIZE(io.MouseDown))
+ io.MouseDown[button] = true;
+ return io.WantCaptureMouse;
+ }
+
+ if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
+ {
+ int button = (int)[event buttonNumber];
+ if (button >= 0 && button < IM_ARRAYSIZE(io.MouseDown))
+ io.MouseDown[button] = false;
+ return io.WantCaptureMouse;
+ }
+
+ if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged)
+ {
+ NSPoint mousePoint = event.locationInWindow;
+ mousePoint = [view convertPoint:mousePoint fromView:nil];
+ mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
+ io.MousePos = ImVec2(mousePoint.x, mousePoint.y);
+ }
+
+ if (event.type == NSEventTypeScrollWheel)
+ {
+ double wheel_dx = 0.0;
+ double wheel_dy = 0.0;
+
+ #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+ {
+ wheel_dx = [event scrollingDeltaX];
+ wheel_dy = [event scrollingDeltaY];
+ if ([event hasPreciseScrollingDeltas])
+ {
+ wheel_dx *= 0.1;
+ wheel_dy *= 0.1;
+ }
+ }
+ else
+ #endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
+ {
+ wheel_dx = [event deltaX];
+ wheel_dy = [event deltaY];
+ }
+
+ if (fabs(wheel_dx) > 0.0)
+ io.MouseWheelH += wheel_dx * 0.1f;
+ if (fabs(wheel_dy) > 0.0)
+ io.MouseWheel += wheel_dy * 0.1f;
+ return io.WantCaptureMouse;
+ }
+
+ // FIXME: All the key handling is wrong and broken. Refer to GLFW's cocoa_init.mm and cocoa_window.mm.
+ if (event.type == NSEventTypeKeyDown)
+ {
+ NSString* str = [event characters];
+ int len = (int)[str length];
+ for (int i = 0; i < len; i++)
+ {
+ int c = [str characterAtIndex:i];
+ if (c < 0xF700 && !io.KeyCtrl)
+ io.AddInputCharacter((unsigned short)c);
+
+ // We must reset in case we're pressing a sequence of special keys while keeping the command pressed
+ int key = mapCharacterToKey(c);
+ if (key != -1 && key < 256 && !io.KeyCtrl)
+ resetKeys();
+ if (key != -1)
+ io.KeysDown[key] = true;
+ }
+ return io.WantCaptureKeyboard;
+ }
+
+ if (event.type == NSEventTypeKeyUp)
+ {
+ NSString* str = [event characters];
+ int len = (int)[str length];
+ for (int i = 0; i < len; i++)
+ {
+ int c = [str characterAtIndex:i];
+ int key = mapCharacterToKey(c);
+ if (key != -1)
+ io.KeysDown[key] = false;
+ }
+ return io.WantCaptureKeyboard;
+ }
+
+ if (event.type == NSEventTypeFlagsChanged)
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
+
+ bool oldKeyCtrl = io.KeyCtrl;
+ bool oldKeyShift = io.KeyShift;
+ bool oldKeyAlt = io.KeyAlt;
+ bool oldKeySuper = io.KeySuper;
+ io.KeyCtrl = flags & NSEventModifierFlagControl;
+ io.KeyShift = flags & NSEventModifierFlagShift;
+ io.KeyAlt = flags & NSEventModifierFlagOption;
+ io.KeySuper = flags & NSEventModifierFlagCommand;
+
+ // We must reset them as we will not receive any keyUp event if they where pressed with a modifier
+ if ((oldKeyShift && !io.KeyShift) || (oldKeyCtrl && !io.KeyCtrl) || (oldKeyAlt && !io.KeyAlt) || (oldKeySuper && !io.KeySuper))
+ resetKeys();
+ return io.WantCaptureKeyboard;
+ }
+
+ return false;
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_sdl.cpp b/3rdparty/imgui/examples/imgui_impl_sdl.cpp
new file mode 100644
index 00000000..21f8df71
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_sdl.cpp
@@ -0,0 +1,284 @@
+// dear imgui: Platform Binding for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Clipboard support.
+// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
+// Missing features:
+// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
+// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
+// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
+// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+
+// SDL
+// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
+#include <SDL.h>
+#include <SDL_syswm.h>
+
+#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
+#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
+#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
+#if !SDL_HAS_VULKAN
+static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
+#endif
+
+// Data
+static SDL_Window* g_Window = NULL;
+static Uint64 g_Time = 0;
+static bool g_MousePressed[3] = { false, false, false };
+static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+static char* g_ClipboardTextData = NULL;
+
+static const char* ImGui_ImplSDL2_GetClipboardText(void*)
+{
+ if (g_ClipboardTextData)
+ SDL_free(g_ClipboardTextData);
+ g_ClipboardTextData = SDL_GetClipboardText();
+ return g_ClipboardTextData;
+}
+
+static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
+{
+ SDL_SetClipboardText(text);
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (event->type)
+ {
+ case SDL_MOUSEWHEEL:
+ {
+ if (event->wheel.x > 0) io.MouseWheelH += 1;
+ if (event->wheel.x < 0) io.MouseWheelH -= 1;
+ if (event->wheel.y > 0) io.MouseWheel += 1;
+ if (event->wheel.y < 0) io.MouseWheel -= 1;
+ return true;
+ }
+ case SDL_MOUSEBUTTONDOWN:
+ {
+ if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
+ if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
+ if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
+ return true;
+ }
+ case SDL_TEXTINPUT:
+ {
+ io.AddInputCharactersUTF8(event->text.text);
+ return true;
+ }
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ {
+ int key = event->key.keysym.scancode;
+ IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
+ io.KeysDown[key] = (event->type == SDL_KEYDOWN);
+ io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
+ io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
+ io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
+ io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
+ return true;
+ }
+ }
+ return false;
+}
+
+static bool ImGui_ImplSDL2_Init(SDL_Window* window)
+{
+ g_Window = window;
+
+ // Setup back-end capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
+ io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
+ io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
+ io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
+ io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
+ io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
+ io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
+ io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
+ io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
+ io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
+
+ io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
+ io.ClipboardUserData = NULL;
+
+ g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+ g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+ g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+ g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
+ g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
+
+#ifdef _WIN32
+ SDL_SysWMinfo wmInfo;
+ SDL_VERSION(&wmInfo.version);
+ SDL_GetWindowWMInfo(window, &wmInfo);
+ io.ImeWindowHandle = wmInfo.info.win.window;
+#else
+ (void)window;
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+ (void)sdl_gl_context; // Viewport branch will need this.
+ return ImGui_ImplSDL2_Init(window);
+}
+
+bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
+{
+ #if !SDL_HAS_VULKAN
+ IM_ASSERT(0 && "Unsupported");
+ #endif
+ return ImGui_ImplSDL2_Init(window);
+}
+
+void ImGui_ImplSDL2_Shutdown()
+{
+ g_Window = NULL;
+
+ // Destroy last known clipboard data
+ if (g_ClipboardTextData)
+ SDL_free(g_ClipboardTextData);
+ g_ClipboardTextData = NULL;
+
+ // Destroy SDL mouse cursors
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ SDL_FreeCursor(g_MouseCursors[cursor_n]);
+ memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
+}
+
+static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
+ else
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+
+ int mx, my;
+ Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
+ io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
+ io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
+ g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
+
+#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
+ SDL_Window* focused_window = SDL_GetKeyboardFocus();
+ if (g_Window == focused_window)
+ {
+ // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
+ // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
+ int wx, wy;
+ SDL_GetWindowPosition(focused_window, &wx, &wy);
+ SDL_GetGlobalMouseState(&mx, &my);
+ mx -= wx;
+ my -= wy;
+ io.MousePos = ImVec2((float)mx, (float)my);
+ }
+
+ // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
+ // The function is only supported from SDL 2.0.4 (released Jan 2016)
+ bool any_mouse_button_down = ImGui::IsAnyMouseDown();
+ SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
+#else
+ if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
+ io.MousePos = ImVec2((float)mx, (float)my);
+#endif
+}
+
+static void ImGui_ImplSDL2_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ SDL_ShowCursor(SDL_FALSE);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+ SDL_ShowCursor(SDL_TRUE);
+ }
+}
+
+void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ SDL_GetWindowSize(window, &w, &h);
+ SDL_GL_GetDrawableSize(window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
+
+ // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
+ g_Time = current_time;
+
+ ImGui_ImplSDL2_UpdateMousePosAndButtons();
+ ImGui_ImplSDL2_UpdateMouseCursor();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_sdl.h b/3rdparty/imgui/examples/imgui_impl_sdl.h
new file mode 100644
index 00000000..7fb2b864
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_sdl.h
@@ -0,0 +1,24 @@
+// dear imgui: Platform Binding for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Clipboard support.
+// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
+// Missing features:
+// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct SDL_Window;
+typedef union SDL_Event SDL_Event;
+
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
diff --git a/3rdparty/imgui/examples/imgui_impl_vulkan.cpp b/3rdparty/imgui/examples/imgui_impl_vulkan.cpp
new file mode 100644
index 00000000..c1d10301
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_vulkan.cpp
@@ -0,0 +1,1066 @@
+// dear imgui: Renderer for Vulkan
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+
+// Missing features:
+// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
+// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
+// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
+// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
+// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy.
+// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex.
+// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
+// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
+
+#include "imgui.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h>
+
+// Vulkan data
+static const VkAllocationCallbacks* g_Allocator = NULL;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkDevice g_Device = VK_NULL_HANDLE;
+static uint32_t g_QueueFamily = (uint32_t)-1;
+static VkQueue g_Queue = VK_NULL_HANDLE;
+static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
+static void (*g_CheckVkResultFn)(VkResult err) = NULL;
+
+static VkDeviceSize g_BufferMemoryAlignment = 256;
+static VkPipelineCreateFlags g_PipelineCreateFlags = 0;
+
+static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
+static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
+static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
+static VkPipeline g_Pipeline = VK_NULL_HANDLE;
+
+// Frame data
+struct FrameDataForRender
+{
+ VkDeviceMemory VertexBufferMemory;
+ VkDeviceMemory IndexBufferMemory;
+ VkDeviceSize VertexBufferSize;
+ VkDeviceSize IndexBufferSize;
+ VkBuffer VertexBuffer;
+ VkBuffer IndexBuffer;
+};
+static int g_FrameIndex = 0;
+static FrameDataForRender g_FramesDataBuffers[IMGUI_VK_QUEUED_FRAMES] = {};
+
+// Font data
+static VkSampler g_FontSampler = VK_NULL_HANDLE;
+static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE;
+static VkImage g_FontImage = VK_NULL_HANDLE;
+static VkImageView g_FontView = VK_NULL_HANDLE;
+static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE;
+static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
+
+// glsl_shader.vert, compiled with:
+// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
+static uint32_t __glsl_shader_vert_spv[] =
+{
+ 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
+ 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
+ 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
+ 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
+ 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
+ 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
+ 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
+ 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
+ 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
+ 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
+ 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
+ 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
+ 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
+ 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
+ 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
+ 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
+ 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
+ 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
+ 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
+ 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
+ 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
+ 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
+ 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
+ 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
+ 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
+ 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
+ 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
+ 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
+ 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
+ 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
+ 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
+ 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
+ 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
+ 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
+ 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
+ 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
+ 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
+ 0x0000002d,0x0000002c,0x000100fd,0x00010038
+};
+
+// glsl_shader.frag, compiled with:
+// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+static uint32_t __glsl_shader_frag_spv[] =
+{
+ 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
+ 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
+ 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
+ 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
+ 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
+ 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
+ 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
+ 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
+ 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
+ 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
+ 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
+ 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
+ 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
+ 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
+ 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
+ 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
+ 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
+ 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
+ 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
+ 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
+ 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
+ 0x00010038
+};
+
+static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
+{
+ VkPhysicalDeviceMemoryProperties prop;
+ vkGetPhysicalDeviceMemoryProperties(g_PhysicalDevice, &prop);
+ for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
+ if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1<<i))
+ return i;
+ return 0xFFFFFFFF; // Unable to find memoryType
+}
+
+static void check_vk_result(VkResult err)
+{
+ if (g_CheckVkResultFn)
+ g_CheckVkResultFn(err);
+}
+
+static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
+{
+ VkResult err;
+ if (buffer != VK_NULL_HANDLE)
+ vkDestroyBuffer(g_Device, buffer, g_Allocator);
+ if (buffer_memory)
+ vkFreeMemory(g_Device, buffer_memory, g_Allocator);
+
+ VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / g_BufferMemoryAlignment + 1) * g_BufferMemoryAlignment;
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = vertex_buffer_size_aligned;
+ buffer_info.usage = usage;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &buffer);
+ check_vk_result(err);
+
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(g_Device, buffer, &req);
+ g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = req.size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &buffer_memory);
+ check_vk_result(err);
+
+ err = vkBindBufferMemory(g_Device, buffer, buffer_memory, 0);
+ check_vk_result(err);
+ p_buffer_size = new_size;
+}
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer)
+{
+ VkResult err;
+ if (draw_data->TotalVtxCount == 0)
+ return;
+
+ FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex];
+ g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
+
+ // Create the Vertex and Index buffers:
+ size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+ size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+ if (!fd->VertexBuffer || fd->VertexBufferSize < vertex_size)
+ CreateOrResizeBuffer(fd->VertexBuffer, fd->VertexBufferMemory, fd->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
+ if (!fd->IndexBuffer || fd->IndexBufferSize < index_size)
+ CreateOrResizeBuffer(fd->IndexBuffer, fd->IndexBufferMemory, fd->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
+
+ // Upload Vertex and index Data:
+ {
+ ImDrawVert* vtx_dst = NULL;
+ ImDrawIdx* idx_dst = NULL;
+ err = vkMapMemory(g_Device, fd->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
+ check_vk_result(err);
+ err = vkMapMemory(g_Device, fd->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
+ check_vk_result(err);
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ VkMappedMemoryRange range[2] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = fd->VertexBufferMemory;
+ range[0].size = VK_WHOLE_SIZE;
+ range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[1].memory = fd->IndexBufferMemory;
+ range[1].size = VK_WHOLE_SIZE;
+ err = vkFlushMappedMemoryRanges(g_Device, 2, range);
+ check_vk_result(err);
+ vkUnmapMemory(g_Device, fd->VertexBufferMemory);
+ vkUnmapMemory(g_Device, fd->IndexBufferMemory);
+ }
+
+ // Bind pipeline and descriptor sets:
+ {
+ vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
+ VkDescriptorSet desc_set[1] = { g_DescriptorSet };
+ vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
+ }
+
+ // Bind Vertex And Index Buffer:
+ {
+ VkBuffer vertex_buffers[1] = { fd->VertexBuffer };
+ VkDeviceSize vertex_offset[1] = { 0 };
+ vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
+ vkCmdBindIndexBuffer(command_buffer, fd->IndexBuffer, 0, VK_INDEX_TYPE_UINT16);
+ }
+
+ // Setup viewport:
+ {
+ VkViewport viewport;
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.width = draw_data->DisplaySize.x;
+ viewport.height = draw_data->DisplaySize.y;
+ viewport.minDepth = 0.0f;
+ viewport.maxDepth = 1.0f;
+ vkCmdSetViewport(command_buffer, 0, 1, &viewport);
+ }
+
+ // Setup scale and translation:
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+ {
+ float scale[2];
+ scale[0] = 2.0f / draw_data->DisplaySize.x;
+ scale[1] = 2.0f / draw_data->DisplaySize.y;
+ float translate[2];
+ translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
+ translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
+ vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
+ vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
+ }
+
+ // Render the command lists:
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ ImVec2 display_pos = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Apply scissor/clipping rectangle
+ // FIXME: We could clamp width/height based on clamped min/max values.
+ VkRect2D scissor;
+ scissor.offset.x = (int32_t)(pcmd->ClipRect.x - display_pos.x) > 0 ? (int32_t)(pcmd->ClipRect.x - display_pos.x) : 0;
+ scissor.offset.y = (int32_t)(pcmd->ClipRect.y - display_pos.y) > 0 ? (int32_t)(pcmd->ClipRect.y - display_pos.y) : 0;
+ scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
+ scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+
+ // Draw
+ vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ size_t upload_size = width*height*4*sizeof(char);
+
+ VkResult err;
+
+ // Create the Image:
+ {
+ VkImageCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+ info.imageType = VK_IMAGE_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.extent.width = width;
+ info.extent.height = height;
+ info.extent.depth = 1;
+ info.mipLevels = 1;
+ info.arrayLayers = 1;
+ info.samples = VK_SAMPLE_COUNT_1_BIT;
+ info.tiling = VK_IMAGE_TILING_OPTIMAL;
+ info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
+ info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ err = vkCreateImage(g_Device, &info, g_Allocator, &g_FontImage);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetImageMemoryRequirements(g_Device, g_FontImage, &req);
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = req.size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_FontMemory);
+ check_vk_result(err);
+ err = vkBindImageMemory(g_Device, g_FontImage, g_FontMemory, 0);
+ check_vk_result(err);
+ }
+
+ // Create the Image View:
+ {
+ VkImageViewCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ info.image = g_FontImage;
+ info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ info.subresourceRange.levelCount = 1;
+ info.subresourceRange.layerCount = 1;
+ err = vkCreateImageView(g_Device, &info, g_Allocator, &g_FontView);
+ check_vk_result(err);
+ }
+
+ // Update the Descriptor Set:
+ {
+ VkDescriptorImageInfo desc_image[1] = {};
+ desc_image[0].sampler = g_FontSampler;
+ desc_image[0].imageView = g_FontView;
+ desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ VkWriteDescriptorSet write_desc[1] = {};
+ write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ write_desc[0].dstSet = g_DescriptorSet;
+ write_desc[0].descriptorCount = 1;
+ write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ write_desc[0].pImageInfo = desc_image;
+ vkUpdateDescriptorSets(g_Device, 1, write_desc, 0, NULL);
+ }
+
+ // Create the Upload Buffer:
+ {
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = upload_size;
+ buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_UploadBuffer);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(g_Device, g_UploadBuffer, &req);
+ g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = req.size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_UploadBufferMemory);
+ check_vk_result(err);
+ err = vkBindBufferMemory(g_Device, g_UploadBuffer, g_UploadBufferMemory, 0);
+ check_vk_result(err);
+ }
+
+ // Upload to Buffer:
+ {
+ char* map = NULL;
+ err = vkMapMemory(g_Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
+ check_vk_result(err);
+ memcpy(map, pixels, upload_size);
+ VkMappedMemoryRange range[1] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = g_UploadBufferMemory;
+ range[0].size = upload_size;
+ err = vkFlushMappedMemoryRanges(g_Device, 1, range);
+ check_vk_result(err);
+ vkUnmapMemory(g_Device, g_UploadBufferMemory);
+ }
+
+ // Copy to Image:
+ {
+ VkImageMemoryBarrier copy_barrier[1] = {};
+ copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].image = g_FontImage;
+ copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ copy_barrier[0].subresourceRange.levelCount = 1;
+ copy_barrier[0].subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier);
+
+ VkBufferImageCopy region = {};
+ region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ region.imageSubresource.layerCount = 1;
+ region.imageExtent.width = width;
+ region.imageExtent.height = height;
+ region.imageExtent.depth = 1;
+ vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
+
+ VkImageMemoryBarrier use_barrier[1] = {};
+ use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
+ use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].image = g_FontImage;
+ use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ use_barrier[0].subresourceRange.levelCount = 1;
+ use_barrier[0].subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier);
+ }
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontImage;
+
+ return true;
+}
+
+bool ImGui_ImplVulkan_CreateDeviceObjects()
+{
+ VkResult err;
+ VkShaderModule vert_module;
+ VkShaderModule frag_module;
+
+ // Create The Shader Modules:
+ {
+ VkShaderModuleCreateInfo vert_info = {};
+ vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
+ vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
+ err = vkCreateShaderModule(g_Device, &vert_info, g_Allocator, &vert_module);
+ check_vk_result(err);
+ VkShaderModuleCreateInfo frag_info = {};
+ frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
+ frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
+ err = vkCreateShaderModule(g_Device, &frag_info, g_Allocator, &frag_module);
+ check_vk_result(err);
+ }
+
+ if (!g_FontSampler)
+ {
+ VkSamplerCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ info.magFilter = VK_FILTER_LINEAR;
+ info.minFilter = VK_FILTER_LINEAR;
+ info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
+ info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.minLod = -1000;
+ info.maxLod = 1000;
+ info.maxAnisotropy = 1.0f;
+ err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler);
+ check_vk_result(err);
+ }
+
+ if (!g_DescriptorSetLayout)
+ {
+ VkSampler sampler[1] = {g_FontSampler};
+ VkDescriptorSetLayoutBinding binding[1] = {};
+ binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ binding[0].descriptorCount = 1;
+ binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+ binding[0].pImmutableSamplers = sampler;
+ VkDescriptorSetLayoutCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+ info.bindingCount = 1;
+ info.pBindings = binding;
+ err = vkCreateDescriptorSetLayout(g_Device, &info, g_Allocator, &g_DescriptorSetLayout);
+ check_vk_result(err);
+ }
+
+ // Create Descriptor Set:
+ {
+ VkDescriptorSetAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ alloc_info.descriptorPool = g_DescriptorPool;
+ alloc_info.descriptorSetCount = 1;
+ alloc_info.pSetLayouts = &g_DescriptorSetLayout;
+ err = vkAllocateDescriptorSets(g_Device, &alloc_info, &g_DescriptorSet);
+ check_vk_result(err);
+ }
+
+ if (!g_PipelineLayout)
+ {
+ // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
+ VkPushConstantRange push_constants[1] = {};
+ push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+ push_constants[0].offset = sizeof(float) * 0;
+ push_constants[0].size = sizeof(float) * 4;
+ VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
+ VkPipelineLayoutCreateInfo layout_info = {};
+ layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ layout_info.setLayoutCount = 1;
+ layout_info.pSetLayouts = set_layout;
+ layout_info.pushConstantRangeCount = 1;
+ layout_info.pPushConstantRanges = push_constants;
+ err = vkCreatePipelineLayout(g_Device, &layout_info, g_Allocator, &g_PipelineLayout);
+ check_vk_result(err);
+ }
+
+ VkPipelineShaderStageCreateInfo stage[2] = {};
+ stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+ stage[0].module = vert_module;
+ stage[0].pName = "main";
+ stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ stage[1].module = frag_module;
+ stage[1].pName = "main";
+
+ VkVertexInputBindingDescription binding_desc[1] = {};
+ binding_desc[0].stride = sizeof(ImDrawVert);
+ binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
+
+ VkVertexInputAttributeDescription attribute_desc[3] = {};
+ attribute_desc[0].location = 0;
+ attribute_desc[0].binding = binding_desc[0].binding;
+ attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
+ attribute_desc[1].location = 1;
+ attribute_desc[1].binding = binding_desc[0].binding;
+ attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
+ attribute_desc[2].location = 2;
+ attribute_desc[2].binding = binding_desc[0].binding;
+ attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
+ attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
+
+ VkPipelineVertexInputStateCreateInfo vertex_info = {};
+ vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+ vertex_info.vertexBindingDescriptionCount = 1;
+ vertex_info.pVertexBindingDescriptions = binding_desc;
+ vertex_info.vertexAttributeDescriptionCount = 3;
+ vertex_info.pVertexAttributeDescriptions = attribute_desc;
+
+ VkPipelineInputAssemblyStateCreateInfo ia_info = {};
+ ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+
+ VkPipelineViewportStateCreateInfo viewport_info = {};
+ viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ viewport_info.viewportCount = 1;
+ viewport_info.scissorCount = 1;
+
+ VkPipelineRasterizationStateCreateInfo raster_info = {};
+ raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ raster_info.polygonMode = VK_POLYGON_MODE_FILL;
+ raster_info.cullMode = VK_CULL_MODE_NONE;
+ raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ raster_info.lineWidth = 1.0f;
+
+ VkPipelineMultisampleStateCreateInfo ms_info = {};
+ ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
+
+ VkPipelineColorBlendAttachmentState color_attachment[1] = {};
+ color_attachment[0].blendEnable = VK_TRUE;
+ color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
+ color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
+ color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
+
+ VkPipelineDepthStencilStateCreateInfo depth_info = {};
+ depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+
+ VkPipelineColorBlendStateCreateInfo blend_info = {};
+ blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ blend_info.attachmentCount = 1;
+ blend_info.pAttachments = color_attachment;
+
+ VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+ VkPipelineDynamicStateCreateInfo dynamic_state = {};
+ dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
+ dynamic_state.pDynamicStates = dynamic_states;
+
+ VkGraphicsPipelineCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ info.flags = g_PipelineCreateFlags;
+ info.stageCount = 2;
+ info.pStages = stage;
+ info.pVertexInputState = &vertex_info;
+ info.pInputAssemblyState = &ia_info;
+ info.pViewportState = &viewport_info;
+ info.pRasterizationState = &raster_info;
+ info.pMultisampleState = &ms_info;
+ info.pDepthStencilState = &depth_info;
+ info.pColorBlendState = &blend_info;
+ info.pDynamicState = &dynamic_state;
+ info.layout = g_PipelineLayout;
+ info.renderPass = g_RenderPass;
+ err = vkCreateGraphicsPipelines(g_Device, g_PipelineCache, 1, &info, g_Allocator, &g_Pipeline);
+ check_vk_result(err);
+
+ vkDestroyShaderModule(g_Device, vert_module, g_Allocator);
+ vkDestroyShaderModule(g_Device, frag_module, g_Allocator);
+
+ return true;
+}
+
+void ImGui_ImplVulkan_InvalidateFontUploadObjects()
+{
+ if (g_UploadBuffer)
+ {
+ vkDestroyBuffer(g_Device, g_UploadBuffer, g_Allocator);
+ g_UploadBuffer = VK_NULL_HANDLE;
+ }
+ if (g_UploadBufferMemory)
+ {
+ vkFreeMemory(g_Device, g_UploadBufferMemory, g_Allocator);
+ g_UploadBufferMemory = VK_NULL_HANDLE;
+ }
+}
+
+void ImGui_ImplVulkan_InvalidateDeviceObjects()
+{
+ ImGui_ImplVulkan_InvalidateFontUploadObjects();
+
+ for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
+ {
+ FrameDataForRender* fd = &g_FramesDataBuffers[i];
+ if (fd->VertexBuffer) { vkDestroyBuffer (g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; }
+ if (fd->VertexBufferMemory) { vkFreeMemory (g_Device, fd->VertexBufferMemory, g_Allocator); fd->VertexBufferMemory = VK_NULL_HANDLE; }
+ if (fd->IndexBuffer) { vkDestroyBuffer (g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; }
+ if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; }
+ }
+
+ if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; }
+ if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; }
+ if (g_FontMemory) { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; }
+ if (g_FontSampler) { vkDestroySampler(g_Device, g_FontSampler, g_Allocator); g_FontSampler = VK_NULL_HANDLE; }
+ if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; }
+ if (g_PipelineLayout) { vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator); g_PipelineLayout = VK_NULL_HANDLE; }
+ if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; }
+}
+
+bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
+{
+ IM_ASSERT(info->Instance != VK_NULL_HANDLE);
+ IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
+ IM_ASSERT(info->Device != VK_NULL_HANDLE);
+ IM_ASSERT(info->Queue != VK_NULL_HANDLE);
+ IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
+ IM_ASSERT(render_pass != VK_NULL_HANDLE);
+
+ g_Instance = info->Instance;
+ g_PhysicalDevice = info->PhysicalDevice;
+ g_Device = info->Device;
+ g_QueueFamily = info->QueueFamily;
+ g_Queue = info->Queue;
+ g_RenderPass = render_pass;
+ g_PipelineCache = info->PipelineCache;
+ g_DescriptorPool = info->DescriptorPool;
+ g_Allocator = info->Allocator;
+ g_CheckVkResultFn = info->CheckVkResultFn;
+
+ ImGui_ImplVulkan_CreateDeviceObjects();
+
+ return true;
+}
+
+void ImGui_ImplVulkan_Shutdown()
+{
+ ImGui_ImplVulkan_InvalidateDeviceObjects();
+}
+
+void ImGui_ImplVulkan_NewFrame()
+{
+}
+
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+//-------------------------------------------------------------------------
+// You probably do NOT need to use or care about those functions.
+// Those functions only exist because:
+// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
+// 2) the upcoming multi-viewport feature will need them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
+// but it is too much code to duplicate everywhere so we exceptionally expose them.
+// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
+// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
+// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+//-------------------------------------------------------------------------
+
+#include <stdlib.h> // malloc
+
+ImGui_ImplVulkanH_FrameData::ImGui_ImplVulkanH_FrameData()
+{
+ BackbufferIndex = 0;
+ CommandPool = VK_NULL_HANDLE;
+ CommandBuffer = VK_NULL_HANDLE;
+ Fence = VK_NULL_HANDLE;
+ ImageAcquiredSemaphore = VK_NULL_HANDLE;
+ RenderCompleteSemaphore = VK_NULL_HANDLE;
+}
+
+ImGui_ImplVulkanH_WindowData::ImGui_ImplVulkanH_WindowData()
+{
+ Width = Height = 0;
+ Swapchain = VK_NULL_HANDLE;
+ Surface = VK_NULL_HANDLE;
+ memset(&SurfaceFormat, 0, sizeof(SurfaceFormat));
+ PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
+ RenderPass = VK_NULL_HANDLE;
+ ClearEnable = true;
+ memset(&ClearValue, 0, sizeof(ClearValue));
+ BackBufferCount = 0;
+ memset(&BackBuffer, 0, sizeof(BackBuffer));
+ memset(&BackBufferView, 0, sizeof(BackBufferView));
+ memset(&Framebuffer, 0, sizeof(Framebuffer));
+ FrameIndex = 0;
+}
+
+VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
+{
+ IM_ASSERT(request_formats != NULL);
+ IM_ASSERT(request_formats_count > 0);
+
+ // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
+ // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format
+ // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
+ // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
+ uint32_t avail_count;
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, NULL);
+ ImVector<VkSurfaceFormatKHR> avail_format;
+ avail_format.resize((int)avail_count);
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data);
+
+ // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
+ if (avail_count == 1)
+ {
+ if (avail_format[0].format == VK_FORMAT_UNDEFINED)
+ {
+ VkSurfaceFormatKHR ret;
+ ret.format = request_formats[0];
+ ret.colorSpace = request_color_space;
+ return ret;
+ }
+ else
+ {
+ // No point in searching another format
+ return avail_format[0];
+ }
+ }
+ else
+ {
+ // Request several formats, the first found will be used
+ for (int request_i = 0; request_i < request_formats_count; request_i++)
+ for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space)
+ return avail_format[avail_i];
+
+ // If none of the requested image formats could be found, use the first available
+ return avail_format[0];
+ }
+}
+
+VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
+{
+ IM_ASSERT(request_modes != NULL);
+ IM_ASSERT(request_modes_count > 0);
+
+ // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
+ uint32_t avail_count = 0;
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, NULL);
+ ImVector<VkPresentModeKHR> avail_modes;
+ avail_modes.resize((int)avail_count);
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data);
+ //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]);
+
+ for (int request_i = 0; request_i < request_modes_count; request_i++)
+ for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ if (request_modes[request_i] == avail_modes[avail_i])
+ return request_modes[request_i];
+
+ return VK_PRESENT_MODE_FIFO_KHR; // Always available
+}
+
+void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator)
+{
+ IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
+ (void)allocator;
+
+ // Create Command Buffers
+ VkResult err;
+ for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
+ {
+ ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i];
+ {
+ VkCommandPoolCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
+ info.queueFamilyIndex = queue_family;
+ err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool);
+ check_vk_result(err);
+ }
+ {
+ VkCommandBufferAllocateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ info.commandPool = fd->CommandPool;
+ info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+ info.commandBufferCount = 1;
+ err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer);
+ check_vk_result(err);
+ }
+ {
+ VkFenceCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+ info.flags = VK_FENCE_CREATE_SIGNALED_BIT;
+ err = vkCreateFence(device, &info, allocator, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ VkSemaphoreCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
+ err = vkCreateSemaphore(device, &info, allocator, &fd->ImageAcquiredSemaphore);
+ check_vk_result(err);
+ err = vkCreateSemaphore(device, &info, allocator, &fd->RenderCompleteSemaphore);
+ check_vk_result(err);
+ }
+ }
+}
+
+int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode)
+{
+ if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR)
+ return 3;
+ if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR)
+ return 2;
+ if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR)
+ return 1;
+ IM_ASSERT(0);
+ return 1;
+}
+
+void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h)
+{
+ uint32_t min_image_count = 2; // FIXME: this should become a function parameter
+
+ VkResult err;
+ VkSwapchainKHR old_swapchain = wd->Swapchain;
+ err = vkDeviceWaitIdle(device);
+ check_vk_result(err);
+
+ // Destroy old Framebuffer
+ for (uint32_t i = 0; i < wd->BackBufferCount; i++)
+ {
+ if (wd->BackBufferView[i])
+ vkDestroyImageView(device, wd->BackBufferView[i], allocator);
+ if (wd->Framebuffer[i])
+ vkDestroyFramebuffer(device, wd->Framebuffer[i], allocator);
+ }
+ wd->BackBufferCount = 0;
+ if (wd->RenderPass)
+ vkDestroyRenderPass(device, wd->RenderPass, allocator);
+
+ // If min image count was not specified, request different count of images dependent on selected present mode
+ if (min_image_count == 0)
+ min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode);
+
+ // Create Swapchain
+ {
+ VkSwapchainCreateInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
+ info.surface = wd->Surface;
+ info.minImageCount = min_image_count;
+ info.imageFormat = wd->SurfaceFormat.format;
+ info.imageColorSpace = wd->SurfaceFormat.colorSpace;
+ info.imageArrayLayers = 1;
+ info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
+ info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
+ info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
+ info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
+ info.presentMode = wd->PresentMode;
+ info.clipped = VK_TRUE;
+ info.oldSwapchain = old_swapchain;
+ VkSurfaceCapabilitiesKHR cap;
+ err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
+ check_vk_result(err);
+ if (info.minImageCount < cap.minImageCount)
+ info.minImageCount = cap.minImageCount;
+ else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
+ info.minImageCount = cap.maxImageCount;
+
+ if (cap.currentExtent.width == 0xffffffff)
+ {
+ info.imageExtent.width = wd->Width = w;
+ info.imageExtent.height = wd->Height = h;
+ }
+ else
+ {
+ info.imageExtent.width = wd->Width = cap.currentExtent.width;
+ info.imageExtent.height = wd->Height = cap.currentExtent.height;
+ }
+ err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain);
+ check_vk_result(err);
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, NULL);
+ check_vk_result(err);
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, wd->BackBuffer);
+ check_vk_result(err);
+ }
+ if (old_swapchain)
+ vkDestroySwapchainKHR(device, old_swapchain, allocator);
+
+ // Create the Render Pass
+ {
+ VkAttachmentDescription attachment = {};
+ attachment.format = wd->SurfaceFormat.format;
+ attachment.samples = VK_SAMPLE_COUNT_1_BIT;
+ attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
+ attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
+ attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ VkAttachmentReference color_attachment = {};
+ color_attachment.attachment = 0;
+ color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+ VkSubpassDescription subpass = {};
+ subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
+ subpass.colorAttachmentCount = 1;
+ subpass.pColorAttachments = &color_attachment;
+ VkSubpassDependency dependency = {};
+ dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
+ dependency.dstSubpass = 0;
+ dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.srcAccessMask = 0;
+ dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ VkRenderPassCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+ info.attachmentCount = 1;
+ info.pAttachments = &attachment;
+ info.subpassCount = 1;
+ info.pSubpasses = &subpass;
+ info.dependencyCount = 1;
+ info.pDependencies = &dependency;
+ err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass);
+ check_vk_result(err);
+ }
+
+ // Create The Image Views
+ {
+ VkImageViewCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ info.format = wd->SurfaceFormat.format;
+ info.components.r = VK_COMPONENT_SWIZZLE_R;
+ info.components.g = VK_COMPONENT_SWIZZLE_G;
+ info.components.b = VK_COMPONENT_SWIZZLE_B;
+ info.components.a = VK_COMPONENT_SWIZZLE_A;
+ VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
+ info.subresourceRange = image_range;
+ for (uint32_t i = 0; i < wd->BackBufferCount; i++)
+ {
+ info.image = wd->BackBuffer[i];
+ err = vkCreateImageView(device, &info, allocator, &wd->BackBufferView[i]);
+ check_vk_result(err);
+ }
+ }
+
+ // Create Framebuffer
+ {
+ VkImageView attachment[1];
+ VkFramebufferCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+ info.renderPass = wd->RenderPass;
+ info.attachmentCount = 1;
+ info.pAttachments = attachment;
+ info.width = wd->Width;
+ info.height = wd->Height;
+ info.layers = 1;
+ for (uint32_t i = 0; i < wd->BackBufferCount; i++)
+ {
+ attachment[0] = wd->BackBufferView[i];
+ err = vkCreateFramebuffer(device, &info, allocator, &wd->Framebuffer[i]);
+ check_vk_result(err);
+ }
+ }
+}
+
+void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator)
+{
+ vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
+ //vkQueueWaitIdle(g_Queue);
+
+ for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
+ {
+ ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i];
+ vkDestroyFence(device, fd->Fence, allocator);
+ vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer);
+ vkDestroyCommandPool(device, fd->CommandPool, allocator);
+ vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator);
+ vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator);
+ }
+ for (uint32_t i = 0; i < wd->BackBufferCount; i++)
+ {
+ vkDestroyImageView(device, wd->BackBufferView[i], allocator);
+ vkDestroyFramebuffer(device, wd->Framebuffer[i], allocator);
+ }
+ vkDestroyRenderPass(device, wd->RenderPass, allocator);
+ vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
+ vkDestroySurfaceKHR(instance, wd->Surface, allocator);
+ *wd = ImGui_ImplVulkanH_WindowData();
+}
diff --git a/3rdparty/imgui/examples/imgui_impl_vulkan.h b/3rdparty/imgui/examples/imgui_impl_vulkan.h
new file mode 100644
index 00000000..ca0c2b50
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_vulkan.h
@@ -0,0 +1,103 @@
+// dear imgui: Renderer for Vulkan
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+
+// Missing features:
+// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+#include <vulkan/vulkan.h>
+
+#define IMGUI_VK_QUEUED_FRAMES 2
+
+// Please zero-clear before use.
+struct ImGui_ImplVulkan_InitInfo
+{
+ VkInstance Instance;
+ VkPhysicalDevice PhysicalDevice;
+ VkDevice Device;
+ uint32_t QueueFamily;
+ VkQueue Queue;
+ VkPipelineCache PipelineCache;
+ VkDescriptorPool DescriptorPool;
+ const VkAllocationCallbacks* Allocator;
+ void (*CheckVkResultFn)(VkResult err);
+};
+
+// Called by user code
+IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
+IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
+IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
+IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
+
+// Called by ImGui_ImplVulkan_Init() might be useful elsewhere.
+IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
+
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+//-------------------------------------------------------------------------
+// You probably do NOT need to use or care about those functions.
+// Those functions only exist because:
+// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
+// 2) the upcoming multi-viewport feature will need them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
+// but it is too much code to duplicate everywhere so we exceptionally expose them.
+// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
+// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
+// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+//-------------------------------------------------------------------------
+
+struct ImGui_ImplVulkanH_FrameData;
+struct ImGui_ImplVulkanH_WindowData;
+
+IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
+IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
+IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
+IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
+IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
+IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
+
+// Helper structure to hold the data needed by one rendering frame
+struct ImGui_ImplVulkanH_FrameData
+{
+ uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices
+ VkCommandPool CommandPool;
+ VkCommandBuffer CommandBuffer;
+ VkFence Fence;
+ VkSemaphore ImageAcquiredSemaphore;
+ VkSemaphore RenderCompleteSemaphore;
+
+ IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
+};
+
+// Helper structure to hold the data needed by one rendering context into one OS window
+struct ImGui_ImplVulkanH_WindowData
+{
+ int Width;
+ int Height;
+ VkSwapchainKHR Swapchain;
+ VkSurfaceKHR Surface;
+ VkSurfaceFormatKHR SurfaceFormat;
+ VkPresentModeKHR PresentMode;
+ VkRenderPass RenderPass;
+ bool ClearEnable;
+ VkClearValue ClearValue;
+ uint32_t BackBufferCount;
+ VkImage BackBuffer[16];
+ VkImageView BackBufferView[16];
+ VkFramebuffer Framebuffer[16];
+ uint32_t FrameIndex;
+ ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
+
+ IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
+};
+
diff --git a/3rdparty/imgui/examples/imgui_impl_win32.cpp b/3rdparty/imgui/examples/imgui_impl_win32.cpp
new file mode 100644
index 00000000..6cf8d630
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_win32.cpp
@@ -0,0 +1,248 @@
+// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
+// Missing features:
+// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#include <tchar.h>
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
+// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
+// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
+// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
+// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
+// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
+
+// Win32 Data
+static HWND g_hWnd = 0;
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+// Functions
+bool ImGui_ImplWin32_Init(void* hwnd)
+{
+ if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+ return false;
+ if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+ return false;
+
+ // Setup back-end capabilities flags
+ g_hWnd = (HWND)hwnd;
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ io.ImeWindowHandle = hwnd;
+
+ // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+ io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ return true;
+}
+
+void ImGui_ImplWin32_Shutdown()
+{
+ g_hWnd = (HWND)0;
+}
+
+static bool ImGui_ImplWin32_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return false;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ ::SetCursor(NULL);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ LPTSTR win32_cursor = IDC_ARROW;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
+ case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
+ case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
+ case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
+ case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
+ case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
+ case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
+ case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
+ }
+ ::SetCursor(::LoadCursor(NULL, win32_cursor));
+ }
+ return true;
+}
+
+static void ImGui_ImplWin32_UpdateMousePos()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ {
+ POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+ ::ClientToScreen(g_hWnd, &pos);
+ ::SetCursorPos(pos.x, pos.y);
+ }
+
+ // Set mouse position
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+ POINT pos;
+ if (::GetActiveWindow() == g_hWnd && ::GetCursorPos(&pos))
+ if (::ScreenToClient(g_hWnd, &pos))
+ io.MousePos = ImVec2((float)pos.x, (float)pos.y);
+}
+
+void ImGui_ImplWin32_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect;
+ ::GetClientRect(g_hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // Setup time step
+ INT64 current_time;
+ ::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+ io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+ g_Time = current_time;
+
+ // Read keyboard modifiers inputs
+ io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
+ io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
+ io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
+ io.KeySuper = false;
+ // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
+
+ // Update OS mouse position
+ ImGui_ImplWin32_UpdateMousePos();
+
+ // Update OS mouse cursor with the cursor requested by imgui
+ ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+ if (g_LastMouseCursor != mouse_cursor)
+ {
+ g_LastMouseCursor = mouse_cursor;
+ ImGui_ImplWin32_UpdateMouseCursor();
+ }
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+
+// Process Win32 mouse/keyboard inputs.
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui::GetCurrentContext() == NULL)
+ return 0;
+
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+ if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+ if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+ ::SetCapture(hwnd);
+ io.MouseDown[button] = true;
+ return 0;
+ }
+ case WM_LBUTTONUP:
+ case WM_RBUTTONUP:
+ case WM_MBUTTONUP:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONUP) button = 0;
+ if (msg == WM_RBUTTONUP) button = 1;
+ if (msg == WM_MBUTTONUP) button = 2;
+ io.MouseDown[button] = false;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+ ::ReleaseCapture();
+ return 0;
+ }
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
+ return 0;
+ case WM_MOUSEHWHEEL:
+ io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
+ return 0;
+ case WM_KEYDOWN:
+ case WM_SYSKEYDOWN:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return 0;
+ case WM_KEYUP:
+ case WM_SYSKEYUP:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 0;
+ return 0;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return 0;
+ case WM_SETCURSOR:
+ if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+ return 1;
+ return 0;
+ }
+ return 0;
+}
+
diff --git a/3rdparty/imgui/examples/imgui_impl_win32.h b/3rdparty/imgui/examples/imgui_impl_win32.h
new file mode 100644
index 00000000..ed4f419b
--- /dev/null
+++ b/3rdparty/imgui/examples/imgui_impl_win32.h
@@ -0,0 +1,20 @@
+// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
+// Missing features:
+// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
+
+IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
+IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/3rdparty/imgui/examples/libs/gl3w/GL/gl3w.c b/3rdparty/imgui/examples/libs/gl3w/GL/gl3w.c
new file mode 100644
index 00000000..464e0177
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/gl3w/GL/gl3w.c
@@ -0,0 +1,1344 @@
+#include <GL/gl3w.h>
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4055) // warning C4055: 'type cast' : from data pointer 'void *' to function pointer
+#pragma warning (disable: 4152) // warning C4152: nonstandard extension, function/data pointer conversion in expression
+#endif
+
+#ifdef _WIN32
+#define WIN32_LEAN_AND_MEAN 1
+#include <windows.h>
+
+static HMODULE libgl;
+
+static void open_libgl(void)
+{
+ libgl = LoadLibraryA("opengl32.dll");
+}
+
+static void close_libgl(void)
+{
+ FreeLibrary(libgl);
+}
+
+static void *get_proc(const char *proc)
+{
+ void *res;
+
+ res = wglGetProcAddress(proc);
+ if (!res)
+ res = GetProcAddress(libgl, proc);
+ return res;
+}
+#elif defined(__APPLE__) || defined(__APPLE_CC__)
+#include <Carbon/Carbon.h>
+
+CFBundleRef bundle;
+CFURLRef bundleURL;
+
+static void open_libgl(void)
+{
+ bundleURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault,
+ CFSTR("/System/Library/Frameworks/OpenGL.framework"),
+ kCFURLPOSIXPathStyle, true);
+
+ bundle = CFBundleCreate(kCFAllocatorDefault, bundleURL);
+ assert(bundle != NULL);
+}
+
+static void close_libgl(void)
+{
+ CFRelease(bundle);
+ CFRelease(bundleURL);
+}
+
+static void *get_proc(const char *proc)
+{
+ void *res;
+
+ CFStringRef procname = CFStringCreateWithCString(kCFAllocatorDefault, proc,
+ kCFStringEncodingASCII);
+ res = CFBundleGetFunctionPointerForName(bundle, procname);
+ CFRelease(procname);
+ return res;
+}
+#else
+#include <dlfcn.h>
+#include <GL/glx.h>
+
+static void *libgl;
+
+static void open_libgl(void)
+{
+ libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL);
+}
+
+static void close_libgl(void)
+{
+ dlclose(libgl);
+}
+
+static void *get_proc(const char *proc)
+{
+ void *res;
+
+ res = (void*)glXGetProcAddress((const GLubyte *) proc);
+ if (!res)
+ res = dlsym(libgl, proc);
+ return res;
+}
+#endif
+
+static struct {
+ int major, minor;
+} version;
+
+static int parse_version(void)
+{
+ if (!glGetIntegerv)
+ return -1;
+
+ glGetIntegerv(GL_MAJOR_VERSION, &version.major);
+ glGetIntegerv(GL_MINOR_VERSION, &version.minor);
+
+ if (version.major < 3)
+ return -1;
+ return 0;
+}
+
+static void load_procs(void);
+
+int gl3wInit(void)
+{
+ open_libgl();
+ load_procs();
+ close_libgl();
+ return parse_version();
+}
+
+int gl3wIsSupported(int major, int minor)
+{
+ if (major < 3)
+ return 0;
+ if (version.major == major)
+ return version.minor >= minor;
+ return version.major >= major;
+}
+
+void *gl3wGetProcAddress(const char *proc)
+{
+ return get_proc(proc);
+}
+
+PFNGLCULLFACEPROC gl3wCullFace;
+PFNGLFRONTFACEPROC gl3wFrontFace;
+PFNGLHINTPROC gl3wHint;
+PFNGLLINEWIDTHPROC gl3wLineWidth;
+PFNGLPOINTSIZEPROC gl3wPointSize;
+PFNGLPOLYGONMODEPROC gl3wPolygonMode;
+PFNGLSCISSORPROC gl3wScissor;
+PFNGLTEXPARAMETERFPROC gl3wTexParameterf;
+PFNGLTEXPARAMETERFVPROC gl3wTexParameterfv;
+PFNGLTEXPARAMETERIPROC gl3wTexParameteri;
+PFNGLTEXPARAMETERIVPROC gl3wTexParameteriv;
+PFNGLTEXIMAGE1DPROC gl3wTexImage1D;
+PFNGLTEXIMAGE2DPROC gl3wTexImage2D;
+PFNGLDRAWBUFFERPROC gl3wDrawBuffer;
+PFNGLCLEARPROC gl3wClear;
+PFNGLCLEARCOLORPROC gl3wClearColor;
+PFNGLCLEARSTENCILPROC gl3wClearStencil;
+PFNGLCLEARDEPTHPROC gl3wClearDepth;
+PFNGLSTENCILMASKPROC gl3wStencilMask;
+PFNGLCOLORMASKPROC gl3wColorMask;
+PFNGLDEPTHMASKPROC gl3wDepthMask;
+PFNGLDISABLEPROC gl3wDisable;
+PFNGLENABLEPROC gl3wEnable;
+PFNGLFINISHPROC gl3wFinish;
+PFNGLFLUSHPROC gl3wFlush;
+PFNGLBLENDFUNCPROC gl3wBlendFunc;
+PFNGLLOGICOPPROC gl3wLogicOp;
+PFNGLSTENCILFUNCPROC gl3wStencilFunc;
+PFNGLSTENCILOPPROC gl3wStencilOp;
+PFNGLDEPTHFUNCPROC gl3wDepthFunc;
+PFNGLPIXELSTOREFPROC gl3wPixelStoref;
+PFNGLPIXELSTOREIPROC gl3wPixelStorei;
+PFNGLREADBUFFERPROC gl3wReadBuffer;
+PFNGLREADPIXELSPROC gl3wReadPixels;
+PFNGLGETBOOLEANVPROC gl3wGetBooleanv;
+PFNGLGETDOUBLEVPROC gl3wGetDoublev;
+PFNGLGETERRORPROC gl3wGetError;
+PFNGLGETFLOATVPROC gl3wGetFloatv;
+PFNGLGETINTEGERVPROC gl3wGetIntegerv;
+PFNGLGETSTRINGPROC gl3wGetString;
+PFNGLGETTEXIMAGEPROC gl3wGetTexImage;
+PFNGLGETTEXPARAMETERFVPROC gl3wGetTexParameterfv;
+PFNGLGETTEXPARAMETERIVPROC gl3wGetTexParameteriv;
+PFNGLGETTEXLEVELPARAMETERFVPROC gl3wGetTexLevelParameterfv;
+PFNGLGETTEXLEVELPARAMETERIVPROC gl3wGetTexLevelParameteriv;
+PFNGLISENABLEDPROC gl3wIsEnabled;
+PFNGLDEPTHRANGEPROC gl3wDepthRange;
+PFNGLVIEWPORTPROC gl3wViewport;
+PFNGLDRAWARRAYSPROC gl3wDrawArrays;
+PFNGLDRAWELEMENTSPROC gl3wDrawElements;
+PFNGLGETPOINTERVPROC gl3wGetPointerv;
+PFNGLPOLYGONOFFSETPROC gl3wPolygonOffset;
+PFNGLCOPYTEXIMAGE1DPROC gl3wCopyTexImage1D;
+PFNGLCOPYTEXIMAGE2DPROC gl3wCopyTexImage2D;
+PFNGLCOPYTEXSUBIMAGE1DPROC gl3wCopyTexSubImage1D;
+PFNGLCOPYTEXSUBIMAGE2DPROC gl3wCopyTexSubImage2D;
+PFNGLTEXSUBIMAGE1DPROC gl3wTexSubImage1D;
+PFNGLTEXSUBIMAGE2DPROC gl3wTexSubImage2D;
+PFNGLBINDTEXTUREPROC gl3wBindTexture;
+PFNGLDELETETEXTURESPROC gl3wDeleteTextures;
+PFNGLGENTEXTURESPROC gl3wGenTextures;
+PFNGLISTEXTUREPROC gl3wIsTexture;
+PFNGLBLENDCOLORPROC gl3wBlendColor;
+PFNGLBLENDEQUATIONPROC gl3wBlendEquation;
+PFNGLDRAWRANGEELEMENTSPROC gl3wDrawRangeElements;
+PFNGLTEXIMAGE3DPROC gl3wTexImage3D;
+PFNGLTEXSUBIMAGE3DPROC gl3wTexSubImage3D;
+PFNGLCOPYTEXSUBIMAGE3DPROC gl3wCopyTexSubImage3D;
+PFNGLACTIVETEXTUREPROC gl3wActiveTexture;
+PFNGLSAMPLECOVERAGEPROC gl3wSampleCoverage;
+PFNGLCOMPRESSEDTEXIMAGE3DPROC gl3wCompressedTexImage3D;
+PFNGLCOMPRESSEDTEXIMAGE2DPROC gl3wCompressedTexImage2D;
+PFNGLCOMPRESSEDTEXIMAGE1DPROC gl3wCompressedTexImage1D;
+PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC gl3wCompressedTexSubImage3D;
+PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC gl3wCompressedTexSubImage2D;
+PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC gl3wCompressedTexSubImage1D;
+PFNGLGETCOMPRESSEDTEXIMAGEPROC gl3wGetCompressedTexImage;
+PFNGLBLENDFUNCSEPARATEPROC gl3wBlendFuncSeparate;
+PFNGLMULTIDRAWARRAYSPROC gl3wMultiDrawArrays;
+PFNGLMULTIDRAWELEMENTSPROC gl3wMultiDrawElements;
+PFNGLPOINTPARAMETERFPROC gl3wPointParameterf;
+PFNGLPOINTPARAMETERFVPROC gl3wPointParameterfv;
+PFNGLPOINTPARAMETERIPROC gl3wPointParameteri;
+PFNGLPOINTPARAMETERIVPROC gl3wPointParameteriv;
+PFNGLGENQUERIESPROC gl3wGenQueries;
+PFNGLDELETEQUERIESPROC gl3wDeleteQueries;
+PFNGLISQUERYPROC gl3wIsQuery;
+PFNGLBEGINQUERYPROC gl3wBeginQuery;
+PFNGLENDQUERYPROC gl3wEndQuery;
+PFNGLGETQUERYIVPROC gl3wGetQueryiv;
+PFNGLGETQUERYOBJECTIVPROC gl3wGetQueryObjectiv;
+PFNGLGETQUERYOBJECTUIVPROC gl3wGetQueryObjectuiv;
+PFNGLBINDBUFFERPROC gl3wBindBuffer;
+PFNGLDELETEBUFFERSPROC gl3wDeleteBuffers;
+PFNGLGENBUFFERSPROC gl3wGenBuffers;
+PFNGLISBUFFERPROC gl3wIsBuffer;
+PFNGLBUFFERDATAPROC gl3wBufferData;
+PFNGLBUFFERSUBDATAPROC gl3wBufferSubData;
+PFNGLGETBUFFERSUBDATAPROC gl3wGetBufferSubData;
+PFNGLMAPBUFFERPROC gl3wMapBuffer;
+PFNGLUNMAPBUFFERPROC gl3wUnmapBuffer;
+PFNGLGETBUFFERPARAMETERIVPROC gl3wGetBufferParameteriv;
+PFNGLGETBUFFERPOINTERVPROC gl3wGetBufferPointerv;
+PFNGLBLENDEQUATIONSEPARATEPROC gl3wBlendEquationSeparate;
+PFNGLDRAWBUFFERSPROC gl3wDrawBuffers;
+PFNGLSTENCILOPSEPARATEPROC gl3wStencilOpSeparate;
+PFNGLSTENCILFUNCSEPARATEPROC gl3wStencilFuncSeparate;
+PFNGLSTENCILMASKSEPARATEPROC gl3wStencilMaskSeparate;
+PFNGLATTACHSHADERPROC gl3wAttachShader;
+PFNGLBINDATTRIBLOCATIONPROC gl3wBindAttribLocation;
+PFNGLCOMPILESHADERPROC gl3wCompileShader;
+PFNGLCREATEPROGRAMPROC gl3wCreateProgram;
+PFNGLCREATESHADERPROC gl3wCreateShader;
+PFNGLDELETEPROGRAMPROC gl3wDeleteProgram;
+PFNGLDELETESHADERPROC gl3wDeleteShader;
+PFNGLDETACHSHADERPROC gl3wDetachShader;
+PFNGLDISABLEVERTEXATTRIBARRAYPROC gl3wDisableVertexAttribArray;
+PFNGLENABLEVERTEXATTRIBARRAYPROC gl3wEnableVertexAttribArray;
+PFNGLGETACTIVEATTRIBPROC gl3wGetActiveAttrib;
+PFNGLGETACTIVEUNIFORMPROC gl3wGetActiveUniform;
+PFNGLGETATTACHEDSHADERSPROC gl3wGetAttachedShaders;
+PFNGLGETATTRIBLOCATIONPROC gl3wGetAttribLocation;
+PFNGLGETPROGRAMIVPROC gl3wGetProgramiv;
+PFNGLGETPROGRAMINFOLOGPROC gl3wGetProgramInfoLog;
+PFNGLGETSHADERIVPROC gl3wGetShaderiv;
+PFNGLGETSHADERINFOLOGPROC gl3wGetShaderInfoLog;
+PFNGLGETSHADERSOURCEPROC gl3wGetShaderSource;
+PFNGLGETUNIFORMLOCATIONPROC gl3wGetUniformLocation;
+PFNGLGETUNIFORMFVPROC gl3wGetUniformfv;
+PFNGLGETUNIFORMIVPROC gl3wGetUniformiv;
+PFNGLGETVERTEXATTRIBDVPROC gl3wGetVertexAttribdv;
+PFNGLGETVERTEXATTRIBFVPROC gl3wGetVertexAttribfv;
+PFNGLGETVERTEXATTRIBIVPROC gl3wGetVertexAttribiv;
+PFNGLGETVERTEXATTRIBPOINTERVPROC gl3wGetVertexAttribPointerv;
+PFNGLISPROGRAMPROC gl3wIsProgram;
+PFNGLISSHADERPROC gl3wIsShader;
+PFNGLLINKPROGRAMPROC gl3wLinkProgram;
+PFNGLSHADERSOURCEPROC gl3wShaderSource;
+PFNGLUSEPROGRAMPROC gl3wUseProgram;
+PFNGLUNIFORM1FPROC gl3wUniform1f;
+PFNGLUNIFORM2FPROC gl3wUniform2f;
+PFNGLUNIFORM3FPROC gl3wUniform3f;
+PFNGLUNIFORM4FPROC gl3wUniform4f;
+PFNGLUNIFORM1IPROC gl3wUniform1i;
+PFNGLUNIFORM2IPROC gl3wUniform2i;
+PFNGLUNIFORM3IPROC gl3wUniform3i;
+PFNGLUNIFORM4IPROC gl3wUniform4i;
+PFNGLUNIFORM1FVPROC gl3wUniform1fv;
+PFNGLUNIFORM2FVPROC gl3wUniform2fv;
+PFNGLUNIFORM3FVPROC gl3wUniform3fv;
+PFNGLUNIFORM4FVPROC gl3wUniform4fv;
+PFNGLUNIFORM1IVPROC gl3wUniform1iv;
+PFNGLUNIFORM2IVPROC gl3wUniform2iv;
+PFNGLUNIFORM3IVPROC gl3wUniform3iv;
+PFNGLUNIFORM4IVPROC gl3wUniform4iv;
+PFNGLUNIFORMMATRIX2FVPROC gl3wUniformMatrix2fv;
+PFNGLUNIFORMMATRIX3FVPROC gl3wUniformMatrix3fv;
+PFNGLUNIFORMMATRIX4FVPROC gl3wUniformMatrix4fv;
+PFNGLVALIDATEPROGRAMPROC gl3wValidateProgram;
+PFNGLVERTEXATTRIB1DPROC gl3wVertexAttrib1d;
+PFNGLVERTEXATTRIB1DVPROC gl3wVertexAttrib1dv;
+PFNGLVERTEXATTRIB1FPROC gl3wVertexAttrib1f;
+PFNGLVERTEXATTRIB1FVPROC gl3wVertexAttrib1fv;
+PFNGLVERTEXATTRIB1SPROC gl3wVertexAttrib1s;
+PFNGLVERTEXATTRIB1SVPROC gl3wVertexAttrib1sv;
+PFNGLVERTEXATTRIB2DPROC gl3wVertexAttrib2d;
+PFNGLVERTEXATTRIB2DVPROC gl3wVertexAttrib2dv;
+PFNGLVERTEXATTRIB2FPROC gl3wVertexAttrib2f;
+PFNGLVERTEXATTRIB2FVPROC gl3wVertexAttrib2fv;
+PFNGLVERTEXATTRIB2SPROC gl3wVertexAttrib2s;
+PFNGLVERTEXATTRIB2SVPROC gl3wVertexAttrib2sv;
+PFNGLVERTEXATTRIB3DPROC gl3wVertexAttrib3d;
+PFNGLVERTEXATTRIB3DVPROC gl3wVertexAttrib3dv;
+PFNGLVERTEXATTRIB3FPROC gl3wVertexAttrib3f;
+PFNGLVERTEXATTRIB3FVPROC gl3wVertexAttrib3fv;
+PFNGLVERTEXATTRIB3SPROC gl3wVertexAttrib3s;
+PFNGLVERTEXATTRIB3SVPROC gl3wVertexAttrib3sv;
+PFNGLVERTEXATTRIB4NBVPROC gl3wVertexAttrib4Nbv;
+PFNGLVERTEXATTRIB4NIVPROC gl3wVertexAttrib4Niv;
+PFNGLVERTEXATTRIB4NSVPROC gl3wVertexAttrib4Nsv;
+PFNGLVERTEXATTRIB4NUBPROC gl3wVertexAttrib4Nub;
+PFNGLVERTEXATTRIB4NUBVPROC gl3wVertexAttrib4Nubv;
+PFNGLVERTEXATTRIB4NUIVPROC gl3wVertexAttrib4Nuiv;
+PFNGLVERTEXATTRIB4NUSVPROC gl3wVertexAttrib4Nusv;
+PFNGLVERTEXATTRIB4BVPROC gl3wVertexAttrib4bv;
+PFNGLVERTEXATTRIB4DPROC gl3wVertexAttrib4d;
+PFNGLVERTEXATTRIB4DVPROC gl3wVertexAttrib4dv;
+PFNGLVERTEXATTRIB4FPROC gl3wVertexAttrib4f;
+PFNGLVERTEXATTRIB4FVPROC gl3wVertexAttrib4fv;
+PFNGLVERTEXATTRIB4IVPROC gl3wVertexAttrib4iv;
+PFNGLVERTEXATTRIB4SPROC gl3wVertexAttrib4s;
+PFNGLVERTEXATTRIB4SVPROC gl3wVertexAttrib4sv;
+PFNGLVERTEXATTRIB4UBVPROC gl3wVertexAttrib4ubv;
+PFNGLVERTEXATTRIB4UIVPROC gl3wVertexAttrib4uiv;
+PFNGLVERTEXATTRIB4USVPROC gl3wVertexAttrib4usv;
+PFNGLVERTEXATTRIBPOINTERPROC gl3wVertexAttribPointer;
+PFNGLUNIFORMMATRIX2X3FVPROC gl3wUniformMatrix2x3fv;
+PFNGLUNIFORMMATRIX3X2FVPROC gl3wUniformMatrix3x2fv;
+PFNGLUNIFORMMATRIX2X4FVPROC gl3wUniformMatrix2x4fv;
+PFNGLUNIFORMMATRIX4X2FVPROC gl3wUniformMatrix4x2fv;
+PFNGLUNIFORMMATRIX3X4FVPROC gl3wUniformMatrix3x4fv;
+PFNGLUNIFORMMATRIX4X3FVPROC gl3wUniformMatrix4x3fv;
+PFNGLCOLORMASKIPROC gl3wColorMaski;
+PFNGLGETBOOLEANI_VPROC gl3wGetBooleani_v;
+PFNGLGETINTEGERI_VPROC gl3wGetIntegeri_v;
+PFNGLENABLEIPROC gl3wEnablei;
+PFNGLDISABLEIPROC gl3wDisablei;
+PFNGLISENABLEDIPROC gl3wIsEnabledi;
+PFNGLBEGINTRANSFORMFEEDBACKPROC gl3wBeginTransformFeedback;
+PFNGLENDTRANSFORMFEEDBACKPROC gl3wEndTransformFeedback;
+PFNGLBINDBUFFERRANGEPROC gl3wBindBufferRange;
+PFNGLBINDBUFFERBASEPROC gl3wBindBufferBase;
+PFNGLTRANSFORMFEEDBACKVARYINGSPROC gl3wTransformFeedbackVaryings;
+PFNGLGETTRANSFORMFEEDBACKVARYINGPROC gl3wGetTransformFeedbackVarying;
+PFNGLCLAMPCOLORPROC gl3wClampColor;
+PFNGLBEGINCONDITIONALRENDERPROC gl3wBeginConditionalRender;
+PFNGLENDCONDITIONALRENDERPROC gl3wEndConditionalRender;
+PFNGLVERTEXATTRIBIPOINTERPROC gl3wVertexAttribIPointer;
+PFNGLGETVERTEXATTRIBIIVPROC gl3wGetVertexAttribIiv;
+PFNGLGETVERTEXATTRIBIUIVPROC gl3wGetVertexAttribIuiv;
+PFNGLVERTEXATTRIBI1IPROC gl3wVertexAttribI1i;
+PFNGLVERTEXATTRIBI2IPROC gl3wVertexAttribI2i;
+PFNGLVERTEXATTRIBI3IPROC gl3wVertexAttribI3i;
+PFNGLVERTEXATTRIBI4IPROC gl3wVertexAttribI4i;
+PFNGLVERTEXATTRIBI1UIPROC gl3wVertexAttribI1ui;
+PFNGLVERTEXATTRIBI2UIPROC gl3wVertexAttribI2ui;
+PFNGLVERTEXATTRIBI3UIPROC gl3wVertexAttribI3ui;
+PFNGLVERTEXATTRIBI4UIPROC gl3wVertexAttribI4ui;
+PFNGLVERTEXATTRIBI1IVPROC gl3wVertexAttribI1iv;
+PFNGLVERTEXATTRIBI2IVPROC gl3wVertexAttribI2iv;
+PFNGLVERTEXATTRIBI3IVPROC gl3wVertexAttribI3iv;
+PFNGLVERTEXATTRIBI4IVPROC gl3wVertexAttribI4iv;
+PFNGLVERTEXATTRIBI1UIVPROC gl3wVertexAttribI1uiv;
+PFNGLVERTEXATTRIBI2UIVPROC gl3wVertexAttribI2uiv;
+PFNGLVERTEXATTRIBI3UIVPROC gl3wVertexAttribI3uiv;
+PFNGLVERTEXATTRIBI4UIVPROC gl3wVertexAttribI4uiv;
+PFNGLVERTEXATTRIBI4BVPROC gl3wVertexAttribI4bv;
+PFNGLVERTEXATTRIBI4SVPROC gl3wVertexAttribI4sv;
+PFNGLVERTEXATTRIBI4UBVPROC gl3wVertexAttribI4ubv;
+PFNGLVERTEXATTRIBI4USVPROC gl3wVertexAttribI4usv;
+PFNGLGETUNIFORMUIVPROC gl3wGetUniformuiv;
+PFNGLBINDFRAGDATALOCATIONPROC gl3wBindFragDataLocation;
+PFNGLGETFRAGDATALOCATIONPROC gl3wGetFragDataLocation;
+PFNGLUNIFORM1UIPROC gl3wUniform1ui;
+PFNGLUNIFORM2UIPROC gl3wUniform2ui;
+PFNGLUNIFORM3UIPROC gl3wUniform3ui;
+PFNGLUNIFORM4UIPROC gl3wUniform4ui;
+PFNGLUNIFORM1UIVPROC gl3wUniform1uiv;
+PFNGLUNIFORM2UIVPROC gl3wUniform2uiv;
+PFNGLUNIFORM3UIVPROC gl3wUniform3uiv;
+PFNGLUNIFORM4UIVPROC gl3wUniform4uiv;
+PFNGLTEXPARAMETERIIVPROC gl3wTexParameterIiv;
+PFNGLTEXPARAMETERIUIVPROC gl3wTexParameterIuiv;
+PFNGLGETTEXPARAMETERIIVPROC gl3wGetTexParameterIiv;
+PFNGLGETTEXPARAMETERIUIVPROC gl3wGetTexParameterIuiv;
+PFNGLCLEARBUFFERIVPROC gl3wClearBufferiv;
+PFNGLCLEARBUFFERUIVPROC gl3wClearBufferuiv;
+PFNGLCLEARBUFFERFVPROC gl3wClearBufferfv;
+PFNGLCLEARBUFFERFIPROC gl3wClearBufferfi;
+PFNGLGETSTRINGIPROC gl3wGetStringi;
+PFNGLDRAWARRAYSINSTANCEDPROC gl3wDrawArraysInstanced;
+PFNGLDRAWELEMENTSINSTANCEDPROC gl3wDrawElementsInstanced;
+PFNGLTEXBUFFERPROC gl3wTexBuffer;
+PFNGLPRIMITIVERESTARTINDEXPROC gl3wPrimitiveRestartIndex;
+PFNGLGETINTEGER64I_VPROC gl3wGetInteger64i_v;
+PFNGLGETBUFFERPARAMETERI64VPROC gl3wGetBufferParameteri64v;
+PFNGLFRAMEBUFFERTEXTUREPROC gl3wFramebufferTexture;
+PFNGLVERTEXATTRIBDIVISORPROC gl3wVertexAttribDivisor;
+PFNGLMINSAMPLESHADINGPROC gl3wMinSampleShading;
+PFNGLBLENDEQUATIONIPROC gl3wBlendEquationi;
+PFNGLBLENDEQUATIONSEPARATEIPROC gl3wBlendEquationSeparatei;
+PFNGLBLENDFUNCIPROC gl3wBlendFunci;
+PFNGLBLENDFUNCSEPARATEIPROC gl3wBlendFuncSeparatei;
+PFNGLISRENDERBUFFERPROC gl3wIsRenderbuffer;
+PFNGLBINDRENDERBUFFERPROC gl3wBindRenderbuffer;
+PFNGLDELETERENDERBUFFERSPROC gl3wDeleteRenderbuffers;
+PFNGLGENRENDERBUFFERSPROC gl3wGenRenderbuffers;
+PFNGLRENDERBUFFERSTORAGEPROC gl3wRenderbufferStorage;
+PFNGLGETRENDERBUFFERPARAMETERIVPROC gl3wGetRenderbufferParameteriv;
+PFNGLISFRAMEBUFFERPROC gl3wIsFramebuffer;
+PFNGLBINDFRAMEBUFFERPROC gl3wBindFramebuffer;
+PFNGLDELETEFRAMEBUFFERSPROC gl3wDeleteFramebuffers;
+PFNGLGENFRAMEBUFFERSPROC gl3wGenFramebuffers;
+PFNGLCHECKFRAMEBUFFERSTATUSPROC gl3wCheckFramebufferStatus;
+PFNGLFRAMEBUFFERTEXTURE1DPROC gl3wFramebufferTexture1D;
+PFNGLFRAMEBUFFERTEXTURE2DPROC gl3wFramebufferTexture2D;
+PFNGLFRAMEBUFFERTEXTURE3DPROC gl3wFramebufferTexture3D;
+PFNGLFRAMEBUFFERRENDERBUFFERPROC gl3wFramebufferRenderbuffer;
+PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC gl3wGetFramebufferAttachmentParameteriv;
+PFNGLGENERATEMIPMAPPROC gl3wGenerateMipmap;
+PFNGLBLITFRAMEBUFFERPROC gl3wBlitFramebuffer;
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC gl3wRenderbufferStorageMultisample;
+PFNGLFRAMEBUFFERTEXTURELAYERPROC gl3wFramebufferTextureLayer;
+PFNGLMAPBUFFERRANGEPROC gl3wMapBufferRange;
+PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl3wFlushMappedBufferRange;
+PFNGLBINDVERTEXARRAYPROC gl3wBindVertexArray;
+PFNGLDELETEVERTEXARRAYSPROC gl3wDeleteVertexArrays;
+PFNGLGENVERTEXARRAYSPROC gl3wGenVertexArrays;
+PFNGLISVERTEXARRAYPROC gl3wIsVertexArray;
+PFNGLGETUNIFORMINDICESPROC gl3wGetUniformIndices;
+PFNGLGETACTIVEUNIFORMSIVPROC gl3wGetActiveUniformsiv;
+PFNGLGETACTIVEUNIFORMNAMEPROC gl3wGetActiveUniformName;
+PFNGLGETUNIFORMBLOCKINDEXPROC gl3wGetUniformBlockIndex;
+PFNGLGETACTIVEUNIFORMBLOCKIVPROC gl3wGetActiveUniformBlockiv;
+PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC gl3wGetActiveUniformBlockName;
+PFNGLUNIFORMBLOCKBINDINGPROC gl3wUniformBlockBinding;
+PFNGLCOPYBUFFERSUBDATAPROC gl3wCopyBufferSubData;
+PFNGLDRAWELEMENTSBASEVERTEXPROC gl3wDrawElementsBaseVertex;
+PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC gl3wDrawRangeElementsBaseVertex;
+PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC gl3wDrawElementsInstancedBaseVertex;
+PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC gl3wMultiDrawElementsBaseVertex;
+PFNGLPROVOKINGVERTEXPROC gl3wProvokingVertex;
+PFNGLFENCESYNCPROC gl3wFenceSync;
+PFNGLISSYNCPROC gl3wIsSync;
+PFNGLDELETESYNCPROC gl3wDeleteSync;
+PFNGLCLIENTWAITSYNCPROC gl3wClientWaitSync;
+PFNGLWAITSYNCPROC gl3wWaitSync;
+PFNGLGETINTEGER64VPROC gl3wGetInteger64v;
+PFNGLGETSYNCIVPROC gl3wGetSynciv;
+PFNGLTEXIMAGE2DMULTISAMPLEPROC gl3wTexImage2DMultisample;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC gl3wTexImage3DMultisample;
+PFNGLGETMULTISAMPLEFVPROC gl3wGetMultisamplefv;
+PFNGLSAMPLEMASKIPROC gl3wSampleMaski;
+PFNGLBLENDEQUATIONIARBPROC gl3wBlendEquationiARB;
+PFNGLBLENDEQUATIONSEPARATEIARBPROC gl3wBlendEquationSeparateiARB;
+PFNGLBLENDFUNCIARBPROC gl3wBlendFunciARB;
+PFNGLBLENDFUNCSEPARATEIARBPROC gl3wBlendFuncSeparateiARB;
+PFNGLMINSAMPLESHADINGARBPROC gl3wMinSampleShadingARB;
+PFNGLNAMEDSTRINGARBPROC gl3wNamedStringARB;
+PFNGLDELETENAMEDSTRINGARBPROC gl3wDeleteNamedStringARB;
+PFNGLCOMPILESHADERINCLUDEARBPROC gl3wCompileShaderIncludeARB;
+PFNGLISNAMEDSTRINGARBPROC gl3wIsNamedStringARB;
+PFNGLGETNAMEDSTRINGARBPROC gl3wGetNamedStringARB;
+PFNGLGETNAMEDSTRINGIVARBPROC gl3wGetNamedStringivARB;
+PFNGLBINDFRAGDATALOCATIONINDEXEDPROC gl3wBindFragDataLocationIndexed;
+PFNGLGETFRAGDATAINDEXPROC gl3wGetFragDataIndex;
+PFNGLGENSAMPLERSPROC gl3wGenSamplers;
+PFNGLDELETESAMPLERSPROC gl3wDeleteSamplers;
+PFNGLISSAMPLERPROC gl3wIsSampler;
+PFNGLBINDSAMPLERPROC gl3wBindSampler;
+PFNGLSAMPLERPARAMETERIPROC gl3wSamplerParameteri;
+PFNGLSAMPLERPARAMETERIVPROC gl3wSamplerParameteriv;
+PFNGLSAMPLERPARAMETERFPROC gl3wSamplerParameterf;
+PFNGLSAMPLERPARAMETERFVPROC gl3wSamplerParameterfv;
+PFNGLSAMPLERPARAMETERIIVPROC gl3wSamplerParameterIiv;
+PFNGLSAMPLERPARAMETERIUIVPROC gl3wSamplerParameterIuiv;
+PFNGLGETSAMPLERPARAMETERIVPROC gl3wGetSamplerParameteriv;
+PFNGLGETSAMPLERPARAMETERIIVPROC gl3wGetSamplerParameterIiv;
+PFNGLGETSAMPLERPARAMETERFVPROC gl3wGetSamplerParameterfv;
+PFNGLGETSAMPLERPARAMETERIUIVPROC gl3wGetSamplerParameterIuiv;
+PFNGLQUERYCOUNTERPROC gl3wQueryCounter;
+PFNGLGETQUERYOBJECTI64VPROC gl3wGetQueryObjecti64v;
+PFNGLGETQUERYOBJECTUI64VPROC gl3wGetQueryObjectui64v;
+PFNGLVERTEXP2UIPROC gl3wVertexP2ui;
+PFNGLVERTEXP2UIVPROC gl3wVertexP2uiv;
+PFNGLVERTEXP3UIPROC gl3wVertexP3ui;
+PFNGLVERTEXP3UIVPROC gl3wVertexP3uiv;
+PFNGLVERTEXP4UIPROC gl3wVertexP4ui;
+PFNGLVERTEXP4UIVPROC gl3wVertexP4uiv;
+PFNGLTEXCOORDP1UIPROC gl3wTexCoordP1ui;
+PFNGLTEXCOORDP1UIVPROC gl3wTexCoordP1uiv;
+PFNGLTEXCOORDP2UIPROC gl3wTexCoordP2ui;
+PFNGLTEXCOORDP2UIVPROC gl3wTexCoordP2uiv;
+PFNGLTEXCOORDP3UIPROC gl3wTexCoordP3ui;
+PFNGLTEXCOORDP3UIVPROC gl3wTexCoordP3uiv;
+PFNGLTEXCOORDP4UIPROC gl3wTexCoordP4ui;
+PFNGLTEXCOORDP4UIVPROC gl3wTexCoordP4uiv;
+PFNGLMULTITEXCOORDP1UIPROC gl3wMultiTexCoordP1ui;
+PFNGLMULTITEXCOORDP1UIVPROC gl3wMultiTexCoordP1uiv;
+PFNGLMULTITEXCOORDP2UIPROC gl3wMultiTexCoordP2ui;
+PFNGLMULTITEXCOORDP2UIVPROC gl3wMultiTexCoordP2uiv;
+PFNGLMULTITEXCOORDP3UIPROC gl3wMultiTexCoordP3ui;
+PFNGLMULTITEXCOORDP3UIVPROC gl3wMultiTexCoordP3uiv;
+PFNGLMULTITEXCOORDP4UIPROC gl3wMultiTexCoordP4ui;
+PFNGLMULTITEXCOORDP4UIVPROC gl3wMultiTexCoordP4uiv;
+PFNGLNORMALP3UIPROC gl3wNormalP3ui;
+PFNGLNORMALP3UIVPROC gl3wNormalP3uiv;
+PFNGLCOLORP3UIPROC gl3wColorP3ui;
+PFNGLCOLORP3UIVPROC gl3wColorP3uiv;
+PFNGLCOLORP4UIPROC gl3wColorP4ui;
+PFNGLCOLORP4UIVPROC gl3wColorP4uiv;
+PFNGLSECONDARYCOLORP3UIPROC gl3wSecondaryColorP3ui;
+PFNGLSECONDARYCOLORP3UIVPROC gl3wSecondaryColorP3uiv;
+PFNGLVERTEXATTRIBP1UIPROC gl3wVertexAttribP1ui;
+PFNGLVERTEXATTRIBP1UIVPROC gl3wVertexAttribP1uiv;
+PFNGLVERTEXATTRIBP2UIPROC gl3wVertexAttribP2ui;
+PFNGLVERTEXATTRIBP2UIVPROC gl3wVertexAttribP2uiv;
+PFNGLVERTEXATTRIBP3UIPROC gl3wVertexAttribP3ui;
+PFNGLVERTEXATTRIBP3UIVPROC gl3wVertexAttribP3uiv;
+PFNGLVERTEXATTRIBP4UIPROC gl3wVertexAttribP4ui;
+PFNGLVERTEXATTRIBP4UIVPROC gl3wVertexAttribP4uiv;
+PFNGLDRAWARRAYSINDIRECTPROC gl3wDrawArraysIndirect;
+PFNGLDRAWELEMENTSINDIRECTPROC gl3wDrawElementsIndirect;
+PFNGLUNIFORM1DPROC gl3wUniform1d;
+PFNGLUNIFORM2DPROC gl3wUniform2d;
+PFNGLUNIFORM3DPROC gl3wUniform3d;
+PFNGLUNIFORM4DPROC gl3wUniform4d;
+PFNGLUNIFORM1DVPROC gl3wUniform1dv;
+PFNGLUNIFORM2DVPROC gl3wUniform2dv;
+PFNGLUNIFORM3DVPROC gl3wUniform3dv;
+PFNGLUNIFORM4DVPROC gl3wUniform4dv;
+PFNGLUNIFORMMATRIX2DVPROC gl3wUniformMatrix2dv;
+PFNGLUNIFORMMATRIX3DVPROC gl3wUniformMatrix3dv;
+PFNGLUNIFORMMATRIX4DVPROC gl3wUniformMatrix4dv;
+PFNGLUNIFORMMATRIX2X3DVPROC gl3wUniformMatrix2x3dv;
+PFNGLUNIFORMMATRIX2X4DVPROC gl3wUniformMatrix2x4dv;
+PFNGLUNIFORMMATRIX3X2DVPROC gl3wUniformMatrix3x2dv;
+PFNGLUNIFORMMATRIX3X4DVPROC gl3wUniformMatrix3x4dv;
+PFNGLUNIFORMMATRIX4X2DVPROC gl3wUniformMatrix4x2dv;
+PFNGLUNIFORMMATRIX4X3DVPROC gl3wUniformMatrix4x3dv;
+PFNGLGETUNIFORMDVPROC gl3wGetUniformdv;
+PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC gl3wGetSubroutineUniformLocation;
+PFNGLGETSUBROUTINEINDEXPROC gl3wGetSubroutineIndex;
+PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC gl3wGetActiveSubroutineUniformiv;
+PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC gl3wGetActiveSubroutineUniformName;
+PFNGLGETACTIVESUBROUTINENAMEPROC gl3wGetActiveSubroutineName;
+PFNGLUNIFORMSUBROUTINESUIVPROC gl3wUniformSubroutinesuiv;
+PFNGLGETUNIFORMSUBROUTINEUIVPROC gl3wGetUniformSubroutineuiv;
+PFNGLGETPROGRAMSTAGEIVPROC gl3wGetProgramStageiv;
+PFNGLPATCHPARAMETERIPROC gl3wPatchParameteri;
+PFNGLPATCHPARAMETERFVPROC gl3wPatchParameterfv;
+PFNGLBINDTRANSFORMFEEDBACKPROC gl3wBindTransformFeedback;
+PFNGLDELETETRANSFORMFEEDBACKSPROC gl3wDeleteTransformFeedbacks;
+PFNGLGENTRANSFORMFEEDBACKSPROC gl3wGenTransformFeedbacks;
+PFNGLISTRANSFORMFEEDBACKPROC gl3wIsTransformFeedback;
+PFNGLPAUSETRANSFORMFEEDBACKPROC gl3wPauseTransformFeedback;
+PFNGLRESUMETRANSFORMFEEDBACKPROC gl3wResumeTransformFeedback;
+PFNGLDRAWTRANSFORMFEEDBACKPROC gl3wDrawTransformFeedback;
+PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC gl3wDrawTransformFeedbackStream;
+PFNGLBEGINQUERYINDEXEDPROC gl3wBeginQueryIndexed;
+PFNGLENDQUERYINDEXEDPROC gl3wEndQueryIndexed;
+PFNGLGETQUERYINDEXEDIVPROC gl3wGetQueryIndexediv;
+PFNGLRELEASESHADERCOMPILERPROC gl3wReleaseShaderCompiler;
+PFNGLSHADERBINARYPROC gl3wShaderBinary;
+PFNGLGETSHADERPRECISIONFORMATPROC gl3wGetShaderPrecisionFormat;
+PFNGLDEPTHRANGEFPROC gl3wDepthRangef;
+PFNGLCLEARDEPTHFPROC gl3wClearDepthf;
+PFNGLGETPROGRAMBINARYPROC gl3wGetProgramBinary;
+PFNGLPROGRAMBINARYPROC gl3wProgramBinary;
+PFNGLPROGRAMPARAMETERIPROC gl3wProgramParameteri;
+PFNGLUSEPROGRAMSTAGESPROC gl3wUseProgramStages;
+PFNGLACTIVESHADERPROGRAMPROC gl3wActiveShaderProgram;
+PFNGLCREATESHADERPROGRAMVPROC gl3wCreateShaderProgramv;
+PFNGLBINDPROGRAMPIPELINEPROC gl3wBindProgramPipeline;
+PFNGLDELETEPROGRAMPIPELINESPROC gl3wDeleteProgramPipelines;
+PFNGLGENPROGRAMPIPELINESPROC gl3wGenProgramPipelines;
+PFNGLISPROGRAMPIPELINEPROC gl3wIsProgramPipeline;
+PFNGLGETPROGRAMPIPELINEIVPROC gl3wGetProgramPipelineiv;
+PFNGLPROGRAMUNIFORM1IPROC gl3wProgramUniform1i;
+PFNGLPROGRAMUNIFORM1IVPROC gl3wProgramUniform1iv;
+PFNGLPROGRAMUNIFORM1FPROC gl3wProgramUniform1f;
+PFNGLPROGRAMUNIFORM1FVPROC gl3wProgramUniform1fv;
+PFNGLPROGRAMUNIFORM1DPROC gl3wProgramUniform1d;
+PFNGLPROGRAMUNIFORM1DVPROC gl3wProgramUniform1dv;
+PFNGLPROGRAMUNIFORM1UIPROC gl3wProgramUniform1ui;
+PFNGLPROGRAMUNIFORM1UIVPROC gl3wProgramUniform1uiv;
+PFNGLPROGRAMUNIFORM2IPROC gl3wProgramUniform2i;
+PFNGLPROGRAMUNIFORM2IVPROC gl3wProgramUniform2iv;
+PFNGLPROGRAMUNIFORM2FPROC gl3wProgramUniform2f;
+PFNGLPROGRAMUNIFORM2FVPROC gl3wProgramUniform2fv;
+PFNGLPROGRAMUNIFORM2DPROC gl3wProgramUniform2d;
+PFNGLPROGRAMUNIFORM2DVPROC gl3wProgramUniform2dv;
+PFNGLPROGRAMUNIFORM2UIPROC gl3wProgramUniform2ui;
+PFNGLPROGRAMUNIFORM2UIVPROC gl3wProgramUniform2uiv;
+PFNGLPROGRAMUNIFORM3IPROC gl3wProgramUniform3i;
+PFNGLPROGRAMUNIFORM3IVPROC gl3wProgramUniform3iv;
+PFNGLPROGRAMUNIFORM3FPROC gl3wProgramUniform3f;
+PFNGLPROGRAMUNIFORM3FVPROC gl3wProgramUniform3fv;
+PFNGLPROGRAMUNIFORM3DPROC gl3wProgramUniform3d;
+PFNGLPROGRAMUNIFORM3DVPROC gl3wProgramUniform3dv;
+PFNGLPROGRAMUNIFORM3UIPROC gl3wProgramUniform3ui;
+PFNGLPROGRAMUNIFORM3UIVPROC gl3wProgramUniform3uiv;
+PFNGLPROGRAMUNIFORM4IPROC gl3wProgramUniform4i;
+PFNGLPROGRAMUNIFORM4IVPROC gl3wProgramUniform4iv;
+PFNGLPROGRAMUNIFORM4FPROC gl3wProgramUniform4f;
+PFNGLPROGRAMUNIFORM4FVPROC gl3wProgramUniform4fv;
+PFNGLPROGRAMUNIFORM4DPROC gl3wProgramUniform4d;
+PFNGLPROGRAMUNIFORM4DVPROC gl3wProgramUniform4dv;
+PFNGLPROGRAMUNIFORM4UIPROC gl3wProgramUniform4ui;
+PFNGLPROGRAMUNIFORM4UIVPROC gl3wProgramUniform4uiv;
+PFNGLPROGRAMUNIFORMMATRIX2FVPROC gl3wProgramUniformMatrix2fv;
+PFNGLPROGRAMUNIFORMMATRIX3FVPROC gl3wProgramUniformMatrix3fv;
+PFNGLPROGRAMUNIFORMMATRIX4FVPROC gl3wProgramUniformMatrix4fv;
+PFNGLPROGRAMUNIFORMMATRIX2DVPROC gl3wProgramUniformMatrix2dv;
+PFNGLPROGRAMUNIFORMMATRIX3DVPROC gl3wProgramUniformMatrix3dv;
+PFNGLPROGRAMUNIFORMMATRIX4DVPROC gl3wProgramUniformMatrix4dv;
+PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC gl3wProgramUniformMatrix2x3fv;
+PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC gl3wProgramUniformMatrix3x2fv;
+PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC gl3wProgramUniformMatrix2x4fv;
+PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC gl3wProgramUniformMatrix4x2fv;
+PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC gl3wProgramUniformMatrix3x4fv;
+PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC gl3wProgramUniformMatrix4x3fv;
+PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC gl3wProgramUniformMatrix2x3dv;
+PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC gl3wProgramUniformMatrix3x2dv;
+PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC gl3wProgramUniformMatrix2x4dv;
+PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC gl3wProgramUniformMatrix4x2dv;
+PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC gl3wProgramUniformMatrix3x4dv;
+PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC gl3wProgramUniformMatrix4x3dv;
+PFNGLVALIDATEPROGRAMPIPELINEPROC gl3wValidateProgramPipeline;
+PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl3wGetProgramPipelineInfoLog;
+PFNGLVERTEXATTRIBL1DPROC gl3wVertexAttribL1d;
+PFNGLVERTEXATTRIBL2DPROC gl3wVertexAttribL2d;
+PFNGLVERTEXATTRIBL3DPROC gl3wVertexAttribL3d;
+PFNGLVERTEXATTRIBL4DPROC gl3wVertexAttribL4d;
+PFNGLVERTEXATTRIBL1DVPROC gl3wVertexAttribL1dv;
+PFNGLVERTEXATTRIBL2DVPROC gl3wVertexAttribL2dv;
+PFNGLVERTEXATTRIBL3DVPROC gl3wVertexAttribL3dv;
+PFNGLVERTEXATTRIBL4DVPROC gl3wVertexAttribL4dv;
+PFNGLVERTEXATTRIBLPOINTERPROC gl3wVertexAttribLPointer;
+PFNGLGETVERTEXATTRIBLDVPROC gl3wGetVertexAttribLdv;
+PFNGLVIEWPORTARRAYVPROC gl3wViewportArrayv;
+PFNGLVIEWPORTINDEXEDFPROC gl3wViewportIndexedf;
+PFNGLVIEWPORTINDEXEDFVPROC gl3wViewportIndexedfv;
+PFNGLSCISSORARRAYVPROC gl3wScissorArrayv;
+PFNGLSCISSORINDEXEDPROC gl3wScissorIndexed;
+PFNGLSCISSORINDEXEDVPROC gl3wScissorIndexedv;
+PFNGLDEPTHRANGEARRAYVPROC gl3wDepthRangeArrayv;
+PFNGLDEPTHRANGEINDEXEDPROC gl3wDepthRangeIndexed;
+PFNGLGETFLOATI_VPROC gl3wGetFloati_v;
+PFNGLGETDOUBLEI_VPROC gl3wGetDoublei_v;
+PFNGLCREATESYNCFROMCLEVENTARBPROC gl3wCreateSyncFromCLeventARB;
+PFNGLDEBUGMESSAGECONTROLARBPROC gl3wDebugMessageControlARB;
+PFNGLDEBUGMESSAGEINSERTARBPROC gl3wDebugMessageInsertARB;
+PFNGLDEBUGMESSAGECALLBACKARBPROC gl3wDebugMessageCallbackARB;
+PFNGLGETDEBUGMESSAGELOGARBPROC gl3wGetDebugMessageLogARB;
+PFNGLGETGRAPHICSRESETSTATUSARBPROC gl3wGetGraphicsResetStatusARB;
+PFNGLGETNTEXIMAGEARBPROC gl3wGetnTexImageARB;
+PFNGLREADNPIXELSARBPROC gl3wReadnPixelsARB;
+PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC gl3wGetnCompressedTexImageARB;
+PFNGLGETNUNIFORMFVARBPROC gl3wGetnUniformfvARB;
+PFNGLGETNUNIFORMIVARBPROC gl3wGetnUniformivARB;
+PFNGLGETNUNIFORMUIVARBPROC gl3wGetnUniformuivARB;
+PFNGLGETNUNIFORMDVARBPROC gl3wGetnUniformdvARB;
+PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC gl3wDrawArraysInstancedBaseInstance;
+PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC gl3wDrawElementsInstancedBaseInstance;
+PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC gl3wDrawElementsInstancedBaseVertexBaseInstance;
+PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC gl3wDrawTransformFeedbackInstanced;
+PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC gl3wDrawTransformFeedbackStreamInstanced;
+PFNGLGETINTERNALFORMATIVPROC gl3wGetInternalformativ;
+PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC gl3wGetActiveAtomicCounterBufferiv;
+PFNGLBINDIMAGETEXTUREPROC gl3wBindImageTexture;
+PFNGLMEMORYBARRIERPROC gl3wMemoryBarrier;
+PFNGLTEXSTORAGE1DPROC gl3wTexStorage1D;
+PFNGLTEXSTORAGE2DPROC gl3wTexStorage2D;
+PFNGLTEXSTORAGE3DPROC gl3wTexStorage3D;
+PFNGLTEXTURESTORAGE1DEXTPROC gl3wTextureStorage1DEXT;
+PFNGLTEXTURESTORAGE2DEXTPROC gl3wTextureStorage2DEXT;
+PFNGLTEXTURESTORAGE3DEXTPROC gl3wTextureStorage3DEXT;
+PFNGLDEBUGMESSAGECONTROLPROC gl3wDebugMessageControl;
+PFNGLDEBUGMESSAGEINSERTPROC gl3wDebugMessageInsert;
+PFNGLDEBUGMESSAGECALLBACKPROC gl3wDebugMessageCallback;
+PFNGLGETDEBUGMESSAGELOGPROC gl3wGetDebugMessageLog;
+PFNGLPUSHDEBUGGROUPPROC gl3wPushDebugGroup;
+PFNGLPOPDEBUGGROUPPROC gl3wPopDebugGroup;
+PFNGLOBJECTLABELPROC gl3wObjectLabel;
+PFNGLGETOBJECTLABELPROC gl3wGetObjectLabel;
+PFNGLOBJECTPTRLABELPROC gl3wObjectPtrLabel;
+PFNGLGETOBJECTPTRLABELPROC gl3wGetObjectPtrLabel;
+PFNGLCLEARBUFFERDATAPROC gl3wClearBufferData;
+PFNGLCLEARBUFFERSUBDATAPROC gl3wClearBufferSubData;
+PFNGLCLEARNAMEDBUFFERDATAEXTPROC gl3wClearNamedBufferDataEXT;
+PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC gl3wClearNamedBufferSubDataEXT;
+PFNGLDISPATCHCOMPUTEPROC gl3wDispatchCompute;
+PFNGLDISPATCHCOMPUTEINDIRECTPROC gl3wDispatchComputeIndirect;
+PFNGLCOPYIMAGESUBDATAPROC gl3wCopyImageSubData;
+PFNGLTEXTUREVIEWPROC gl3wTextureView;
+PFNGLBINDVERTEXBUFFERPROC gl3wBindVertexBuffer;
+PFNGLVERTEXATTRIBFORMATPROC gl3wVertexAttribFormat;
+PFNGLVERTEXATTRIBIFORMATPROC gl3wVertexAttribIFormat;
+PFNGLVERTEXATTRIBLFORMATPROC gl3wVertexAttribLFormat;
+PFNGLVERTEXATTRIBBINDINGPROC gl3wVertexAttribBinding;
+PFNGLVERTEXBINDINGDIVISORPROC gl3wVertexBindingDivisor;
+PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC gl3wVertexArrayBindVertexBufferEXT;
+PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC gl3wVertexArrayVertexAttribFormatEXT;
+PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC gl3wVertexArrayVertexAttribIFormatEXT;
+PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC gl3wVertexArrayVertexAttribLFormatEXT;
+PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC gl3wVertexArrayVertexAttribBindingEXT;
+PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC gl3wVertexArrayVertexBindingDivisorEXT;
+PFNGLFRAMEBUFFERPARAMETERIPROC gl3wFramebufferParameteri;
+PFNGLGETFRAMEBUFFERPARAMETERIVPROC gl3wGetFramebufferParameteriv;
+PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC gl3wNamedFramebufferParameteriEXT;
+PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC gl3wGetNamedFramebufferParameterivEXT;
+PFNGLGETINTERNALFORMATI64VPROC gl3wGetInternalformati64v;
+PFNGLINVALIDATETEXSUBIMAGEPROC gl3wInvalidateTexSubImage;
+PFNGLINVALIDATETEXIMAGEPROC gl3wInvalidateTexImage;
+PFNGLINVALIDATEBUFFERSUBDATAPROC gl3wInvalidateBufferSubData;
+PFNGLINVALIDATEBUFFERDATAPROC gl3wInvalidateBufferData;
+PFNGLINVALIDATEFRAMEBUFFERPROC gl3wInvalidateFramebuffer;
+PFNGLINVALIDATESUBFRAMEBUFFERPROC gl3wInvalidateSubFramebuffer;
+PFNGLMULTIDRAWARRAYSINDIRECTPROC gl3wMultiDrawArraysIndirect;
+PFNGLMULTIDRAWELEMENTSINDIRECTPROC gl3wMultiDrawElementsIndirect;
+PFNGLGETPROGRAMINTERFACEIVPROC gl3wGetProgramInterfaceiv;
+PFNGLGETPROGRAMRESOURCEINDEXPROC gl3wGetProgramResourceIndex;
+PFNGLGETPROGRAMRESOURCENAMEPROC gl3wGetProgramResourceName;
+PFNGLGETPROGRAMRESOURCEIVPROC gl3wGetProgramResourceiv;
+PFNGLGETPROGRAMRESOURCELOCATIONPROC gl3wGetProgramResourceLocation;
+PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC gl3wGetProgramResourceLocationIndex;
+PFNGLSHADERSTORAGEBLOCKBINDINGPROC gl3wShaderStorageBlockBinding;
+PFNGLTEXBUFFERRANGEPROC gl3wTexBufferRange;
+PFNGLTEXTUREBUFFERRANGEEXTPROC gl3wTextureBufferRangeEXT;
+PFNGLTEXSTORAGE2DMULTISAMPLEPROC gl3wTexStorage2DMultisample;
+PFNGLTEXSTORAGE3DMULTISAMPLEPROC gl3wTexStorage3DMultisample;
+PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC gl3wTextureStorage2DMultisampleEXT;
+PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC gl3wTextureStorage3DMultisampleEXT;
+
+static void load_procs(void)
+{
+ gl3wCullFace = (PFNGLCULLFACEPROC) get_proc("glCullFace");
+ gl3wFrontFace = (PFNGLFRONTFACEPROC) get_proc("glFrontFace");
+ gl3wHint = (PFNGLHINTPROC) get_proc("glHint");
+ gl3wLineWidth = (PFNGLLINEWIDTHPROC) get_proc("glLineWidth");
+ gl3wPointSize = (PFNGLPOINTSIZEPROC) get_proc("glPointSize");
+ gl3wPolygonMode = (PFNGLPOLYGONMODEPROC) get_proc("glPolygonMode");
+ gl3wScissor = (PFNGLSCISSORPROC) get_proc("glScissor");
+ gl3wTexParameterf = (PFNGLTEXPARAMETERFPROC) get_proc("glTexParameterf");
+ gl3wTexParameterfv = (PFNGLTEXPARAMETERFVPROC) get_proc("glTexParameterfv");
+ gl3wTexParameteri = (PFNGLTEXPARAMETERIPROC) get_proc("glTexParameteri");
+ gl3wTexParameteriv = (PFNGLTEXPARAMETERIVPROC) get_proc("glTexParameteriv");
+ gl3wTexImage1D = (PFNGLTEXIMAGE1DPROC) get_proc("glTexImage1D");
+ gl3wTexImage2D = (PFNGLTEXIMAGE2DPROC) get_proc("glTexImage2D");
+ gl3wDrawBuffer = (PFNGLDRAWBUFFERPROC) get_proc("glDrawBuffer");
+ gl3wClear = (PFNGLCLEARPROC) get_proc("glClear");
+ gl3wClearColor = (PFNGLCLEARCOLORPROC) get_proc("glClearColor");
+ gl3wClearStencil = (PFNGLCLEARSTENCILPROC) get_proc("glClearStencil");
+ gl3wClearDepth = (PFNGLCLEARDEPTHPROC) get_proc("glClearDepth");
+ gl3wStencilMask = (PFNGLSTENCILMASKPROC) get_proc("glStencilMask");
+ gl3wColorMask = (PFNGLCOLORMASKPROC) get_proc("glColorMask");
+ gl3wDepthMask = (PFNGLDEPTHMASKPROC) get_proc("glDepthMask");
+ gl3wDisable = (PFNGLDISABLEPROC) get_proc("glDisable");
+ gl3wEnable = (PFNGLENABLEPROC) get_proc("glEnable");
+ gl3wFinish = (PFNGLFINISHPROC) get_proc("glFinish");
+ gl3wFlush = (PFNGLFLUSHPROC) get_proc("glFlush");
+ gl3wBlendFunc = (PFNGLBLENDFUNCPROC) get_proc("glBlendFunc");
+ gl3wLogicOp = (PFNGLLOGICOPPROC) get_proc("glLogicOp");
+ gl3wStencilFunc = (PFNGLSTENCILFUNCPROC) get_proc("glStencilFunc");
+ gl3wStencilOp = (PFNGLSTENCILOPPROC) get_proc("glStencilOp");
+ gl3wDepthFunc = (PFNGLDEPTHFUNCPROC) get_proc("glDepthFunc");
+ gl3wPixelStoref = (PFNGLPIXELSTOREFPROC) get_proc("glPixelStoref");
+ gl3wPixelStorei = (PFNGLPIXELSTOREIPROC) get_proc("glPixelStorei");
+ gl3wReadBuffer = (PFNGLREADBUFFERPROC) get_proc("glReadBuffer");
+ gl3wReadPixels = (PFNGLREADPIXELSPROC) get_proc("glReadPixels");
+ gl3wGetBooleanv = (PFNGLGETBOOLEANVPROC) get_proc("glGetBooleanv");
+ gl3wGetDoublev = (PFNGLGETDOUBLEVPROC) get_proc("glGetDoublev");
+ gl3wGetError = (PFNGLGETERRORPROC) get_proc("glGetError");
+ gl3wGetFloatv = (PFNGLGETFLOATVPROC) get_proc("glGetFloatv");
+ gl3wGetIntegerv = (PFNGLGETINTEGERVPROC) get_proc("glGetIntegerv");
+ gl3wGetString = (PFNGLGETSTRINGPROC) get_proc("glGetString");
+ gl3wGetTexImage = (PFNGLGETTEXIMAGEPROC) get_proc("glGetTexImage");
+ gl3wGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) get_proc("glGetTexParameterfv");
+ gl3wGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) get_proc("glGetTexParameteriv");
+ gl3wGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC) get_proc("glGetTexLevelParameterfv");
+ gl3wGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC) get_proc("glGetTexLevelParameteriv");
+ gl3wIsEnabled = (PFNGLISENABLEDPROC) get_proc("glIsEnabled");
+ gl3wDepthRange = (PFNGLDEPTHRANGEPROC) get_proc("glDepthRange");
+ gl3wViewport = (PFNGLVIEWPORTPROC) get_proc("glViewport");
+ gl3wDrawArrays = (PFNGLDRAWARRAYSPROC) get_proc("glDrawArrays");
+ gl3wDrawElements = (PFNGLDRAWELEMENTSPROC) get_proc("glDrawElements");
+ gl3wGetPointerv = (PFNGLGETPOINTERVPROC) get_proc("glGetPointerv");
+ gl3wPolygonOffset = (PFNGLPOLYGONOFFSETPROC) get_proc("glPolygonOffset");
+ gl3wCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC) get_proc("glCopyTexImage1D");
+ gl3wCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) get_proc("glCopyTexImage2D");
+ gl3wCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC) get_proc("glCopyTexSubImage1D");
+ gl3wCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) get_proc("glCopyTexSubImage2D");
+ gl3wTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC) get_proc("glTexSubImage1D");
+ gl3wTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) get_proc("glTexSubImage2D");
+ gl3wBindTexture = (PFNGLBINDTEXTUREPROC) get_proc("glBindTexture");
+ gl3wDeleteTextures = (PFNGLDELETETEXTURESPROC) get_proc("glDeleteTextures");
+ gl3wGenTextures = (PFNGLGENTEXTURESPROC) get_proc("glGenTextures");
+ gl3wIsTexture = (PFNGLISTEXTUREPROC) get_proc("glIsTexture");
+ gl3wBlendColor = (PFNGLBLENDCOLORPROC) get_proc("glBlendColor");
+ gl3wBlendEquation = (PFNGLBLENDEQUATIONPROC) get_proc("glBlendEquation");
+ gl3wDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) get_proc("glDrawRangeElements");
+ gl3wTexImage3D = (PFNGLTEXIMAGE3DPROC) get_proc("glTexImage3D");
+ gl3wTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) get_proc("glTexSubImage3D");
+ gl3wCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) get_proc("glCopyTexSubImage3D");
+ gl3wActiveTexture = (PFNGLACTIVETEXTUREPROC) get_proc("glActiveTexture");
+ gl3wSampleCoverage = (PFNGLSAMPLECOVERAGEPROC) get_proc("glSampleCoverage");
+ gl3wCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) get_proc("glCompressedTexImage3D");
+ gl3wCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) get_proc("glCompressedTexImage2D");
+ gl3wCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC) get_proc("glCompressedTexImage1D");
+ gl3wCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) get_proc("glCompressedTexSubImage3D");
+ gl3wCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) get_proc("glCompressedTexSubImage2D");
+ gl3wCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) get_proc("glCompressedTexSubImage1D");
+ gl3wGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) get_proc("glGetCompressedTexImage");
+ gl3wBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) get_proc("glBlendFuncSeparate");
+ gl3wMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC) get_proc("glMultiDrawArrays");
+ gl3wMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC) get_proc("glMultiDrawElements");
+ gl3wPointParameterf = (PFNGLPOINTPARAMETERFPROC) get_proc("glPointParameterf");
+ gl3wPointParameterfv = (PFNGLPOINTPARAMETERFVPROC) get_proc("glPointParameterfv");
+ gl3wPointParameteri = (PFNGLPOINTPARAMETERIPROC) get_proc("glPointParameteri");
+ gl3wPointParameteriv = (PFNGLPOINTPARAMETERIVPROC) get_proc("glPointParameteriv");
+ gl3wGenQueries = (PFNGLGENQUERIESPROC) get_proc("glGenQueries");
+ gl3wDeleteQueries = (PFNGLDELETEQUERIESPROC) get_proc("glDeleteQueries");
+ gl3wIsQuery = (PFNGLISQUERYPROC) get_proc("glIsQuery");
+ gl3wBeginQuery = (PFNGLBEGINQUERYPROC) get_proc("glBeginQuery");
+ gl3wEndQuery = (PFNGLENDQUERYPROC) get_proc("glEndQuery");
+ gl3wGetQueryiv = (PFNGLGETQUERYIVPROC) get_proc("glGetQueryiv");
+ gl3wGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC) get_proc("glGetQueryObjectiv");
+ gl3wGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC) get_proc("glGetQueryObjectuiv");
+ gl3wBindBuffer = (PFNGLBINDBUFFERPROC) get_proc("glBindBuffer");
+ gl3wDeleteBuffers = (PFNGLDELETEBUFFERSPROC) get_proc("glDeleteBuffers");
+ gl3wGenBuffers = (PFNGLGENBUFFERSPROC) get_proc("glGenBuffers");
+ gl3wIsBuffer = (PFNGLISBUFFERPROC) get_proc("glIsBuffer");
+ gl3wBufferData = (PFNGLBUFFERDATAPROC) get_proc("glBufferData");
+ gl3wBufferSubData = (PFNGLBUFFERSUBDATAPROC) get_proc("glBufferSubData");
+ gl3wGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC) get_proc("glGetBufferSubData");
+ gl3wMapBuffer = (PFNGLMAPBUFFERPROC) get_proc("glMapBuffer");
+ gl3wUnmapBuffer = (PFNGLUNMAPBUFFERPROC) get_proc("glUnmapBuffer");
+ gl3wGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) get_proc("glGetBufferParameteriv");
+ gl3wGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC) get_proc("glGetBufferPointerv");
+ gl3wBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) get_proc("glBlendEquationSeparate");
+ gl3wDrawBuffers = (PFNGLDRAWBUFFERSPROC) get_proc("glDrawBuffers");
+ gl3wStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) get_proc("glStencilOpSeparate");
+ gl3wStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) get_proc("glStencilFuncSeparate");
+ gl3wStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) get_proc("glStencilMaskSeparate");
+ gl3wAttachShader = (PFNGLATTACHSHADERPROC) get_proc("glAttachShader");
+ gl3wBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) get_proc("glBindAttribLocation");
+ gl3wCompileShader = (PFNGLCOMPILESHADERPROC) get_proc("glCompileShader");
+ gl3wCreateProgram = (PFNGLCREATEPROGRAMPROC) get_proc("glCreateProgram");
+ gl3wCreateShader = (PFNGLCREATESHADERPROC) get_proc("glCreateShader");
+ gl3wDeleteProgram = (PFNGLDELETEPROGRAMPROC) get_proc("glDeleteProgram");
+ gl3wDeleteShader = (PFNGLDELETESHADERPROC) get_proc("glDeleteShader");
+ gl3wDetachShader = (PFNGLDETACHSHADERPROC) get_proc("glDetachShader");
+ gl3wDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) get_proc("glDisableVertexAttribArray");
+ gl3wEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) get_proc("glEnableVertexAttribArray");
+ gl3wGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) get_proc("glGetActiveAttrib");
+ gl3wGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) get_proc("glGetActiveUniform");
+ gl3wGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) get_proc("glGetAttachedShaders");
+ gl3wGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) get_proc("glGetAttribLocation");
+ gl3wGetProgramiv = (PFNGLGETPROGRAMIVPROC) get_proc("glGetProgramiv");
+ gl3wGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) get_proc("glGetProgramInfoLog");
+ gl3wGetShaderiv = (PFNGLGETSHADERIVPROC) get_proc("glGetShaderiv");
+ gl3wGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) get_proc("glGetShaderInfoLog");
+ gl3wGetShaderSource = (PFNGLGETSHADERSOURCEPROC) get_proc("glGetShaderSource");
+ gl3wGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) get_proc("glGetUniformLocation");
+ gl3wGetUniformfv = (PFNGLGETUNIFORMFVPROC) get_proc("glGetUniformfv");
+ gl3wGetUniformiv = (PFNGLGETUNIFORMIVPROC) get_proc("glGetUniformiv");
+ gl3wGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC) get_proc("glGetVertexAttribdv");
+ gl3wGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) get_proc("glGetVertexAttribfv");
+ gl3wGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) get_proc("glGetVertexAttribiv");
+ gl3wGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC) get_proc("glGetVertexAttribPointerv");
+ gl3wIsProgram = (PFNGLISPROGRAMPROC) get_proc("glIsProgram");
+ gl3wIsShader = (PFNGLISSHADERPROC) get_proc("glIsShader");
+ gl3wLinkProgram = (PFNGLLINKPROGRAMPROC) get_proc("glLinkProgram");
+ gl3wShaderSource = (PFNGLSHADERSOURCEPROC) get_proc("glShaderSource");
+ gl3wUseProgram = (PFNGLUSEPROGRAMPROC) get_proc("glUseProgram");
+ gl3wUniform1f = (PFNGLUNIFORM1FPROC) get_proc("glUniform1f");
+ gl3wUniform2f = (PFNGLUNIFORM2FPROC) get_proc("glUniform2f");
+ gl3wUniform3f = (PFNGLUNIFORM3FPROC) get_proc("glUniform3f");
+ gl3wUniform4f = (PFNGLUNIFORM4FPROC) get_proc("glUniform4f");
+ gl3wUniform1i = (PFNGLUNIFORM1IPROC) get_proc("glUniform1i");
+ gl3wUniform2i = (PFNGLUNIFORM2IPROC) get_proc("glUniform2i");
+ gl3wUniform3i = (PFNGLUNIFORM3IPROC) get_proc("glUniform3i");
+ gl3wUniform4i = (PFNGLUNIFORM4IPROC) get_proc("glUniform4i");
+ gl3wUniform1fv = (PFNGLUNIFORM1FVPROC) get_proc("glUniform1fv");
+ gl3wUniform2fv = (PFNGLUNIFORM2FVPROC) get_proc("glUniform2fv");
+ gl3wUniform3fv = (PFNGLUNIFORM3FVPROC) get_proc("glUniform3fv");
+ gl3wUniform4fv = (PFNGLUNIFORM4FVPROC) get_proc("glUniform4fv");
+ gl3wUniform1iv = (PFNGLUNIFORM1IVPROC) get_proc("glUniform1iv");
+ gl3wUniform2iv = (PFNGLUNIFORM2IVPROC) get_proc("glUniform2iv");
+ gl3wUniform3iv = (PFNGLUNIFORM3IVPROC) get_proc("glUniform3iv");
+ gl3wUniform4iv = (PFNGLUNIFORM4IVPROC) get_proc("glUniform4iv");
+ gl3wUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC) get_proc("glUniformMatrix2fv");
+ gl3wUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) get_proc("glUniformMatrix3fv");
+ gl3wUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) get_proc("glUniformMatrix4fv");
+ gl3wValidateProgram = (PFNGLVALIDATEPROGRAMPROC) get_proc("glValidateProgram");
+ gl3wVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC) get_proc("glVertexAttrib1d");
+ gl3wVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC) get_proc("glVertexAttrib1dv");
+ gl3wVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) get_proc("glVertexAttrib1f");
+ gl3wVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) get_proc("glVertexAttrib1fv");
+ gl3wVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC) get_proc("glVertexAttrib1s");
+ gl3wVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC) get_proc("glVertexAttrib1sv");
+ gl3wVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC) get_proc("glVertexAttrib2d");
+ gl3wVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC) get_proc("glVertexAttrib2dv");
+ gl3wVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) get_proc("glVertexAttrib2f");
+ gl3wVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) get_proc("glVertexAttrib2fv");
+ gl3wVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC) get_proc("glVertexAttrib2s");
+ gl3wVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC) get_proc("glVertexAttrib2sv");
+ gl3wVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC) get_proc("glVertexAttrib3d");
+ gl3wVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC) get_proc("glVertexAttrib3dv");
+ gl3wVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) get_proc("glVertexAttrib3f");
+ gl3wVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) get_proc("glVertexAttrib3fv");
+ gl3wVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC) get_proc("glVertexAttrib3s");
+ gl3wVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC) get_proc("glVertexAttrib3sv");
+ gl3wVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC) get_proc("glVertexAttrib4Nbv");
+ gl3wVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC) get_proc("glVertexAttrib4Niv");
+ gl3wVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC) get_proc("glVertexAttrib4Nsv");
+ gl3wVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC) get_proc("glVertexAttrib4Nub");
+ gl3wVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC) get_proc("glVertexAttrib4Nubv");
+ gl3wVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC) get_proc("glVertexAttrib4Nuiv");
+ gl3wVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC) get_proc("glVertexAttrib4Nusv");
+ gl3wVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC) get_proc("glVertexAttrib4bv");
+ gl3wVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC) get_proc("glVertexAttrib4d");
+ gl3wVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC) get_proc("glVertexAttrib4dv");
+ gl3wVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) get_proc("glVertexAttrib4f");
+ gl3wVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) get_proc("glVertexAttrib4fv");
+ gl3wVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC) get_proc("glVertexAttrib4iv");
+ gl3wVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC) get_proc("glVertexAttrib4s");
+ gl3wVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC) get_proc("glVertexAttrib4sv");
+ gl3wVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC) get_proc("glVertexAttrib4ubv");
+ gl3wVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC) get_proc("glVertexAttrib4uiv");
+ gl3wVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC) get_proc("glVertexAttrib4usv");
+ gl3wVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) get_proc("glVertexAttribPointer");
+ gl3wUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC) get_proc("glUniformMatrix2x3fv");
+ gl3wUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC) get_proc("glUniformMatrix3x2fv");
+ gl3wUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC) get_proc("glUniformMatrix2x4fv");
+ gl3wUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC) get_proc("glUniformMatrix4x2fv");
+ gl3wUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC) get_proc("glUniformMatrix3x4fv");
+ gl3wUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC) get_proc("glUniformMatrix4x3fv");
+ gl3wColorMaski = (PFNGLCOLORMASKIPROC) get_proc("glColorMaski");
+ gl3wGetBooleani_v = (PFNGLGETBOOLEANI_VPROC) get_proc("glGetBooleani_v");
+ gl3wGetIntegeri_v = (PFNGLGETINTEGERI_VPROC) get_proc("glGetIntegeri_v");
+ gl3wEnablei = (PFNGLENABLEIPROC) get_proc("glEnablei");
+ gl3wDisablei = (PFNGLDISABLEIPROC) get_proc("glDisablei");
+ gl3wIsEnabledi = (PFNGLISENABLEDIPROC) get_proc("glIsEnabledi");
+ gl3wBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC) get_proc("glBeginTransformFeedback");
+ gl3wEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC) get_proc("glEndTransformFeedback");
+ gl3wBindBufferRange = (PFNGLBINDBUFFERRANGEPROC) get_proc("glBindBufferRange");
+ gl3wBindBufferBase = (PFNGLBINDBUFFERBASEPROC) get_proc("glBindBufferBase");
+ gl3wTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC) get_proc("glTransformFeedbackVaryings");
+ gl3wGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) get_proc("glGetTransformFeedbackVarying");
+ gl3wClampColor = (PFNGLCLAMPCOLORPROC) get_proc("glClampColor");
+ gl3wBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC) get_proc("glBeginConditionalRender");
+ gl3wEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC) get_proc("glEndConditionalRender");
+ gl3wVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC) get_proc("glVertexAttribIPointer");
+ gl3wGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC) get_proc("glGetVertexAttribIiv");
+ gl3wGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC) get_proc("glGetVertexAttribIuiv");
+ gl3wVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC) get_proc("glVertexAttribI1i");
+ gl3wVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC) get_proc("glVertexAttribI2i");
+ gl3wVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC) get_proc("glVertexAttribI3i");
+ gl3wVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC) get_proc("glVertexAttribI4i");
+ gl3wVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC) get_proc("glVertexAttribI1ui");
+ gl3wVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC) get_proc("glVertexAttribI2ui");
+ gl3wVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC) get_proc("glVertexAttribI3ui");
+ gl3wVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC) get_proc("glVertexAttribI4ui");
+ gl3wVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC) get_proc("glVertexAttribI1iv");
+ gl3wVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC) get_proc("glVertexAttribI2iv");
+ gl3wVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC) get_proc("glVertexAttribI3iv");
+ gl3wVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC) get_proc("glVertexAttribI4iv");
+ gl3wVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC) get_proc("glVertexAttribI1uiv");
+ gl3wVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC) get_proc("glVertexAttribI2uiv");
+ gl3wVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC) get_proc("glVertexAttribI3uiv");
+ gl3wVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC) get_proc("glVertexAttribI4uiv");
+ gl3wVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC) get_proc("glVertexAttribI4bv");
+ gl3wVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC) get_proc("glVertexAttribI4sv");
+ gl3wVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC) get_proc("glVertexAttribI4ubv");
+ gl3wVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC) get_proc("glVertexAttribI4usv");
+ gl3wGetUniformuiv = (PFNGLGETUNIFORMUIVPROC) get_proc("glGetUniformuiv");
+ gl3wBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC) get_proc("glBindFragDataLocation");
+ gl3wGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC) get_proc("glGetFragDataLocation");
+ gl3wUniform1ui = (PFNGLUNIFORM1UIPROC) get_proc("glUniform1ui");
+ gl3wUniform2ui = (PFNGLUNIFORM2UIPROC) get_proc("glUniform2ui");
+ gl3wUniform3ui = (PFNGLUNIFORM3UIPROC) get_proc("glUniform3ui");
+ gl3wUniform4ui = (PFNGLUNIFORM4UIPROC) get_proc("glUniform4ui");
+ gl3wUniform1uiv = (PFNGLUNIFORM1UIVPROC) get_proc("glUniform1uiv");
+ gl3wUniform2uiv = (PFNGLUNIFORM2UIVPROC) get_proc("glUniform2uiv");
+ gl3wUniform3uiv = (PFNGLUNIFORM3UIVPROC) get_proc("glUniform3uiv");
+ gl3wUniform4uiv = (PFNGLUNIFORM4UIVPROC) get_proc("glUniform4uiv");
+ gl3wTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC) get_proc("glTexParameterIiv");
+ gl3wTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC) get_proc("glTexParameterIuiv");
+ gl3wGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC) get_proc("glGetTexParameterIiv");
+ gl3wGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC) get_proc("glGetTexParameterIuiv");
+ gl3wClearBufferiv = (PFNGLCLEARBUFFERIVPROC) get_proc("glClearBufferiv");
+ gl3wClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC) get_proc("glClearBufferuiv");
+ gl3wClearBufferfv = (PFNGLCLEARBUFFERFVPROC) get_proc("glClearBufferfv");
+ gl3wClearBufferfi = (PFNGLCLEARBUFFERFIPROC) get_proc("glClearBufferfi");
+ gl3wGetStringi = (PFNGLGETSTRINGIPROC) get_proc("glGetStringi");
+ gl3wDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC) get_proc("glDrawArraysInstanced");
+ gl3wDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC) get_proc("glDrawElementsInstanced");
+ gl3wTexBuffer = (PFNGLTEXBUFFERPROC) get_proc("glTexBuffer");
+ gl3wPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC) get_proc("glPrimitiveRestartIndex");
+ gl3wGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC) get_proc("glGetInteger64i_v");
+ gl3wGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC) get_proc("glGetBufferParameteri64v");
+ gl3wFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC) get_proc("glFramebufferTexture");
+ gl3wVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC) get_proc("glVertexAttribDivisor");
+ gl3wMinSampleShading = (PFNGLMINSAMPLESHADINGPROC) get_proc("glMinSampleShading");
+ gl3wBlendEquationi = (PFNGLBLENDEQUATIONIPROC) get_proc("glBlendEquationi");
+ gl3wBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC) get_proc("glBlendEquationSeparatei");
+ gl3wBlendFunci = (PFNGLBLENDFUNCIPROC) get_proc("glBlendFunci");
+ gl3wBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC) get_proc("glBlendFuncSeparatei");
+ gl3wIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) get_proc("glIsRenderbuffer");
+ gl3wBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) get_proc("glBindRenderbuffer");
+ gl3wDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) get_proc("glDeleteRenderbuffers");
+ gl3wGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) get_proc("glGenRenderbuffers");
+ gl3wRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) get_proc("glRenderbufferStorage");
+ gl3wGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) get_proc("glGetRenderbufferParameteriv");
+ gl3wIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) get_proc("glIsFramebuffer");
+ gl3wBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) get_proc("glBindFramebuffer");
+ gl3wDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) get_proc("glDeleteFramebuffers");
+ gl3wGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) get_proc("glGenFramebuffers");
+ gl3wCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) get_proc("glCheckFramebufferStatus");
+ gl3wFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) get_proc("glFramebufferTexture1D");
+ gl3wFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) get_proc("glFramebufferTexture2D");
+ gl3wFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) get_proc("glFramebufferTexture3D");
+ gl3wFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) get_proc("glFramebufferRenderbuffer");
+ gl3wGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) get_proc("glGetFramebufferAttachmentParameteriv");
+ gl3wGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) get_proc("glGenerateMipmap");
+ gl3wBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) get_proc("glBlitFramebuffer");
+ gl3wRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) get_proc("glRenderbufferStorageMultisample");
+ gl3wFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) get_proc("glFramebufferTextureLayer");
+ gl3wMapBufferRange = (PFNGLMAPBUFFERRANGEPROC) get_proc("glMapBufferRange");
+ gl3wFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) get_proc("glFlushMappedBufferRange");
+ gl3wBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) get_proc("glBindVertexArray");
+ gl3wDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) get_proc("glDeleteVertexArrays");
+ gl3wGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) get_proc("glGenVertexArrays");
+ gl3wIsVertexArray = (PFNGLISVERTEXARRAYPROC) get_proc("glIsVertexArray");
+ gl3wGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) get_proc("glGetUniformIndices");
+ gl3wGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) get_proc("glGetActiveUniformsiv");
+ gl3wGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) get_proc("glGetActiveUniformName");
+ gl3wGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) get_proc("glGetUniformBlockIndex");
+ gl3wGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) get_proc("glGetActiveUniformBlockiv");
+ gl3wGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) get_proc("glGetActiveUniformBlockName");
+ gl3wUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) get_proc("glUniformBlockBinding");
+ gl3wCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC) get_proc("glCopyBufferSubData");
+ gl3wDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC) get_proc("glDrawElementsBaseVertex");
+ gl3wDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) get_proc("glDrawRangeElementsBaseVertex");
+ gl3wDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) get_proc("glDrawElementsInstancedBaseVertex");
+ gl3wMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) get_proc("glMultiDrawElementsBaseVertex");
+ gl3wProvokingVertex = (PFNGLPROVOKINGVERTEXPROC) get_proc("glProvokingVertex");
+ gl3wFenceSync = (PFNGLFENCESYNCPROC) get_proc("glFenceSync");
+ gl3wIsSync = (PFNGLISSYNCPROC) get_proc("glIsSync");
+ gl3wDeleteSync = (PFNGLDELETESYNCPROC) get_proc("glDeleteSync");
+ gl3wClientWaitSync = (PFNGLCLIENTWAITSYNCPROC) get_proc("glClientWaitSync");
+ gl3wWaitSync = (PFNGLWAITSYNCPROC) get_proc("glWaitSync");
+ gl3wGetInteger64v = (PFNGLGETINTEGER64VPROC) get_proc("glGetInteger64v");
+ gl3wGetSynciv = (PFNGLGETSYNCIVPROC) get_proc("glGetSynciv");
+ gl3wTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) get_proc("glTexImage2DMultisample");
+ gl3wTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) get_proc("glTexImage3DMultisample");
+ gl3wGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) get_proc("glGetMultisamplefv");
+ gl3wSampleMaski = (PFNGLSAMPLEMASKIPROC) get_proc("glSampleMaski");
+ gl3wBlendEquationiARB = (PFNGLBLENDEQUATIONIARBPROC) get_proc("glBlendEquationiARB");
+ gl3wBlendEquationSeparateiARB = (PFNGLBLENDEQUATIONSEPARATEIARBPROC) get_proc("glBlendEquationSeparateiARB");
+ gl3wBlendFunciARB = (PFNGLBLENDFUNCIARBPROC) get_proc("glBlendFunciARB");
+ gl3wBlendFuncSeparateiARB = (PFNGLBLENDFUNCSEPARATEIARBPROC) get_proc("glBlendFuncSeparateiARB");
+ gl3wMinSampleShadingARB = (PFNGLMINSAMPLESHADINGARBPROC) get_proc("glMinSampleShadingARB");
+ gl3wNamedStringARB = (PFNGLNAMEDSTRINGARBPROC) get_proc("glNamedStringARB");
+ gl3wDeleteNamedStringARB = (PFNGLDELETENAMEDSTRINGARBPROC) get_proc("glDeleteNamedStringARB");
+ gl3wCompileShaderIncludeARB = (PFNGLCOMPILESHADERINCLUDEARBPROC) get_proc("glCompileShaderIncludeARB");
+ gl3wIsNamedStringARB = (PFNGLISNAMEDSTRINGARBPROC) get_proc("glIsNamedStringARB");
+ gl3wGetNamedStringARB = (PFNGLGETNAMEDSTRINGARBPROC) get_proc("glGetNamedStringARB");
+ gl3wGetNamedStringivARB = (PFNGLGETNAMEDSTRINGIVARBPROC) get_proc("glGetNamedStringivARB");
+ gl3wBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) get_proc("glBindFragDataLocationIndexed");
+ gl3wGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC) get_proc("glGetFragDataIndex");
+ gl3wGenSamplers = (PFNGLGENSAMPLERSPROC) get_proc("glGenSamplers");
+ gl3wDeleteSamplers = (PFNGLDELETESAMPLERSPROC) get_proc("glDeleteSamplers");
+ gl3wIsSampler = (PFNGLISSAMPLERPROC) get_proc("glIsSampler");
+ gl3wBindSampler = (PFNGLBINDSAMPLERPROC) get_proc("glBindSampler");
+ gl3wSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC) get_proc("glSamplerParameteri");
+ gl3wSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC) get_proc("glSamplerParameteriv");
+ gl3wSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC) get_proc("glSamplerParameterf");
+ gl3wSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC) get_proc("glSamplerParameterfv");
+ gl3wSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC) get_proc("glSamplerParameterIiv");
+ gl3wSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC) get_proc("glSamplerParameterIuiv");
+ gl3wGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC) get_proc("glGetSamplerParameteriv");
+ gl3wGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC) get_proc("glGetSamplerParameterIiv");
+ gl3wGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC) get_proc("glGetSamplerParameterfv");
+ gl3wGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC) get_proc("glGetSamplerParameterIuiv");
+ gl3wQueryCounter = (PFNGLQUERYCOUNTERPROC) get_proc("glQueryCounter");
+ gl3wGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC) get_proc("glGetQueryObjecti64v");
+ gl3wGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC) get_proc("glGetQueryObjectui64v");
+ gl3wVertexP2ui = (PFNGLVERTEXP2UIPROC) get_proc("glVertexP2ui");
+ gl3wVertexP2uiv = (PFNGLVERTEXP2UIVPROC) get_proc("glVertexP2uiv");
+ gl3wVertexP3ui = (PFNGLVERTEXP3UIPROC) get_proc("glVertexP3ui");
+ gl3wVertexP3uiv = (PFNGLVERTEXP3UIVPROC) get_proc("glVertexP3uiv");
+ gl3wVertexP4ui = (PFNGLVERTEXP4UIPROC) get_proc("glVertexP4ui");
+ gl3wVertexP4uiv = (PFNGLVERTEXP4UIVPROC) get_proc("glVertexP4uiv");
+ gl3wTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC) get_proc("glTexCoordP1ui");
+ gl3wTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC) get_proc("glTexCoordP1uiv");
+ gl3wTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC) get_proc("glTexCoordP2ui");
+ gl3wTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC) get_proc("glTexCoordP2uiv");
+ gl3wTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC) get_proc("glTexCoordP3ui");
+ gl3wTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC) get_proc("glTexCoordP3uiv");
+ gl3wTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC) get_proc("glTexCoordP4ui");
+ gl3wTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC) get_proc("glTexCoordP4uiv");
+ gl3wMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC) get_proc("glMultiTexCoordP1ui");
+ gl3wMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC) get_proc("glMultiTexCoordP1uiv");
+ gl3wMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC) get_proc("glMultiTexCoordP2ui");
+ gl3wMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC) get_proc("glMultiTexCoordP2uiv");
+ gl3wMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC) get_proc("glMultiTexCoordP3ui");
+ gl3wMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC) get_proc("glMultiTexCoordP3uiv");
+ gl3wMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC) get_proc("glMultiTexCoordP4ui");
+ gl3wMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC) get_proc("glMultiTexCoordP4uiv");
+ gl3wNormalP3ui = (PFNGLNORMALP3UIPROC) get_proc("glNormalP3ui");
+ gl3wNormalP3uiv = (PFNGLNORMALP3UIVPROC) get_proc("glNormalP3uiv");
+ gl3wColorP3ui = (PFNGLCOLORP3UIPROC) get_proc("glColorP3ui");
+ gl3wColorP3uiv = (PFNGLCOLORP3UIVPROC) get_proc("glColorP3uiv");
+ gl3wColorP4ui = (PFNGLCOLORP4UIPROC) get_proc("glColorP4ui");
+ gl3wColorP4uiv = (PFNGLCOLORP4UIVPROC) get_proc("glColorP4uiv");
+ gl3wSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC) get_proc("glSecondaryColorP3ui");
+ gl3wSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC) get_proc("glSecondaryColorP3uiv");
+ gl3wVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC) get_proc("glVertexAttribP1ui");
+ gl3wVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC) get_proc("glVertexAttribP1uiv");
+ gl3wVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC) get_proc("glVertexAttribP2ui");
+ gl3wVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC) get_proc("glVertexAttribP2uiv");
+ gl3wVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC) get_proc("glVertexAttribP3ui");
+ gl3wVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC) get_proc("glVertexAttribP3uiv");
+ gl3wVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC) get_proc("glVertexAttribP4ui");
+ gl3wVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC) get_proc("glVertexAttribP4uiv");
+ gl3wDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC) get_proc("glDrawArraysIndirect");
+ gl3wDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC) get_proc("glDrawElementsIndirect");
+ gl3wUniform1d = (PFNGLUNIFORM1DPROC) get_proc("glUniform1d");
+ gl3wUniform2d = (PFNGLUNIFORM2DPROC) get_proc("glUniform2d");
+ gl3wUniform3d = (PFNGLUNIFORM3DPROC) get_proc("glUniform3d");
+ gl3wUniform4d = (PFNGLUNIFORM4DPROC) get_proc("glUniform4d");
+ gl3wUniform1dv = (PFNGLUNIFORM1DVPROC) get_proc("glUniform1dv");
+ gl3wUniform2dv = (PFNGLUNIFORM2DVPROC) get_proc("glUniform2dv");
+ gl3wUniform3dv = (PFNGLUNIFORM3DVPROC) get_proc("glUniform3dv");
+ gl3wUniform4dv = (PFNGLUNIFORM4DVPROC) get_proc("glUniform4dv");
+ gl3wUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC) get_proc("glUniformMatrix2dv");
+ gl3wUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC) get_proc("glUniformMatrix3dv");
+ gl3wUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC) get_proc("glUniformMatrix4dv");
+ gl3wUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC) get_proc("glUniformMatrix2x3dv");
+ gl3wUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC) get_proc("glUniformMatrix2x4dv");
+ gl3wUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC) get_proc("glUniformMatrix3x2dv");
+ gl3wUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC) get_proc("glUniformMatrix3x4dv");
+ gl3wUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC) get_proc("glUniformMatrix4x2dv");
+ gl3wUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC) get_proc("glUniformMatrix4x3dv");
+ gl3wGetUniformdv = (PFNGLGETUNIFORMDVPROC) get_proc("glGetUniformdv");
+ gl3wGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) get_proc("glGetSubroutineUniformLocation");
+ gl3wGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC) get_proc("glGetSubroutineIndex");
+ gl3wGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) get_proc("glGetActiveSubroutineUniformiv");
+ gl3wGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) get_proc("glGetActiveSubroutineUniformName");
+ gl3wGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC) get_proc("glGetActiveSubroutineName");
+ gl3wUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC) get_proc("glUniformSubroutinesuiv");
+ gl3wGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC) get_proc("glGetUniformSubroutineuiv");
+ gl3wGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC) get_proc("glGetProgramStageiv");
+ gl3wPatchParameteri = (PFNGLPATCHPARAMETERIPROC) get_proc("glPatchParameteri");
+ gl3wPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC) get_proc("glPatchParameterfv");
+ gl3wBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC) get_proc("glBindTransformFeedback");
+ gl3wDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC) get_proc("glDeleteTransformFeedbacks");
+ gl3wGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC) get_proc("glGenTransformFeedbacks");
+ gl3wIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC) get_proc("glIsTransformFeedback");
+ gl3wPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC) get_proc("glPauseTransformFeedback");
+ gl3wResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC) get_proc("glResumeTransformFeedback");
+ gl3wDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC) get_proc("glDrawTransformFeedback");
+ gl3wDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) get_proc("glDrawTransformFeedbackStream");
+ gl3wBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC) get_proc("glBeginQueryIndexed");
+ gl3wEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC) get_proc("glEndQueryIndexed");
+ gl3wGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC) get_proc("glGetQueryIndexediv");
+ gl3wReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC) get_proc("glReleaseShaderCompiler");
+ gl3wShaderBinary = (PFNGLSHADERBINARYPROC) get_proc("glShaderBinary");
+ gl3wGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC) get_proc("glGetShaderPrecisionFormat");
+ gl3wDepthRangef = (PFNGLDEPTHRANGEFPROC) get_proc("glDepthRangef");
+ gl3wClearDepthf = (PFNGLCLEARDEPTHFPROC) get_proc("glClearDepthf");
+ gl3wGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC) get_proc("glGetProgramBinary");
+ gl3wProgramBinary = (PFNGLPROGRAMBINARYPROC) get_proc("glProgramBinary");
+ gl3wProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC) get_proc("glProgramParameteri");
+ gl3wUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC) get_proc("glUseProgramStages");
+ gl3wActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC) get_proc("glActiveShaderProgram");
+ gl3wCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC) get_proc("glCreateShaderProgramv");
+ gl3wBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC) get_proc("glBindProgramPipeline");
+ gl3wDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC) get_proc("glDeleteProgramPipelines");
+ gl3wGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC) get_proc("glGenProgramPipelines");
+ gl3wIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC) get_proc("glIsProgramPipeline");
+ gl3wGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC) get_proc("glGetProgramPipelineiv");
+ gl3wProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC) get_proc("glProgramUniform1i");
+ gl3wProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC) get_proc("glProgramUniform1iv");
+ gl3wProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC) get_proc("glProgramUniform1f");
+ gl3wProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC) get_proc("glProgramUniform1fv");
+ gl3wProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC) get_proc("glProgramUniform1d");
+ gl3wProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC) get_proc("glProgramUniform1dv");
+ gl3wProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC) get_proc("glProgramUniform1ui");
+ gl3wProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC) get_proc("glProgramUniform1uiv");
+ gl3wProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC) get_proc("glProgramUniform2i");
+ gl3wProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC) get_proc("glProgramUniform2iv");
+ gl3wProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC) get_proc("glProgramUniform2f");
+ gl3wProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC) get_proc("glProgramUniform2fv");
+ gl3wProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC) get_proc("glProgramUniform2d");
+ gl3wProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC) get_proc("glProgramUniform2dv");
+ gl3wProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC) get_proc("glProgramUniform2ui");
+ gl3wProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC) get_proc("glProgramUniform2uiv");
+ gl3wProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC) get_proc("glProgramUniform3i");
+ gl3wProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC) get_proc("glProgramUniform3iv");
+ gl3wProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC) get_proc("glProgramUniform3f");
+ gl3wProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC) get_proc("glProgramUniform3fv");
+ gl3wProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC) get_proc("glProgramUniform3d");
+ gl3wProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC) get_proc("glProgramUniform3dv");
+ gl3wProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC) get_proc("glProgramUniform3ui");
+ gl3wProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC) get_proc("glProgramUniform3uiv");
+ gl3wProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC) get_proc("glProgramUniform4i");
+ gl3wProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC) get_proc("glProgramUniform4iv");
+ gl3wProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC) get_proc("glProgramUniform4f");
+ gl3wProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC) get_proc("glProgramUniform4fv");
+ gl3wProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC) get_proc("glProgramUniform4d");
+ gl3wProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC) get_proc("glProgramUniform4dv");
+ gl3wProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC) get_proc("glProgramUniform4ui");
+ gl3wProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC) get_proc("glProgramUniform4uiv");
+ gl3wProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC) get_proc("glProgramUniformMatrix2fv");
+ gl3wProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC) get_proc("glProgramUniformMatrix3fv");
+ gl3wProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC) get_proc("glProgramUniformMatrix4fv");
+ gl3wProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC) get_proc("glProgramUniformMatrix2dv");
+ gl3wProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC) get_proc("glProgramUniformMatrix3dv");
+ gl3wProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC) get_proc("glProgramUniformMatrix4dv");
+ gl3wProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) get_proc("glProgramUniformMatrix2x3fv");
+ gl3wProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) get_proc("glProgramUniformMatrix3x2fv");
+ gl3wProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) get_proc("glProgramUniformMatrix2x4fv");
+ gl3wProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) get_proc("glProgramUniformMatrix4x2fv");
+ gl3wProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) get_proc("glProgramUniformMatrix3x4fv");
+ gl3wProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) get_proc("glProgramUniformMatrix4x3fv");
+ gl3wProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) get_proc("glProgramUniformMatrix2x3dv");
+ gl3wProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) get_proc("glProgramUniformMatrix3x2dv");
+ gl3wProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) get_proc("glProgramUniformMatrix2x4dv");
+ gl3wProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) get_proc("glProgramUniformMatrix4x2dv");
+ gl3wProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) get_proc("glProgramUniformMatrix3x4dv");
+ gl3wProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) get_proc("glProgramUniformMatrix4x3dv");
+ gl3wValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC) get_proc("glValidateProgramPipeline");
+ gl3wGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC) get_proc("glGetProgramPipelineInfoLog");
+ gl3wVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC) get_proc("glVertexAttribL1d");
+ gl3wVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC) get_proc("glVertexAttribL2d");
+ gl3wVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC) get_proc("glVertexAttribL3d");
+ gl3wVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC) get_proc("glVertexAttribL4d");
+ gl3wVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC) get_proc("glVertexAttribL1dv");
+ gl3wVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC) get_proc("glVertexAttribL2dv");
+ gl3wVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC) get_proc("glVertexAttribL3dv");
+ gl3wVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC) get_proc("glVertexAttribL4dv");
+ gl3wVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC) get_proc("glVertexAttribLPointer");
+ gl3wGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC) get_proc("glGetVertexAttribLdv");
+ gl3wViewportArrayv = (PFNGLVIEWPORTARRAYVPROC) get_proc("glViewportArrayv");
+ gl3wViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC) get_proc("glViewportIndexedf");
+ gl3wViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC) get_proc("glViewportIndexedfv");
+ gl3wScissorArrayv = (PFNGLSCISSORARRAYVPROC) get_proc("glScissorArrayv");
+ gl3wScissorIndexed = (PFNGLSCISSORINDEXEDPROC) get_proc("glScissorIndexed");
+ gl3wScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC) get_proc("glScissorIndexedv");
+ gl3wDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC) get_proc("glDepthRangeArrayv");
+ gl3wDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC) get_proc("glDepthRangeIndexed");
+ gl3wGetFloati_v = (PFNGLGETFLOATI_VPROC) get_proc("glGetFloati_v");
+ gl3wGetDoublei_v = (PFNGLGETDOUBLEI_VPROC) get_proc("glGetDoublei_v");
+ gl3wCreateSyncFromCLeventARB = (PFNGLCREATESYNCFROMCLEVENTARBPROC) get_proc("glCreateSyncFromCLeventARB");
+ gl3wDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC) get_proc("glDebugMessageControlARB");
+ gl3wDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC) get_proc("glDebugMessageInsertARB");
+ gl3wDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC) get_proc("glDebugMessageCallbackARB");
+ gl3wGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC) get_proc("glGetDebugMessageLogARB");
+ gl3wGetGraphicsResetStatusARB = (PFNGLGETGRAPHICSRESETSTATUSARBPROC) get_proc("glGetGraphicsResetStatusARB");
+ gl3wGetnTexImageARB = (PFNGLGETNTEXIMAGEARBPROC) get_proc("glGetnTexImageARB");
+ gl3wReadnPixelsARB = (PFNGLREADNPIXELSARBPROC) get_proc("glReadnPixelsARB");
+ gl3wGetnCompressedTexImageARB = (PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) get_proc("glGetnCompressedTexImageARB");
+ gl3wGetnUniformfvARB = (PFNGLGETNUNIFORMFVARBPROC) get_proc("glGetnUniformfvARB");
+ gl3wGetnUniformivARB = (PFNGLGETNUNIFORMIVARBPROC) get_proc("glGetnUniformivARB");
+ gl3wGetnUniformuivARB = (PFNGLGETNUNIFORMUIVARBPROC) get_proc("glGetnUniformuivARB");
+ gl3wGetnUniformdvARB = (PFNGLGETNUNIFORMDVARBPROC) get_proc("glGetnUniformdvARB");
+ gl3wDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) get_proc("glDrawArraysInstancedBaseInstance");
+ gl3wDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) get_proc("glDrawElementsInstancedBaseInstance");
+ gl3wDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) get_proc("glDrawElementsInstancedBaseVertexBaseInstance");
+ gl3wDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) get_proc("glDrawTransformFeedbackInstanced");
+ gl3wDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) get_proc("glDrawTransformFeedbackStreamInstanced");
+ gl3wGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC) get_proc("glGetInternalformativ");
+ gl3wGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) get_proc("glGetActiveAtomicCounterBufferiv");
+ gl3wBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC) get_proc("glBindImageTexture");
+ gl3wMemoryBarrier = (PFNGLMEMORYBARRIERPROC) get_proc("glMemoryBarrier");
+ gl3wTexStorage1D = (PFNGLTEXSTORAGE1DPROC) get_proc("glTexStorage1D");
+ gl3wTexStorage2D = (PFNGLTEXSTORAGE2DPROC) get_proc("glTexStorage2D");
+ gl3wTexStorage3D = (PFNGLTEXSTORAGE3DPROC) get_proc("glTexStorage3D");
+ gl3wTextureStorage1DEXT = (PFNGLTEXTURESTORAGE1DEXTPROC) get_proc("glTextureStorage1DEXT");
+ gl3wTextureStorage2DEXT = (PFNGLTEXTURESTORAGE2DEXTPROC) get_proc("glTextureStorage2DEXT");
+ gl3wTextureStorage3DEXT = (PFNGLTEXTURESTORAGE3DEXTPROC) get_proc("glTextureStorage3DEXT");
+ gl3wDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC) get_proc("glDebugMessageControl");
+ gl3wDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC) get_proc("glDebugMessageInsert");
+ gl3wDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC) get_proc("glDebugMessageCallback");
+ gl3wGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC) get_proc("glGetDebugMessageLog");
+ gl3wPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC) get_proc("glPushDebugGroup");
+ gl3wPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC) get_proc("glPopDebugGroup");
+ gl3wObjectLabel = (PFNGLOBJECTLABELPROC) get_proc("glObjectLabel");
+ gl3wGetObjectLabel = (PFNGLGETOBJECTLABELPROC) get_proc("glGetObjectLabel");
+ gl3wObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC) get_proc("glObjectPtrLabel");
+ gl3wGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC) get_proc("glGetObjectPtrLabel");
+ gl3wClearBufferData = (PFNGLCLEARBUFFERDATAPROC) get_proc("glClearBufferData");
+ gl3wClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC) get_proc("glClearBufferSubData");
+ gl3wClearNamedBufferDataEXT = (PFNGLCLEARNAMEDBUFFERDATAEXTPROC) get_proc("glClearNamedBufferDataEXT");
+ gl3wClearNamedBufferSubDataEXT = (PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) get_proc("glClearNamedBufferSubDataEXT");
+ gl3wDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC) get_proc("glDispatchCompute");
+ gl3wDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC) get_proc("glDispatchComputeIndirect");
+ gl3wCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC) get_proc("glCopyImageSubData");
+ gl3wTextureView = (PFNGLTEXTUREVIEWPROC) get_proc("glTextureView");
+ gl3wBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC) get_proc("glBindVertexBuffer");
+ gl3wVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC) get_proc("glVertexAttribFormat");
+ gl3wVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC) get_proc("glVertexAttribIFormat");
+ gl3wVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC) get_proc("glVertexAttribLFormat");
+ gl3wVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC) get_proc("glVertexAttribBinding");
+ gl3wVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC) get_proc("glVertexBindingDivisor");
+ gl3wVertexArrayBindVertexBufferEXT = (PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) get_proc("glVertexArrayBindVertexBufferEXT");
+ gl3wVertexArrayVertexAttribFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) get_proc("glVertexArrayVertexAttribFormatEXT");
+ gl3wVertexArrayVertexAttribIFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) get_proc("glVertexArrayVertexAttribIFormatEXT");
+ gl3wVertexArrayVertexAttribLFormatEXT = (PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) get_proc("glVertexArrayVertexAttribLFormatEXT");
+ gl3wVertexArrayVertexAttribBindingEXT = (PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) get_proc("glVertexArrayVertexAttribBindingEXT");
+ gl3wVertexArrayVertexBindingDivisorEXT = (PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) get_proc("glVertexArrayVertexBindingDivisorEXT");
+ gl3wFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC) get_proc("glFramebufferParameteri");
+ gl3wGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC) get_proc("glGetFramebufferParameteriv");
+ gl3wNamedFramebufferParameteriEXT = (PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) get_proc("glNamedFramebufferParameteriEXT");
+ gl3wGetNamedFramebufferParameterivEXT = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) get_proc("glGetNamedFramebufferParameterivEXT");
+ gl3wGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC) get_proc("glGetInternalformati64v");
+ gl3wInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC) get_proc("glInvalidateTexSubImage");
+ gl3wInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC) get_proc("glInvalidateTexImage");
+ gl3wInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC) get_proc("glInvalidateBufferSubData");
+ gl3wInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC) get_proc("glInvalidateBufferData");
+ gl3wInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC) get_proc("glInvalidateFramebuffer");
+ gl3wInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC) get_proc("glInvalidateSubFramebuffer");
+ gl3wMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC) get_proc("glMultiDrawArraysIndirect");
+ gl3wMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC) get_proc("glMultiDrawElementsIndirect");
+ gl3wGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC) get_proc("glGetProgramInterfaceiv");
+ gl3wGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC) get_proc("glGetProgramResourceIndex");
+ gl3wGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC) get_proc("glGetProgramResourceName");
+ gl3wGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC) get_proc("glGetProgramResourceiv");
+ gl3wGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC) get_proc("glGetProgramResourceLocation");
+ gl3wGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) get_proc("glGetProgramResourceLocationIndex");
+ gl3wShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC) get_proc("glShaderStorageBlockBinding");
+ gl3wTexBufferRange = (PFNGLTEXBUFFERRANGEPROC) get_proc("glTexBufferRange");
+ gl3wTextureBufferRangeEXT = (PFNGLTEXTUREBUFFERRANGEEXTPROC) get_proc("glTextureBufferRangeEXT");
+ gl3wTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC) get_proc("glTexStorage2DMultisample");
+ gl3wTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC) get_proc("glTexStorage3DMultisample");
+ gl3wTextureStorage2DMultisampleEXT = (PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) get_proc("glTextureStorage2DMultisampleEXT");
+ gl3wTextureStorage3DMultisampleEXT = (PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) get_proc("glTextureStorage3DMultisampleEXT");
+}
diff --git a/3rdparty/imgui/examples/libs/gl3w/GL/gl3w.h b/3rdparty/imgui/examples/libs/gl3w/GL/gl3w.h
new file mode 100644
index 00000000..ee563f8d
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/gl3w/GL/gl3w.h
@@ -0,0 +1,1234 @@
+#ifndef __gl3w_h_
+#define __gl3w_h_
+
+#include <GL/glcorearb.h>
+
+#ifndef __gl_h_
+#define __gl_h_
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* gl3w api */
+int gl3wInit(void);
+int gl3wIsSupported(int major, int minor);
+void *gl3wGetProcAddress(const char *proc);
+
+/* OpenGL functions */
+extern PFNGLCULLFACEPROC gl3wCullFace;
+extern PFNGLFRONTFACEPROC gl3wFrontFace;
+extern PFNGLHINTPROC gl3wHint;
+extern PFNGLLINEWIDTHPROC gl3wLineWidth;
+extern PFNGLPOINTSIZEPROC gl3wPointSize;
+extern PFNGLPOLYGONMODEPROC gl3wPolygonMode;
+extern PFNGLSCISSORPROC gl3wScissor;
+extern PFNGLTEXPARAMETERFPROC gl3wTexParameterf;
+extern PFNGLTEXPARAMETERFVPROC gl3wTexParameterfv;
+extern PFNGLTEXPARAMETERIPROC gl3wTexParameteri;
+extern PFNGLTEXPARAMETERIVPROC gl3wTexParameteriv;
+extern PFNGLTEXIMAGE1DPROC gl3wTexImage1D;
+extern PFNGLTEXIMAGE2DPROC gl3wTexImage2D;
+extern PFNGLDRAWBUFFERPROC gl3wDrawBuffer;
+extern PFNGLCLEARPROC gl3wClear;
+extern PFNGLCLEARCOLORPROC gl3wClearColor;
+extern PFNGLCLEARSTENCILPROC gl3wClearStencil;
+extern PFNGLCLEARDEPTHPROC gl3wClearDepth;
+extern PFNGLSTENCILMASKPROC gl3wStencilMask;
+extern PFNGLCOLORMASKPROC gl3wColorMask;
+extern PFNGLDEPTHMASKPROC gl3wDepthMask;
+extern PFNGLDISABLEPROC gl3wDisable;
+extern PFNGLENABLEPROC gl3wEnable;
+extern PFNGLFINISHPROC gl3wFinish;
+extern PFNGLFLUSHPROC gl3wFlush;
+extern PFNGLBLENDFUNCPROC gl3wBlendFunc;
+extern PFNGLLOGICOPPROC gl3wLogicOp;
+extern PFNGLSTENCILFUNCPROC gl3wStencilFunc;
+extern PFNGLSTENCILOPPROC gl3wStencilOp;
+extern PFNGLDEPTHFUNCPROC gl3wDepthFunc;
+extern PFNGLPIXELSTOREFPROC gl3wPixelStoref;
+extern PFNGLPIXELSTOREIPROC gl3wPixelStorei;
+extern PFNGLREADBUFFERPROC gl3wReadBuffer;
+extern PFNGLREADPIXELSPROC gl3wReadPixels;
+extern PFNGLGETBOOLEANVPROC gl3wGetBooleanv;
+extern PFNGLGETDOUBLEVPROC gl3wGetDoublev;
+extern PFNGLGETERRORPROC gl3wGetError;
+extern PFNGLGETFLOATVPROC gl3wGetFloatv;
+extern PFNGLGETINTEGERVPROC gl3wGetIntegerv;
+extern PFNGLGETSTRINGPROC gl3wGetString;
+extern PFNGLGETTEXIMAGEPROC gl3wGetTexImage;
+extern PFNGLGETTEXPARAMETERFVPROC gl3wGetTexParameterfv;
+extern PFNGLGETTEXPARAMETERIVPROC gl3wGetTexParameteriv;
+extern PFNGLGETTEXLEVELPARAMETERFVPROC gl3wGetTexLevelParameterfv;
+extern PFNGLGETTEXLEVELPARAMETERIVPROC gl3wGetTexLevelParameteriv;
+extern PFNGLISENABLEDPROC gl3wIsEnabled;
+extern PFNGLDEPTHRANGEPROC gl3wDepthRange;
+extern PFNGLVIEWPORTPROC gl3wViewport;
+extern PFNGLDRAWARRAYSPROC gl3wDrawArrays;
+extern PFNGLDRAWELEMENTSPROC gl3wDrawElements;
+extern PFNGLGETPOINTERVPROC gl3wGetPointerv;
+extern PFNGLPOLYGONOFFSETPROC gl3wPolygonOffset;
+extern PFNGLCOPYTEXIMAGE1DPROC gl3wCopyTexImage1D;
+extern PFNGLCOPYTEXIMAGE2DPROC gl3wCopyTexImage2D;
+extern PFNGLCOPYTEXSUBIMAGE1DPROC gl3wCopyTexSubImage1D;
+extern PFNGLCOPYTEXSUBIMAGE2DPROC gl3wCopyTexSubImage2D;
+extern PFNGLTEXSUBIMAGE1DPROC gl3wTexSubImage1D;
+extern PFNGLTEXSUBIMAGE2DPROC gl3wTexSubImage2D;
+extern PFNGLBINDTEXTUREPROC gl3wBindTexture;
+extern PFNGLDELETETEXTURESPROC gl3wDeleteTextures;
+extern PFNGLGENTEXTURESPROC gl3wGenTextures;
+extern PFNGLISTEXTUREPROC gl3wIsTexture;
+extern PFNGLBLENDCOLORPROC gl3wBlendColor;
+extern PFNGLBLENDEQUATIONPROC gl3wBlendEquation;
+extern PFNGLDRAWRANGEELEMENTSPROC gl3wDrawRangeElements;
+extern PFNGLTEXIMAGE3DPROC gl3wTexImage3D;
+extern PFNGLTEXSUBIMAGE3DPROC gl3wTexSubImage3D;
+extern PFNGLCOPYTEXSUBIMAGE3DPROC gl3wCopyTexSubImage3D;
+extern PFNGLACTIVETEXTUREPROC gl3wActiveTexture;
+extern PFNGLSAMPLECOVERAGEPROC gl3wSampleCoverage;
+extern PFNGLCOMPRESSEDTEXIMAGE3DPROC gl3wCompressedTexImage3D;
+extern PFNGLCOMPRESSEDTEXIMAGE2DPROC gl3wCompressedTexImage2D;
+extern PFNGLCOMPRESSEDTEXIMAGE1DPROC gl3wCompressedTexImage1D;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC gl3wCompressedTexSubImage3D;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC gl3wCompressedTexSubImage2D;
+extern PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC gl3wCompressedTexSubImage1D;
+extern PFNGLGETCOMPRESSEDTEXIMAGEPROC gl3wGetCompressedTexImage;
+extern PFNGLBLENDFUNCSEPARATEPROC gl3wBlendFuncSeparate;
+extern PFNGLMULTIDRAWARRAYSPROC gl3wMultiDrawArrays;
+extern PFNGLMULTIDRAWELEMENTSPROC gl3wMultiDrawElements;
+extern PFNGLPOINTPARAMETERFPROC gl3wPointParameterf;
+extern PFNGLPOINTPARAMETERFVPROC gl3wPointParameterfv;
+extern PFNGLPOINTPARAMETERIPROC gl3wPointParameteri;
+extern PFNGLPOINTPARAMETERIVPROC gl3wPointParameteriv;
+extern PFNGLGENQUERIESPROC gl3wGenQueries;
+extern PFNGLDELETEQUERIESPROC gl3wDeleteQueries;
+extern PFNGLISQUERYPROC gl3wIsQuery;
+extern PFNGLBEGINQUERYPROC gl3wBeginQuery;
+extern PFNGLENDQUERYPROC gl3wEndQuery;
+extern PFNGLGETQUERYIVPROC gl3wGetQueryiv;
+extern PFNGLGETQUERYOBJECTIVPROC gl3wGetQueryObjectiv;
+extern PFNGLGETQUERYOBJECTUIVPROC gl3wGetQueryObjectuiv;
+extern PFNGLBINDBUFFERPROC gl3wBindBuffer;
+extern PFNGLDELETEBUFFERSPROC gl3wDeleteBuffers;
+extern PFNGLGENBUFFERSPROC gl3wGenBuffers;
+extern PFNGLISBUFFERPROC gl3wIsBuffer;
+extern PFNGLBUFFERDATAPROC gl3wBufferData;
+extern PFNGLBUFFERSUBDATAPROC gl3wBufferSubData;
+extern PFNGLGETBUFFERSUBDATAPROC gl3wGetBufferSubData;
+extern PFNGLMAPBUFFERPROC gl3wMapBuffer;
+extern PFNGLUNMAPBUFFERPROC gl3wUnmapBuffer;
+extern PFNGLGETBUFFERPARAMETERIVPROC gl3wGetBufferParameteriv;
+extern PFNGLGETBUFFERPOINTERVPROC gl3wGetBufferPointerv;
+extern PFNGLBLENDEQUATIONSEPARATEPROC gl3wBlendEquationSeparate;
+extern PFNGLDRAWBUFFERSPROC gl3wDrawBuffers;
+extern PFNGLSTENCILOPSEPARATEPROC gl3wStencilOpSeparate;
+extern PFNGLSTENCILFUNCSEPARATEPROC gl3wStencilFuncSeparate;
+extern PFNGLSTENCILMASKSEPARATEPROC gl3wStencilMaskSeparate;
+extern PFNGLATTACHSHADERPROC gl3wAttachShader;
+extern PFNGLBINDATTRIBLOCATIONPROC gl3wBindAttribLocation;
+extern PFNGLCOMPILESHADERPROC gl3wCompileShader;
+extern PFNGLCREATEPROGRAMPROC gl3wCreateProgram;
+extern PFNGLCREATESHADERPROC gl3wCreateShader;
+extern PFNGLDELETEPROGRAMPROC gl3wDeleteProgram;
+extern PFNGLDELETESHADERPROC gl3wDeleteShader;
+extern PFNGLDETACHSHADERPROC gl3wDetachShader;
+extern PFNGLDISABLEVERTEXATTRIBARRAYPROC gl3wDisableVertexAttribArray;
+extern PFNGLENABLEVERTEXATTRIBARRAYPROC gl3wEnableVertexAttribArray;
+extern PFNGLGETACTIVEATTRIBPROC gl3wGetActiveAttrib;
+extern PFNGLGETACTIVEUNIFORMPROC gl3wGetActiveUniform;
+extern PFNGLGETATTACHEDSHADERSPROC gl3wGetAttachedShaders;
+extern PFNGLGETATTRIBLOCATIONPROC gl3wGetAttribLocation;
+extern PFNGLGETPROGRAMIVPROC gl3wGetProgramiv;
+extern PFNGLGETPROGRAMINFOLOGPROC gl3wGetProgramInfoLog;
+extern PFNGLGETSHADERIVPROC gl3wGetShaderiv;
+extern PFNGLGETSHADERINFOLOGPROC gl3wGetShaderInfoLog;
+extern PFNGLGETSHADERSOURCEPROC gl3wGetShaderSource;
+extern PFNGLGETUNIFORMLOCATIONPROC gl3wGetUniformLocation;
+extern PFNGLGETUNIFORMFVPROC gl3wGetUniformfv;
+extern PFNGLGETUNIFORMIVPROC gl3wGetUniformiv;
+extern PFNGLGETVERTEXATTRIBDVPROC gl3wGetVertexAttribdv;
+extern PFNGLGETVERTEXATTRIBFVPROC gl3wGetVertexAttribfv;
+extern PFNGLGETVERTEXATTRIBIVPROC gl3wGetVertexAttribiv;
+extern PFNGLGETVERTEXATTRIBPOINTERVPROC gl3wGetVertexAttribPointerv;
+extern PFNGLISPROGRAMPROC gl3wIsProgram;
+extern PFNGLISSHADERPROC gl3wIsShader;
+extern PFNGLLINKPROGRAMPROC gl3wLinkProgram;
+extern PFNGLSHADERSOURCEPROC gl3wShaderSource;
+extern PFNGLUSEPROGRAMPROC gl3wUseProgram;
+extern PFNGLUNIFORM1FPROC gl3wUniform1f;
+extern PFNGLUNIFORM2FPROC gl3wUniform2f;
+extern PFNGLUNIFORM3FPROC gl3wUniform3f;
+extern PFNGLUNIFORM4FPROC gl3wUniform4f;
+extern PFNGLUNIFORM1IPROC gl3wUniform1i;
+extern PFNGLUNIFORM2IPROC gl3wUniform2i;
+extern PFNGLUNIFORM3IPROC gl3wUniform3i;
+extern PFNGLUNIFORM4IPROC gl3wUniform4i;
+extern PFNGLUNIFORM1FVPROC gl3wUniform1fv;
+extern PFNGLUNIFORM2FVPROC gl3wUniform2fv;
+extern PFNGLUNIFORM3FVPROC gl3wUniform3fv;
+extern PFNGLUNIFORM4FVPROC gl3wUniform4fv;
+extern PFNGLUNIFORM1IVPROC gl3wUniform1iv;
+extern PFNGLUNIFORM2IVPROC gl3wUniform2iv;
+extern PFNGLUNIFORM3IVPROC gl3wUniform3iv;
+extern PFNGLUNIFORM4IVPROC gl3wUniform4iv;
+extern PFNGLUNIFORMMATRIX2FVPROC gl3wUniformMatrix2fv;
+extern PFNGLUNIFORMMATRIX3FVPROC gl3wUniformMatrix3fv;
+extern PFNGLUNIFORMMATRIX4FVPROC gl3wUniformMatrix4fv;
+extern PFNGLVALIDATEPROGRAMPROC gl3wValidateProgram;
+extern PFNGLVERTEXATTRIB1DPROC gl3wVertexAttrib1d;
+extern PFNGLVERTEXATTRIB1DVPROC gl3wVertexAttrib1dv;
+extern PFNGLVERTEXATTRIB1FPROC gl3wVertexAttrib1f;
+extern PFNGLVERTEXATTRIB1FVPROC gl3wVertexAttrib1fv;
+extern PFNGLVERTEXATTRIB1SPROC gl3wVertexAttrib1s;
+extern PFNGLVERTEXATTRIB1SVPROC gl3wVertexAttrib1sv;
+extern PFNGLVERTEXATTRIB2DPROC gl3wVertexAttrib2d;
+extern PFNGLVERTEXATTRIB2DVPROC gl3wVertexAttrib2dv;
+extern PFNGLVERTEXATTRIB2FPROC gl3wVertexAttrib2f;
+extern PFNGLVERTEXATTRIB2FVPROC gl3wVertexAttrib2fv;
+extern PFNGLVERTEXATTRIB2SPROC gl3wVertexAttrib2s;
+extern PFNGLVERTEXATTRIB2SVPROC gl3wVertexAttrib2sv;
+extern PFNGLVERTEXATTRIB3DPROC gl3wVertexAttrib3d;
+extern PFNGLVERTEXATTRIB3DVPROC gl3wVertexAttrib3dv;
+extern PFNGLVERTEXATTRIB3FPROC gl3wVertexAttrib3f;
+extern PFNGLVERTEXATTRIB3FVPROC gl3wVertexAttrib3fv;
+extern PFNGLVERTEXATTRIB3SPROC gl3wVertexAttrib3s;
+extern PFNGLVERTEXATTRIB3SVPROC gl3wVertexAttrib3sv;
+extern PFNGLVERTEXATTRIB4NBVPROC gl3wVertexAttrib4Nbv;
+extern PFNGLVERTEXATTRIB4NIVPROC gl3wVertexAttrib4Niv;
+extern PFNGLVERTEXATTRIB4NSVPROC gl3wVertexAttrib4Nsv;
+extern PFNGLVERTEXATTRIB4NUBPROC gl3wVertexAttrib4Nub;
+extern PFNGLVERTEXATTRIB4NUBVPROC gl3wVertexAttrib4Nubv;
+extern PFNGLVERTEXATTRIB4NUIVPROC gl3wVertexAttrib4Nuiv;
+extern PFNGLVERTEXATTRIB4NUSVPROC gl3wVertexAttrib4Nusv;
+extern PFNGLVERTEXATTRIB4BVPROC gl3wVertexAttrib4bv;
+extern PFNGLVERTEXATTRIB4DPROC gl3wVertexAttrib4d;
+extern PFNGLVERTEXATTRIB4DVPROC gl3wVertexAttrib4dv;
+extern PFNGLVERTEXATTRIB4FPROC gl3wVertexAttrib4f;
+extern PFNGLVERTEXATTRIB4FVPROC gl3wVertexAttrib4fv;
+extern PFNGLVERTEXATTRIB4IVPROC gl3wVertexAttrib4iv;
+extern PFNGLVERTEXATTRIB4SPROC gl3wVertexAttrib4s;
+extern PFNGLVERTEXATTRIB4SVPROC gl3wVertexAttrib4sv;
+extern PFNGLVERTEXATTRIB4UBVPROC gl3wVertexAttrib4ubv;
+extern PFNGLVERTEXATTRIB4UIVPROC gl3wVertexAttrib4uiv;
+extern PFNGLVERTEXATTRIB4USVPROC gl3wVertexAttrib4usv;
+extern PFNGLVERTEXATTRIBPOINTERPROC gl3wVertexAttribPointer;
+extern PFNGLUNIFORMMATRIX2X3FVPROC gl3wUniformMatrix2x3fv;
+extern PFNGLUNIFORMMATRIX3X2FVPROC gl3wUniformMatrix3x2fv;
+extern PFNGLUNIFORMMATRIX2X4FVPROC gl3wUniformMatrix2x4fv;
+extern PFNGLUNIFORMMATRIX4X2FVPROC gl3wUniformMatrix4x2fv;
+extern PFNGLUNIFORMMATRIX3X4FVPROC gl3wUniformMatrix3x4fv;
+extern PFNGLUNIFORMMATRIX4X3FVPROC gl3wUniformMatrix4x3fv;
+extern PFNGLCOLORMASKIPROC gl3wColorMaski;
+extern PFNGLGETBOOLEANI_VPROC gl3wGetBooleani_v;
+extern PFNGLGETINTEGERI_VPROC gl3wGetIntegeri_v;
+extern PFNGLENABLEIPROC gl3wEnablei;
+extern PFNGLDISABLEIPROC gl3wDisablei;
+extern PFNGLISENABLEDIPROC gl3wIsEnabledi;
+extern PFNGLBEGINTRANSFORMFEEDBACKPROC gl3wBeginTransformFeedback;
+extern PFNGLENDTRANSFORMFEEDBACKPROC gl3wEndTransformFeedback;
+extern PFNGLBINDBUFFERRANGEPROC gl3wBindBufferRange;
+extern PFNGLBINDBUFFERBASEPROC gl3wBindBufferBase;
+extern PFNGLTRANSFORMFEEDBACKVARYINGSPROC gl3wTransformFeedbackVaryings;
+extern PFNGLGETTRANSFORMFEEDBACKVARYINGPROC gl3wGetTransformFeedbackVarying;
+extern PFNGLCLAMPCOLORPROC gl3wClampColor;
+extern PFNGLBEGINCONDITIONALRENDERPROC gl3wBeginConditionalRender;
+extern PFNGLENDCONDITIONALRENDERPROC gl3wEndConditionalRender;
+extern PFNGLVERTEXATTRIBIPOINTERPROC gl3wVertexAttribIPointer;
+extern PFNGLGETVERTEXATTRIBIIVPROC gl3wGetVertexAttribIiv;
+extern PFNGLGETVERTEXATTRIBIUIVPROC gl3wGetVertexAttribIuiv;
+extern PFNGLVERTEXATTRIBI1IPROC gl3wVertexAttribI1i;
+extern PFNGLVERTEXATTRIBI2IPROC gl3wVertexAttribI2i;
+extern PFNGLVERTEXATTRIBI3IPROC gl3wVertexAttribI3i;
+extern PFNGLVERTEXATTRIBI4IPROC gl3wVertexAttribI4i;
+extern PFNGLVERTEXATTRIBI1UIPROC gl3wVertexAttribI1ui;
+extern PFNGLVERTEXATTRIBI2UIPROC gl3wVertexAttribI2ui;
+extern PFNGLVERTEXATTRIBI3UIPROC gl3wVertexAttribI3ui;
+extern PFNGLVERTEXATTRIBI4UIPROC gl3wVertexAttribI4ui;
+extern PFNGLVERTEXATTRIBI1IVPROC gl3wVertexAttribI1iv;
+extern PFNGLVERTEXATTRIBI2IVPROC gl3wVertexAttribI2iv;
+extern PFNGLVERTEXATTRIBI3IVPROC gl3wVertexAttribI3iv;
+extern PFNGLVERTEXATTRIBI4IVPROC gl3wVertexAttribI4iv;
+extern PFNGLVERTEXATTRIBI1UIVPROC gl3wVertexAttribI1uiv;
+extern PFNGLVERTEXATTRIBI2UIVPROC gl3wVertexAttribI2uiv;
+extern PFNGLVERTEXATTRIBI3UIVPROC gl3wVertexAttribI3uiv;
+extern PFNGLVERTEXATTRIBI4UIVPROC gl3wVertexAttribI4uiv;
+extern PFNGLVERTEXATTRIBI4BVPROC gl3wVertexAttribI4bv;
+extern PFNGLVERTEXATTRIBI4SVPROC gl3wVertexAttribI4sv;
+extern PFNGLVERTEXATTRIBI4UBVPROC gl3wVertexAttribI4ubv;
+extern PFNGLVERTEXATTRIBI4USVPROC gl3wVertexAttribI4usv;
+extern PFNGLGETUNIFORMUIVPROC gl3wGetUniformuiv;
+extern PFNGLBINDFRAGDATALOCATIONPROC gl3wBindFragDataLocation;
+extern PFNGLGETFRAGDATALOCATIONPROC gl3wGetFragDataLocation;
+extern PFNGLUNIFORM1UIPROC gl3wUniform1ui;
+extern PFNGLUNIFORM2UIPROC gl3wUniform2ui;
+extern PFNGLUNIFORM3UIPROC gl3wUniform3ui;
+extern PFNGLUNIFORM4UIPROC gl3wUniform4ui;
+extern PFNGLUNIFORM1UIVPROC gl3wUniform1uiv;
+extern PFNGLUNIFORM2UIVPROC gl3wUniform2uiv;
+extern PFNGLUNIFORM3UIVPROC gl3wUniform3uiv;
+extern PFNGLUNIFORM4UIVPROC gl3wUniform4uiv;
+extern PFNGLTEXPARAMETERIIVPROC gl3wTexParameterIiv;
+extern PFNGLTEXPARAMETERIUIVPROC gl3wTexParameterIuiv;
+extern PFNGLGETTEXPARAMETERIIVPROC gl3wGetTexParameterIiv;
+extern PFNGLGETTEXPARAMETERIUIVPROC gl3wGetTexParameterIuiv;
+extern PFNGLCLEARBUFFERIVPROC gl3wClearBufferiv;
+extern PFNGLCLEARBUFFERUIVPROC gl3wClearBufferuiv;
+extern PFNGLCLEARBUFFERFVPROC gl3wClearBufferfv;
+extern PFNGLCLEARBUFFERFIPROC gl3wClearBufferfi;
+extern PFNGLGETSTRINGIPROC gl3wGetStringi;
+extern PFNGLDRAWARRAYSINSTANCEDPROC gl3wDrawArraysInstanced;
+extern PFNGLDRAWELEMENTSINSTANCEDPROC gl3wDrawElementsInstanced;
+extern PFNGLTEXBUFFERPROC gl3wTexBuffer;
+extern PFNGLPRIMITIVERESTARTINDEXPROC gl3wPrimitiveRestartIndex;
+extern PFNGLGETINTEGER64I_VPROC gl3wGetInteger64i_v;
+extern PFNGLGETBUFFERPARAMETERI64VPROC gl3wGetBufferParameteri64v;
+extern PFNGLFRAMEBUFFERTEXTUREPROC gl3wFramebufferTexture;
+extern PFNGLVERTEXATTRIBDIVISORPROC gl3wVertexAttribDivisor;
+extern PFNGLMINSAMPLESHADINGPROC gl3wMinSampleShading;
+extern PFNGLBLENDEQUATIONIPROC gl3wBlendEquationi;
+extern PFNGLBLENDEQUATIONSEPARATEIPROC gl3wBlendEquationSeparatei;
+extern PFNGLBLENDFUNCIPROC gl3wBlendFunci;
+extern PFNGLBLENDFUNCSEPARATEIPROC gl3wBlendFuncSeparatei;
+extern PFNGLISRENDERBUFFERPROC gl3wIsRenderbuffer;
+extern PFNGLBINDRENDERBUFFERPROC gl3wBindRenderbuffer;
+extern PFNGLDELETERENDERBUFFERSPROC gl3wDeleteRenderbuffers;
+extern PFNGLGENRENDERBUFFERSPROC gl3wGenRenderbuffers;
+extern PFNGLRENDERBUFFERSTORAGEPROC gl3wRenderbufferStorage;
+extern PFNGLGETRENDERBUFFERPARAMETERIVPROC gl3wGetRenderbufferParameteriv;
+extern PFNGLISFRAMEBUFFERPROC gl3wIsFramebuffer;
+extern PFNGLBINDFRAMEBUFFERPROC gl3wBindFramebuffer;
+extern PFNGLDELETEFRAMEBUFFERSPROC gl3wDeleteFramebuffers;
+extern PFNGLGENFRAMEBUFFERSPROC gl3wGenFramebuffers;
+extern PFNGLCHECKFRAMEBUFFERSTATUSPROC gl3wCheckFramebufferStatus;
+extern PFNGLFRAMEBUFFERTEXTURE1DPROC gl3wFramebufferTexture1D;
+extern PFNGLFRAMEBUFFERTEXTURE2DPROC gl3wFramebufferTexture2D;
+extern PFNGLFRAMEBUFFERTEXTURE3DPROC gl3wFramebufferTexture3D;
+extern PFNGLFRAMEBUFFERRENDERBUFFERPROC gl3wFramebufferRenderbuffer;
+extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC gl3wGetFramebufferAttachmentParameteriv;
+extern PFNGLGENERATEMIPMAPPROC gl3wGenerateMipmap;
+extern PFNGLBLITFRAMEBUFFERPROC gl3wBlitFramebuffer;
+extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC gl3wRenderbufferStorageMultisample;
+extern PFNGLFRAMEBUFFERTEXTURELAYERPROC gl3wFramebufferTextureLayer;
+extern PFNGLMAPBUFFERRANGEPROC gl3wMapBufferRange;
+extern PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl3wFlushMappedBufferRange;
+extern PFNGLBINDVERTEXARRAYPROC gl3wBindVertexArray;
+extern PFNGLDELETEVERTEXARRAYSPROC gl3wDeleteVertexArrays;
+extern PFNGLGENVERTEXARRAYSPROC gl3wGenVertexArrays;
+extern PFNGLISVERTEXARRAYPROC gl3wIsVertexArray;
+extern PFNGLGETUNIFORMINDICESPROC gl3wGetUniformIndices;
+extern PFNGLGETACTIVEUNIFORMSIVPROC gl3wGetActiveUniformsiv;
+extern PFNGLGETACTIVEUNIFORMNAMEPROC gl3wGetActiveUniformName;
+extern PFNGLGETUNIFORMBLOCKINDEXPROC gl3wGetUniformBlockIndex;
+extern PFNGLGETACTIVEUNIFORMBLOCKIVPROC gl3wGetActiveUniformBlockiv;
+extern PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC gl3wGetActiveUniformBlockName;
+extern PFNGLUNIFORMBLOCKBINDINGPROC gl3wUniformBlockBinding;
+extern PFNGLCOPYBUFFERSUBDATAPROC gl3wCopyBufferSubData;
+extern PFNGLDRAWELEMENTSBASEVERTEXPROC gl3wDrawElementsBaseVertex;
+extern PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC gl3wDrawRangeElementsBaseVertex;
+extern PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC gl3wDrawElementsInstancedBaseVertex;
+extern PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC gl3wMultiDrawElementsBaseVertex;
+extern PFNGLPROVOKINGVERTEXPROC gl3wProvokingVertex;
+extern PFNGLFENCESYNCPROC gl3wFenceSync;
+extern PFNGLISSYNCPROC gl3wIsSync;
+extern PFNGLDELETESYNCPROC gl3wDeleteSync;
+extern PFNGLCLIENTWAITSYNCPROC gl3wClientWaitSync;
+extern PFNGLWAITSYNCPROC gl3wWaitSync;
+extern PFNGLGETINTEGER64VPROC gl3wGetInteger64v;
+extern PFNGLGETSYNCIVPROC gl3wGetSynciv;
+extern PFNGLTEXIMAGE2DMULTISAMPLEPROC gl3wTexImage2DMultisample;
+extern PFNGLTEXIMAGE3DMULTISAMPLEPROC gl3wTexImage3DMultisample;
+extern PFNGLGETMULTISAMPLEFVPROC gl3wGetMultisamplefv;
+extern PFNGLSAMPLEMASKIPROC gl3wSampleMaski;
+extern PFNGLBLENDEQUATIONIARBPROC gl3wBlendEquationiARB;
+extern PFNGLBLENDEQUATIONSEPARATEIARBPROC gl3wBlendEquationSeparateiARB;
+extern PFNGLBLENDFUNCIARBPROC gl3wBlendFunciARB;
+extern PFNGLBLENDFUNCSEPARATEIARBPROC gl3wBlendFuncSeparateiARB;
+extern PFNGLMINSAMPLESHADINGARBPROC gl3wMinSampleShadingARB;
+extern PFNGLNAMEDSTRINGARBPROC gl3wNamedStringARB;
+extern PFNGLDELETENAMEDSTRINGARBPROC gl3wDeleteNamedStringARB;
+extern PFNGLCOMPILESHADERINCLUDEARBPROC gl3wCompileShaderIncludeARB;
+extern PFNGLISNAMEDSTRINGARBPROC gl3wIsNamedStringARB;
+extern PFNGLGETNAMEDSTRINGARBPROC gl3wGetNamedStringARB;
+extern PFNGLGETNAMEDSTRINGIVARBPROC gl3wGetNamedStringivARB;
+extern PFNGLBINDFRAGDATALOCATIONINDEXEDPROC gl3wBindFragDataLocationIndexed;
+extern PFNGLGETFRAGDATAINDEXPROC gl3wGetFragDataIndex;
+extern PFNGLGENSAMPLERSPROC gl3wGenSamplers;
+extern PFNGLDELETESAMPLERSPROC gl3wDeleteSamplers;
+extern PFNGLISSAMPLERPROC gl3wIsSampler;
+extern PFNGLBINDSAMPLERPROC gl3wBindSampler;
+extern PFNGLSAMPLERPARAMETERIPROC gl3wSamplerParameteri;
+extern PFNGLSAMPLERPARAMETERIVPROC gl3wSamplerParameteriv;
+extern PFNGLSAMPLERPARAMETERFPROC gl3wSamplerParameterf;
+extern PFNGLSAMPLERPARAMETERFVPROC gl3wSamplerParameterfv;
+extern PFNGLSAMPLERPARAMETERIIVPROC gl3wSamplerParameterIiv;
+extern PFNGLSAMPLERPARAMETERIUIVPROC gl3wSamplerParameterIuiv;
+extern PFNGLGETSAMPLERPARAMETERIVPROC gl3wGetSamplerParameteriv;
+extern PFNGLGETSAMPLERPARAMETERIIVPROC gl3wGetSamplerParameterIiv;
+extern PFNGLGETSAMPLERPARAMETERFVPROC gl3wGetSamplerParameterfv;
+extern PFNGLGETSAMPLERPARAMETERIUIVPROC gl3wGetSamplerParameterIuiv;
+extern PFNGLQUERYCOUNTERPROC gl3wQueryCounter;
+extern PFNGLGETQUERYOBJECTI64VPROC gl3wGetQueryObjecti64v;
+extern PFNGLGETQUERYOBJECTUI64VPROC gl3wGetQueryObjectui64v;
+extern PFNGLVERTEXP2UIPROC gl3wVertexP2ui;
+extern PFNGLVERTEXP2UIVPROC gl3wVertexP2uiv;
+extern PFNGLVERTEXP3UIPROC gl3wVertexP3ui;
+extern PFNGLVERTEXP3UIVPROC gl3wVertexP3uiv;
+extern PFNGLVERTEXP4UIPROC gl3wVertexP4ui;
+extern PFNGLVERTEXP4UIVPROC gl3wVertexP4uiv;
+extern PFNGLTEXCOORDP1UIPROC gl3wTexCoordP1ui;
+extern PFNGLTEXCOORDP1UIVPROC gl3wTexCoordP1uiv;
+extern PFNGLTEXCOORDP2UIPROC gl3wTexCoordP2ui;
+extern PFNGLTEXCOORDP2UIVPROC gl3wTexCoordP2uiv;
+extern PFNGLTEXCOORDP3UIPROC gl3wTexCoordP3ui;
+extern PFNGLTEXCOORDP3UIVPROC gl3wTexCoordP3uiv;
+extern PFNGLTEXCOORDP4UIPROC gl3wTexCoordP4ui;
+extern PFNGLTEXCOORDP4UIVPROC gl3wTexCoordP4uiv;
+extern PFNGLMULTITEXCOORDP1UIPROC gl3wMultiTexCoordP1ui;
+extern PFNGLMULTITEXCOORDP1UIVPROC gl3wMultiTexCoordP1uiv;
+extern PFNGLMULTITEXCOORDP2UIPROC gl3wMultiTexCoordP2ui;
+extern PFNGLMULTITEXCOORDP2UIVPROC gl3wMultiTexCoordP2uiv;
+extern PFNGLMULTITEXCOORDP3UIPROC gl3wMultiTexCoordP3ui;
+extern PFNGLMULTITEXCOORDP3UIVPROC gl3wMultiTexCoordP3uiv;
+extern PFNGLMULTITEXCOORDP4UIPROC gl3wMultiTexCoordP4ui;
+extern PFNGLMULTITEXCOORDP4UIVPROC gl3wMultiTexCoordP4uiv;
+extern PFNGLNORMALP3UIPROC gl3wNormalP3ui;
+extern PFNGLNORMALP3UIVPROC gl3wNormalP3uiv;
+extern PFNGLCOLORP3UIPROC gl3wColorP3ui;
+extern PFNGLCOLORP3UIVPROC gl3wColorP3uiv;
+extern PFNGLCOLORP4UIPROC gl3wColorP4ui;
+extern PFNGLCOLORP4UIVPROC gl3wColorP4uiv;
+extern PFNGLSECONDARYCOLORP3UIPROC gl3wSecondaryColorP3ui;
+extern PFNGLSECONDARYCOLORP3UIVPROC gl3wSecondaryColorP3uiv;
+extern PFNGLVERTEXATTRIBP1UIPROC gl3wVertexAttribP1ui;
+extern PFNGLVERTEXATTRIBP1UIVPROC gl3wVertexAttribP1uiv;
+extern PFNGLVERTEXATTRIBP2UIPROC gl3wVertexAttribP2ui;
+extern PFNGLVERTEXATTRIBP2UIVPROC gl3wVertexAttribP2uiv;
+extern PFNGLVERTEXATTRIBP3UIPROC gl3wVertexAttribP3ui;
+extern PFNGLVERTEXATTRIBP3UIVPROC gl3wVertexAttribP3uiv;
+extern PFNGLVERTEXATTRIBP4UIPROC gl3wVertexAttribP4ui;
+extern PFNGLVERTEXATTRIBP4UIVPROC gl3wVertexAttribP4uiv;
+extern PFNGLDRAWARRAYSINDIRECTPROC gl3wDrawArraysIndirect;
+extern PFNGLDRAWELEMENTSINDIRECTPROC gl3wDrawElementsIndirect;
+extern PFNGLUNIFORM1DPROC gl3wUniform1d;
+extern PFNGLUNIFORM2DPROC gl3wUniform2d;
+extern PFNGLUNIFORM3DPROC gl3wUniform3d;
+extern PFNGLUNIFORM4DPROC gl3wUniform4d;
+extern PFNGLUNIFORM1DVPROC gl3wUniform1dv;
+extern PFNGLUNIFORM2DVPROC gl3wUniform2dv;
+extern PFNGLUNIFORM3DVPROC gl3wUniform3dv;
+extern PFNGLUNIFORM4DVPROC gl3wUniform4dv;
+extern PFNGLUNIFORMMATRIX2DVPROC gl3wUniformMatrix2dv;
+extern PFNGLUNIFORMMATRIX3DVPROC gl3wUniformMatrix3dv;
+extern PFNGLUNIFORMMATRIX4DVPROC gl3wUniformMatrix4dv;
+extern PFNGLUNIFORMMATRIX2X3DVPROC gl3wUniformMatrix2x3dv;
+extern PFNGLUNIFORMMATRIX2X4DVPROC gl3wUniformMatrix2x4dv;
+extern PFNGLUNIFORMMATRIX3X2DVPROC gl3wUniformMatrix3x2dv;
+extern PFNGLUNIFORMMATRIX3X4DVPROC gl3wUniformMatrix3x4dv;
+extern PFNGLUNIFORMMATRIX4X2DVPROC gl3wUniformMatrix4x2dv;
+extern PFNGLUNIFORMMATRIX4X3DVPROC gl3wUniformMatrix4x3dv;
+extern PFNGLGETUNIFORMDVPROC gl3wGetUniformdv;
+extern PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC gl3wGetSubroutineUniformLocation;
+extern PFNGLGETSUBROUTINEINDEXPROC gl3wGetSubroutineIndex;
+extern PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC gl3wGetActiveSubroutineUniformiv;
+extern PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC gl3wGetActiveSubroutineUniformName;
+extern PFNGLGETACTIVESUBROUTINENAMEPROC gl3wGetActiveSubroutineName;
+extern PFNGLUNIFORMSUBROUTINESUIVPROC gl3wUniformSubroutinesuiv;
+extern PFNGLGETUNIFORMSUBROUTINEUIVPROC gl3wGetUniformSubroutineuiv;
+extern PFNGLGETPROGRAMSTAGEIVPROC gl3wGetProgramStageiv;
+extern PFNGLPATCHPARAMETERIPROC gl3wPatchParameteri;
+extern PFNGLPATCHPARAMETERFVPROC gl3wPatchParameterfv;
+extern PFNGLBINDTRANSFORMFEEDBACKPROC gl3wBindTransformFeedback;
+extern PFNGLDELETETRANSFORMFEEDBACKSPROC gl3wDeleteTransformFeedbacks;
+extern PFNGLGENTRANSFORMFEEDBACKSPROC gl3wGenTransformFeedbacks;
+extern PFNGLISTRANSFORMFEEDBACKPROC gl3wIsTransformFeedback;
+extern PFNGLPAUSETRANSFORMFEEDBACKPROC gl3wPauseTransformFeedback;
+extern PFNGLRESUMETRANSFORMFEEDBACKPROC gl3wResumeTransformFeedback;
+extern PFNGLDRAWTRANSFORMFEEDBACKPROC gl3wDrawTransformFeedback;
+extern PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC gl3wDrawTransformFeedbackStream;
+extern PFNGLBEGINQUERYINDEXEDPROC gl3wBeginQueryIndexed;
+extern PFNGLENDQUERYINDEXEDPROC gl3wEndQueryIndexed;
+extern PFNGLGETQUERYINDEXEDIVPROC gl3wGetQueryIndexediv;
+extern PFNGLRELEASESHADERCOMPILERPROC gl3wReleaseShaderCompiler;
+extern PFNGLSHADERBINARYPROC gl3wShaderBinary;
+extern PFNGLGETSHADERPRECISIONFORMATPROC gl3wGetShaderPrecisionFormat;
+extern PFNGLDEPTHRANGEFPROC gl3wDepthRangef;
+extern PFNGLCLEARDEPTHFPROC gl3wClearDepthf;
+extern PFNGLGETPROGRAMBINARYPROC gl3wGetProgramBinary;
+extern PFNGLPROGRAMBINARYPROC gl3wProgramBinary;
+extern PFNGLPROGRAMPARAMETERIPROC gl3wProgramParameteri;
+extern PFNGLUSEPROGRAMSTAGESPROC gl3wUseProgramStages;
+extern PFNGLACTIVESHADERPROGRAMPROC gl3wActiveShaderProgram;
+extern PFNGLCREATESHADERPROGRAMVPROC gl3wCreateShaderProgramv;
+extern PFNGLBINDPROGRAMPIPELINEPROC gl3wBindProgramPipeline;
+extern PFNGLDELETEPROGRAMPIPELINESPROC gl3wDeleteProgramPipelines;
+extern PFNGLGENPROGRAMPIPELINESPROC gl3wGenProgramPipelines;
+extern PFNGLISPROGRAMPIPELINEPROC gl3wIsProgramPipeline;
+extern PFNGLGETPROGRAMPIPELINEIVPROC gl3wGetProgramPipelineiv;
+extern PFNGLPROGRAMUNIFORM1IPROC gl3wProgramUniform1i;
+extern PFNGLPROGRAMUNIFORM1IVPROC gl3wProgramUniform1iv;
+extern PFNGLPROGRAMUNIFORM1FPROC gl3wProgramUniform1f;
+extern PFNGLPROGRAMUNIFORM1FVPROC gl3wProgramUniform1fv;
+extern PFNGLPROGRAMUNIFORM1DPROC gl3wProgramUniform1d;
+extern PFNGLPROGRAMUNIFORM1DVPROC gl3wProgramUniform1dv;
+extern PFNGLPROGRAMUNIFORM1UIPROC gl3wProgramUniform1ui;
+extern PFNGLPROGRAMUNIFORM1UIVPROC gl3wProgramUniform1uiv;
+extern PFNGLPROGRAMUNIFORM2IPROC gl3wProgramUniform2i;
+extern PFNGLPROGRAMUNIFORM2IVPROC gl3wProgramUniform2iv;
+extern PFNGLPROGRAMUNIFORM2FPROC gl3wProgramUniform2f;
+extern PFNGLPROGRAMUNIFORM2FVPROC gl3wProgramUniform2fv;
+extern PFNGLPROGRAMUNIFORM2DPROC gl3wProgramUniform2d;
+extern PFNGLPROGRAMUNIFORM2DVPROC gl3wProgramUniform2dv;
+extern PFNGLPROGRAMUNIFORM2UIPROC gl3wProgramUniform2ui;
+extern PFNGLPROGRAMUNIFORM2UIVPROC gl3wProgramUniform2uiv;
+extern PFNGLPROGRAMUNIFORM3IPROC gl3wProgramUniform3i;
+extern PFNGLPROGRAMUNIFORM3IVPROC gl3wProgramUniform3iv;
+extern PFNGLPROGRAMUNIFORM3FPROC gl3wProgramUniform3f;
+extern PFNGLPROGRAMUNIFORM3FVPROC gl3wProgramUniform3fv;
+extern PFNGLPROGRAMUNIFORM3DPROC gl3wProgramUniform3d;
+extern PFNGLPROGRAMUNIFORM3DVPROC gl3wProgramUniform3dv;
+extern PFNGLPROGRAMUNIFORM3UIPROC gl3wProgramUniform3ui;
+extern PFNGLPROGRAMUNIFORM3UIVPROC gl3wProgramUniform3uiv;
+extern PFNGLPROGRAMUNIFORM4IPROC gl3wProgramUniform4i;
+extern PFNGLPROGRAMUNIFORM4IVPROC gl3wProgramUniform4iv;
+extern PFNGLPROGRAMUNIFORM4FPROC gl3wProgramUniform4f;
+extern PFNGLPROGRAMUNIFORM4FVPROC gl3wProgramUniform4fv;
+extern PFNGLPROGRAMUNIFORM4DPROC gl3wProgramUniform4d;
+extern PFNGLPROGRAMUNIFORM4DVPROC gl3wProgramUniform4dv;
+extern PFNGLPROGRAMUNIFORM4UIPROC gl3wProgramUniform4ui;
+extern PFNGLPROGRAMUNIFORM4UIVPROC gl3wProgramUniform4uiv;
+extern PFNGLPROGRAMUNIFORMMATRIX2FVPROC gl3wProgramUniformMatrix2fv;
+extern PFNGLPROGRAMUNIFORMMATRIX3FVPROC gl3wProgramUniformMatrix3fv;
+extern PFNGLPROGRAMUNIFORMMATRIX4FVPROC gl3wProgramUniformMatrix4fv;
+extern PFNGLPROGRAMUNIFORMMATRIX2DVPROC gl3wProgramUniformMatrix2dv;
+extern PFNGLPROGRAMUNIFORMMATRIX3DVPROC gl3wProgramUniformMatrix3dv;
+extern PFNGLPROGRAMUNIFORMMATRIX4DVPROC gl3wProgramUniformMatrix4dv;
+extern PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC gl3wProgramUniformMatrix2x3fv;
+extern PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC gl3wProgramUniformMatrix3x2fv;
+extern PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC gl3wProgramUniformMatrix2x4fv;
+extern PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC gl3wProgramUniformMatrix4x2fv;
+extern PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC gl3wProgramUniformMatrix3x4fv;
+extern PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC gl3wProgramUniformMatrix4x3fv;
+extern PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC gl3wProgramUniformMatrix2x3dv;
+extern PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC gl3wProgramUniformMatrix3x2dv;
+extern PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC gl3wProgramUniformMatrix2x4dv;
+extern PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC gl3wProgramUniformMatrix4x2dv;
+extern PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC gl3wProgramUniformMatrix3x4dv;
+extern PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC gl3wProgramUniformMatrix4x3dv;
+extern PFNGLVALIDATEPROGRAMPIPELINEPROC gl3wValidateProgramPipeline;
+extern PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl3wGetProgramPipelineInfoLog;
+extern PFNGLVERTEXATTRIBL1DPROC gl3wVertexAttribL1d;
+extern PFNGLVERTEXATTRIBL2DPROC gl3wVertexAttribL2d;
+extern PFNGLVERTEXATTRIBL3DPROC gl3wVertexAttribL3d;
+extern PFNGLVERTEXATTRIBL4DPROC gl3wVertexAttribL4d;
+extern PFNGLVERTEXATTRIBL1DVPROC gl3wVertexAttribL1dv;
+extern PFNGLVERTEXATTRIBL2DVPROC gl3wVertexAttribL2dv;
+extern PFNGLVERTEXATTRIBL3DVPROC gl3wVertexAttribL3dv;
+extern PFNGLVERTEXATTRIBL4DVPROC gl3wVertexAttribL4dv;
+extern PFNGLVERTEXATTRIBLPOINTERPROC gl3wVertexAttribLPointer;
+extern PFNGLGETVERTEXATTRIBLDVPROC gl3wGetVertexAttribLdv;
+extern PFNGLVIEWPORTARRAYVPROC gl3wViewportArrayv;
+extern PFNGLVIEWPORTINDEXEDFPROC gl3wViewportIndexedf;
+extern PFNGLVIEWPORTINDEXEDFVPROC gl3wViewportIndexedfv;
+extern PFNGLSCISSORARRAYVPROC gl3wScissorArrayv;
+extern PFNGLSCISSORINDEXEDPROC gl3wScissorIndexed;
+extern PFNGLSCISSORINDEXEDVPROC gl3wScissorIndexedv;
+extern PFNGLDEPTHRANGEARRAYVPROC gl3wDepthRangeArrayv;
+extern PFNGLDEPTHRANGEINDEXEDPROC gl3wDepthRangeIndexed;
+extern PFNGLGETFLOATI_VPROC gl3wGetFloati_v;
+extern PFNGLGETDOUBLEI_VPROC gl3wGetDoublei_v;
+extern PFNGLCREATESYNCFROMCLEVENTARBPROC gl3wCreateSyncFromCLeventARB;
+extern PFNGLDEBUGMESSAGECONTROLARBPROC gl3wDebugMessageControlARB;
+extern PFNGLDEBUGMESSAGEINSERTARBPROC gl3wDebugMessageInsertARB;
+extern PFNGLDEBUGMESSAGECALLBACKARBPROC gl3wDebugMessageCallbackARB;
+extern PFNGLGETDEBUGMESSAGELOGARBPROC gl3wGetDebugMessageLogARB;
+extern PFNGLGETGRAPHICSRESETSTATUSARBPROC gl3wGetGraphicsResetStatusARB;
+extern PFNGLGETNTEXIMAGEARBPROC gl3wGetnTexImageARB;
+extern PFNGLREADNPIXELSARBPROC gl3wReadnPixelsARB;
+extern PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC gl3wGetnCompressedTexImageARB;
+extern PFNGLGETNUNIFORMFVARBPROC gl3wGetnUniformfvARB;
+extern PFNGLGETNUNIFORMIVARBPROC gl3wGetnUniformivARB;
+extern PFNGLGETNUNIFORMUIVARBPROC gl3wGetnUniformuivARB;
+extern PFNGLGETNUNIFORMDVARBPROC gl3wGetnUniformdvARB;
+extern PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC gl3wDrawArraysInstancedBaseInstance;
+extern PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC gl3wDrawElementsInstancedBaseInstance;
+extern PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC gl3wDrawElementsInstancedBaseVertexBaseInstance;
+extern PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC gl3wDrawTransformFeedbackInstanced;
+extern PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC gl3wDrawTransformFeedbackStreamInstanced;
+extern PFNGLGETINTERNALFORMATIVPROC gl3wGetInternalformativ;
+extern PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC gl3wGetActiveAtomicCounterBufferiv;
+extern PFNGLBINDIMAGETEXTUREPROC gl3wBindImageTexture;
+extern PFNGLMEMORYBARRIERPROC gl3wMemoryBarrier;
+extern PFNGLTEXSTORAGE1DPROC gl3wTexStorage1D;
+extern PFNGLTEXSTORAGE2DPROC gl3wTexStorage2D;
+extern PFNGLTEXSTORAGE3DPROC gl3wTexStorage3D;
+extern PFNGLTEXTURESTORAGE1DEXTPROC gl3wTextureStorage1DEXT;
+extern PFNGLTEXTURESTORAGE2DEXTPROC gl3wTextureStorage2DEXT;
+extern PFNGLTEXTURESTORAGE3DEXTPROC gl3wTextureStorage3DEXT;
+extern PFNGLDEBUGMESSAGECONTROLPROC gl3wDebugMessageControl;
+extern PFNGLDEBUGMESSAGEINSERTPROC gl3wDebugMessageInsert;
+extern PFNGLDEBUGMESSAGECALLBACKPROC gl3wDebugMessageCallback;
+extern PFNGLGETDEBUGMESSAGELOGPROC gl3wGetDebugMessageLog;
+extern PFNGLPUSHDEBUGGROUPPROC gl3wPushDebugGroup;
+extern PFNGLPOPDEBUGGROUPPROC gl3wPopDebugGroup;
+extern PFNGLOBJECTLABELPROC gl3wObjectLabel;
+extern PFNGLGETOBJECTLABELPROC gl3wGetObjectLabel;
+extern PFNGLOBJECTPTRLABELPROC gl3wObjectPtrLabel;
+extern PFNGLGETOBJECTPTRLABELPROC gl3wGetObjectPtrLabel;
+extern PFNGLCLEARBUFFERDATAPROC gl3wClearBufferData;
+extern PFNGLCLEARBUFFERSUBDATAPROC gl3wClearBufferSubData;
+extern PFNGLCLEARNAMEDBUFFERDATAEXTPROC gl3wClearNamedBufferDataEXT;
+extern PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC gl3wClearNamedBufferSubDataEXT;
+extern PFNGLDISPATCHCOMPUTEPROC gl3wDispatchCompute;
+extern PFNGLDISPATCHCOMPUTEINDIRECTPROC gl3wDispatchComputeIndirect;
+extern PFNGLCOPYIMAGESUBDATAPROC gl3wCopyImageSubData;
+extern PFNGLTEXTUREVIEWPROC gl3wTextureView;
+extern PFNGLBINDVERTEXBUFFERPROC gl3wBindVertexBuffer;
+extern PFNGLVERTEXATTRIBFORMATPROC gl3wVertexAttribFormat;
+extern PFNGLVERTEXATTRIBIFORMATPROC gl3wVertexAttribIFormat;
+extern PFNGLVERTEXATTRIBLFORMATPROC gl3wVertexAttribLFormat;
+extern PFNGLVERTEXATTRIBBINDINGPROC gl3wVertexAttribBinding;
+extern PFNGLVERTEXBINDINGDIVISORPROC gl3wVertexBindingDivisor;
+extern PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC gl3wVertexArrayBindVertexBufferEXT;
+extern PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC gl3wVertexArrayVertexAttribFormatEXT;
+extern PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC gl3wVertexArrayVertexAttribIFormatEXT;
+extern PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC gl3wVertexArrayVertexAttribLFormatEXT;
+extern PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC gl3wVertexArrayVertexAttribBindingEXT;
+extern PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC gl3wVertexArrayVertexBindingDivisorEXT;
+extern PFNGLFRAMEBUFFERPARAMETERIPROC gl3wFramebufferParameteri;
+extern PFNGLGETFRAMEBUFFERPARAMETERIVPROC gl3wGetFramebufferParameteriv;
+extern PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC gl3wNamedFramebufferParameteriEXT;
+extern PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC gl3wGetNamedFramebufferParameterivEXT;
+extern PFNGLGETINTERNALFORMATI64VPROC gl3wGetInternalformati64v;
+extern PFNGLINVALIDATETEXSUBIMAGEPROC gl3wInvalidateTexSubImage;
+extern PFNGLINVALIDATETEXIMAGEPROC gl3wInvalidateTexImage;
+extern PFNGLINVALIDATEBUFFERSUBDATAPROC gl3wInvalidateBufferSubData;
+extern PFNGLINVALIDATEBUFFERDATAPROC gl3wInvalidateBufferData;
+extern PFNGLINVALIDATEFRAMEBUFFERPROC gl3wInvalidateFramebuffer;
+extern PFNGLINVALIDATESUBFRAMEBUFFERPROC gl3wInvalidateSubFramebuffer;
+extern PFNGLMULTIDRAWARRAYSINDIRECTPROC gl3wMultiDrawArraysIndirect;
+extern PFNGLMULTIDRAWELEMENTSINDIRECTPROC gl3wMultiDrawElementsIndirect;
+extern PFNGLGETPROGRAMINTERFACEIVPROC gl3wGetProgramInterfaceiv;
+extern PFNGLGETPROGRAMRESOURCEINDEXPROC gl3wGetProgramResourceIndex;
+extern PFNGLGETPROGRAMRESOURCENAMEPROC gl3wGetProgramResourceName;
+extern PFNGLGETPROGRAMRESOURCEIVPROC gl3wGetProgramResourceiv;
+extern PFNGLGETPROGRAMRESOURCELOCATIONPROC gl3wGetProgramResourceLocation;
+extern PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC gl3wGetProgramResourceLocationIndex;
+extern PFNGLSHADERSTORAGEBLOCKBINDINGPROC gl3wShaderStorageBlockBinding;
+extern PFNGLTEXBUFFERRANGEPROC gl3wTexBufferRange;
+extern PFNGLTEXTUREBUFFERRANGEEXTPROC gl3wTextureBufferRangeEXT;
+extern PFNGLTEXSTORAGE2DMULTISAMPLEPROC gl3wTexStorage2DMultisample;
+extern PFNGLTEXSTORAGE3DMULTISAMPLEPROC gl3wTexStorage3DMultisample;
+extern PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC gl3wTextureStorage2DMultisampleEXT;
+extern PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC gl3wTextureStorage3DMultisampleEXT;
+
+#define glCullFace gl3wCullFace
+#define glFrontFace gl3wFrontFace
+#define glHint gl3wHint
+#define glLineWidth gl3wLineWidth
+#define glPointSize gl3wPointSize
+#define glPolygonMode gl3wPolygonMode
+#define glScissor gl3wScissor
+#define glTexParameterf gl3wTexParameterf
+#define glTexParameterfv gl3wTexParameterfv
+#define glTexParameteri gl3wTexParameteri
+#define glTexParameteriv gl3wTexParameteriv
+#define glTexImage1D gl3wTexImage1D
+#define glTexImage2D gl3wTexImage2D
+#define glDrawBuffer gl3wDrawBuffer
+#define glClear gl3wClear
+#define glClearColor gl3wClearColor
+#define glClearStencil gl3wClearStencil
+#define glClearDepth gl3wClearDepth
+#define glStencilMask gl3wStencilMask
+#define glColorMask gl3wColorMask
+#define glDepthMask gl3wDepthMask
+#define glDisable gl3wDisable
+#define glEnable gl3wEnable
+#define glFinish gl3wFinish
+#define glFlush gl3wFlush
+#define glBlendFunc gl3wBlendFunc
+#define glLogicOp gl3wLogicOp
+#define glStencilFunc gl3wStencilFunc
+#define glStencilOp gl3wStencilOp
+#define glDepthFunc gl3wDepthFunc
+#define glPixelStoref gl3wPixelStoref
+#define glPixelStorei gl3wPixelStorei
+#define glReadBuffer gl3wReadBuffer
+#define glReadPixels gl3wReadPixels
+#define glGetBooleanv gl3wGetBooleanv
+#define glGetDoublev gl3wGetDoublev
+#define glGetError gl3wGetError
+#define glGetFloatv gl3wGetFloatv
+#define glGetIntegerv gl3wGetIntegerv
+#define glGetString gl3wGetString
+#define glGetTexImage gl3wGetTexImage
+#define glGetTexParameterfv gl3wGetTexParameterfv
+#define glGetTexParameteriv gl3wGetTexParameteriv
+#define glGetTexLevelParameterfv gl3wGetTexLevelParameterfv
+#define glGetTexLevelParameteriv gl3wGetTexLevelParameteriv
+#define glIsEnabled gl3wIsEnabled
+#define glDepthRange gl3wDepthRange
+#define glViewport gl3wViewport
+#define glDrawArrays gl3wDrawArrays
+#define glDrawElements gl3wDrawElements
+#define glGetPointerv gl3wGetPointerv
+#define glPolygonOffset gl3wPolygonOffset
+#define glCopyTexImage1D gl3wCopyTexImage1D
+#define glCopyTexImage2D gl3wCopyTexImage2D
+#define glCopyTexSubImage1D gl3wCopyTexSubImage1D
+#define glCopyTexSubImage2D gl3wCopyTexSubImage2D
+#define glTexSubImage1D gl3wTexSubImage1D
+#define glTexSubImage2D gl3wTexSubImage2D
+#define glBindTexture gl3wBindTexture
+#define glDeleteTextures gl3wDeleteTextures
+#define glGenTextures gl3wGenTextures
+#define glIsTexture gl3wIsTexture
+#define glBlendColor gl3wBlendColor
+#define glBlendEquation gl3wBlendEquation
+#define glDrawRangeElements gl3wDrawRangeElements
+#define glTexImage3D gl3wTexImage3D
+#define glTexSubImage3D gl3wTexSubImage3D
+#define glCopyTexSubImage3D gl3wCopyTexSubImage3D
+#define glActiveTexture gl3wActiveTexture
+#define glSampleCoverage gl3wSampleCoverage
+#define glCompressedTexImage3D gl3wCompressedTexImage3D
+#define glCompressedTexImage2D gl3wCompressedTexImage2D
+#define glCompressedTexImage1D gl3wCompressedTexImage1D
+#define glCompressedTexSubImage3D gl3wCompressedTexSubImage3D
+#define glCompressedTexSubImage2D gl3wCompressedTexSubImage2D
+#define glCompressedTexSubImage1D gl3wCompressedTexSubImage1D
+#define glGetCompressedTexImage gl3wGetCompressedTexImage
+#define glBlendFuncSeparate gl3wBlendFuncSeparate
+#define glMultiDrawArrays gl3wMultiDrawArrays
+#define glMultiDrawElements gl3wMultiDrawElements
+#define glPointParameterf gl3wPointParameterf
+#define glPointParameterfv gl3wPointParameterfv
+#define glPointParameteri gl3wPointParameteri
+#define glPointParameteriv gl3wPointParameteriv
+#define glGenQueries gl3wGenQueries
+#define glDeleteQueries gl3wDeleteQueries
+#define glIsQuery gl3wIsQuery
+#define glBeginQuery gl3wBeginQuery
+#define glEndQuery gl3wEndQuery
+#define glGetQueryiv gl3wGetQueryiv
+#define glGetQueryObjectiv gl3wGetQueryObjectiv
+#define glGetQueryObjectuiv gl3wGetQueryObjectuiv
+#define glBindBuffer gl3wBindBuffer
+#define glDeleteBuffers gl3wDeleteBuffers
+#define glGenBuffers gl3wGenBuffers
+#define glIsBuffer gl3wIsBuffer
+#define glBufferData gl3wBufferData
+#define glBufferSubData gl3wBufferSubData
+#define glGetBufferSubData gl3wGetBufferSubData
+#define glMapBuffer gl3wMapBuffer
+#define glUnmapBuffer gl3wUnmapBuffer
+#define glGetBufferParameteriv gl3wGetBufferParameteriv
+#define glGetBufferPointerv gl3wGetBufferPointerv
+#define glBlendEquationSeparate gl3wBlendEquationSeparate
+#define glDrawBuffers gl3wDrawBuffers
+#define glStencilOpSeparate gl3wStencilOpSeparate
+#define glStencilFuncSeparate gl3wStencilFuncSeparate
+#define glStencilMaskSeparate gl3wStencilMaskSeparate
+#define glAttachShader gl3wAttachShader
+#define glBindAttribLocation gl3wBindAttribLocation
+#define glCompileShader gl3wCompileShader
+#define glCreateProgram gl3wCreateProgram
+#define glCreateShader gl3wCreateShader
+#define glDeleteProgram gl3wDeleteProgram
+#define glDeleteShader gl3wDeleteShader
+#define glDetachShader gl3wDetachShader
+#define glDisableVertexAttribArray gl3wDisableVertexAttribArray
+#define glEnableVertexAttribArray gl3wEnableVertexAttribArray
+#define glGetActiveAttrib gl3wGetActiveAttrib
+#define glGetActiveUniform gl3wGetActiveUniform
+#define glGetAttachedShaders gl3wGetAttachedShaders
+#define glGetAttribLocation gl3wGetAttribLocation
+#define glGetProgramiv gl3wGetProgramiv
+#define glGetProgramInfoLog gl3wGetProgramInfoLog
+#define glGetShaderiv gl3wGetShaderiv
+#define glGetShaderInfoLog gl3wGetShaderInfoLog
+#define glGetShaderSource gl3wGetShaderSource
+#define glGetUniformLocation gl3wGetUniformLocation
+#define glGetUniformfv gl3wGetUniformfv
+#define glGetUniformiv gl3wGetUniformiv
+#define glGetVertexAttribdv gl3wGetVertexAttribdv
+#define glGetVertexAttribfv gl3wGetVertexAttribfv
+#define glGetVertexAttribiv gl3wGetVertexAttribiv
+#define glGetVertexAttribPointerv gl3wGetVertexAttribPointerv
+#define glIsProgram gl3wIsProgram
+#define glIsShader gl3wIsShader
+#define glLinkProgram gl3wLinkProgram
+#define glShaderSource gl3wShaderSource
+#define glUseProgram gl3wUseProgram
+#define glUniform1f gl3wUniform1f
+#define glUniform2f gl3wUniform2f
+#define glUniform3f gl3wUniform3f
+#define glUniform4f gl3wUniform4f
+#define glUniform1i gl3wUniform1i
+#define glUniform2i gl3wUniform2i
+#define glUniform3i gl3wUniform3i
+#define glUniform4i gl3wUniform4i
+#define glUniform1fv gl3wUniform1fv
+#define glUniform2fv gl3wUniform2fv
+#define glUniform3fv gl3wUniform3fv
+#define glUniform4fv gl3wUniform4fv
+#define glUniform1iv gl3wUniform1iv
+#define glUniform2iv gl3wUniform2iv
+#define glUniform3iv gl3wUniform3iv
+#define glUniform4iv gl3wUniform4iv
+#define glUniformMatrix2fv gl3wUniformMatrix2fv
+#define glUniformMatrix3fv gl3wUniformMatrix3fv
+#define glUniformMatrix4fv gl3wUniformMatrix4fv
+#define glValidateProgram gl3wValidateProgram
+#define glVertexAttrib1d gl3wVertexAttrib1d
+#define glVertexAttrib1dv gl3wVertexAttrib1dv
+#define glVertexAttrib1f gl3wVertexAttrib1f
+#define glVertexAttrib1fv gl3wVertexAttrib1fv
+#define glVertexAttrib1s gl3wVertexAttrib1s
+#define glVertexAttrib1sv gl3wVertexAttrib1sv
+#define glVertexAttrib2d gl3wVertexAttrib2d
+#define glVertexAttrib2dv gl3wVertexAttrib2dv
+#define glVertexAttrib2f gl3wVertexAttrib2f
+#define glVertexAttrib2fv gl3wVertexAttrib2fv
+#define glVertexAttrib2s gl3wVertexAttrib2s
+#define glVertexAttrib2sv gl3wVertexAttrib2sv
+#define glVertexAttrib3d gl3wVertexAttrib3d
+#define glVertexAttrib3dv gl3wVertexAttrib3dv
+#define glVertexAttrib3f gl3wVertexAttrib3f
+#define glVertexAttrib3fv gl3wVertexAttrib3fv
+#define glVertexAttrib3s gl3wVertexAttrib3s
+#define glVertexAttrib3sv gl3wVertexAttrib3sv
+#define glVertexAttrib4Nbv gl3wVertexAttrib4Nbv
+#define glVertexAttrib4Niv gl3wVertexAttrib4Niv
+#define glVertexAttrib4Nsv gl3wVertexAttrib4Nsv
+#define glVertexAttrib4Nub gl3wVertexAttrib4Nub
+#define glVertexAttrib4Nubv gl3wVertexAttrib4Nubv
+#define glVertexAttrib4Nuiv gl3wVertexAttrib4Nuiv
+#define glVertexAttrib4Nusv gl3wVertexAttrib4Nusv
+#define glVertexAttrib4bv gl3wVertexAttrib4bv
+#define glVertexAttrib4d gl3wVertexAttrib4d
+#define glVertexAttrib4dv gl3wVertexAttrib4dv
+#define glVertexAttrib4f gl3wVertexAttrib4f
+#define glVertexAttrib4fv gl3wVertexAttrib4fv
+#define glVertexAttrib4iv gl3wVertexAttrib4iv
+#define glVertexAttrib4s gl3wVertexAttrib4s
+#define glVertexAttrib4sv gl3wVertexAttrib4sv
+#define glVertexAttrib4ubv gl3wVertexAttrib4ubv
+#define glVertexAttrib4uiv gl3wVertexAttrib4uiv
+#define glVertexAttrib4usv gl3wVertexAttrib4usv
+#define glVertexAttribPointer gl3wVertexAttribPointer
+#define glUniformMatrix2x3fv gl3wUniformMatrix2x3fv
+#define glUniformMatrix3x2fv gl3wUniformMatrix3x2fv
+#define glUniformMatrix2x4fv gl3wUniformMatrix2x4fv
+#define glUniformMatrix4x2fv gl3wUniformMatrix4x2fv
+#define glUniformMatrix3x4fv gl3wUniformMatrix3x4fv
+#define glUniformMatrix4x3fv gl3wUniformMatrix4x3fv
+#define glColorMaski gl3wColorMaski
+#define glGetBooleani_v gl3wGetBooleani_v
+#define glGetIntegeri_v gl3wGetIntegeri_v
+#define glEnablei gl3wEnablei
+#define glDisablei gl3wDisablei
+#define glIsEnabledi gl3wIsEnabledi
+#define glBeginTransformFeedback gl3wBeginTransformFeedback
+#define glEndTransformFeedback gl3wEndTransformFeedback
+#define glBindBufferRange gl3wBindBufferRange
+#define glBindBufferBase gl3wBindBufferBase
+#define glTransformFeedbackVaryings gl3wTransformFeedbackVaryings
+#define glGetTransformFeedbackVarying gl3wGetTransformFeedbackVarying
+#define glClampColor gl3wClampColor
+#define glBeginConditionalRender gl3wBeginConditionalRender
+#define glEndConditionalRender gl3wEndConditionalRender
+#define glVertexAttribIPointer gl3wVertexAttribIPointer
+#define glGetVertexAttribIiv gl3wGetVertexAttribIiv
+#define glGetVertexAttribIuiv gl3wGetVertexAttribIuiv
+#define glVertexAttribI1i gl3wVertexAttribI1i
+#define glVertexAttribI2i gl3wVertexAttribI2i
+#define glVertexAttribI3i gl3wVertexAttribI3i
+#define glVertexAttribI4i gl3wVertexAttribI4i
+#define glVertexAttribI1ui gl3wVertexAttribI1ui
+#define glVertexAttribI2ui gl3wVertexAttribI2ui
+#define glVertexAttribI3ui gl3wVertexAttribI3ui
+#define glVertexAttribI4ui gl3wVertexAttribI4ui
+#define glVertexAttribI1iv gl3wVertexAttribI1iv
+#define glVertexAttribI2iv gl3wVertexAttribI2iv
+#define glVertexAttribI3iv gl3wVertexAttribI3iv
+#define glVertexAttribI4iv gl3wVertexAttribI4iv
+#define glVertexAttribI1uiv gl3wVertexAttribI1uiv
+#define glVertexAttribI2uiv gl3wVertexAttribI2uiv
+#define glVertexAttribI3uiv gl3wVertexAttribI3uiv
+#define glVertexAttribI4uiv gl3wVertexAttribI4uiv
+#define glVertexAttribI4bv gl3wVertexAttribI4bv
+#define glVertexAttribI4sv gl3wVertexAttribI4sv
+#define glVertexAttribI4ubv gl3wVertexAttribI4ubv
+#define glVertexAttribI4usv gl3wVertexAttribI4usv
+#define glGetUniformuiv gl3wGetUniformuiv
+#define glBindFragDataLocation gl3wBindFragDataLocation
+#define glGetFragDataLocation gl3wGetFragDataLocation
+#define glUniform1ui gl3wUniform1ui
+#define glUniform2ui gl3wUniform2ui
+#define glUniform3ui gl3wUniform3ui
+#define glUniform4ui gl3wUniform4ui
+#define glUniform1uiv gl3wUniform1uiv
+#define glUniform2uiv gl3wUniform2uiv
+#define glUniform3uiv gl3wUniform3uiv
+#define glUniform4uiv gl3wUniform4uiv
+#define glTexParameterIiv gl3wTexParameterIiv
+#define glTexParameterIuiv gl3wTexParameterIuiv
+#define glGetTexParameterIiv gl3wGetTexParameterIiv
+#define glGetTexParameterIuiv gl3wGetTexParameterIuiv
+#define glClearBufferiv gl3wClearBufferiv
+#define glClearBufferuiv gl3wClearBufferuiv
+#define glClearBufferfv gl3wClearBufferfv
+#define glClearBufferfi gl3wClearBufferfi
+#define glGetStringi gl3wGetStringi
+#define glDrawArraysInstanced gl3wDrawArraysInstanced
+#define glDrawElementsInstanced gl3wDrawElementsInstanced
+#define glTexBuffer gl3wTexBuffer
+#define glPrimitiveRestartIndex gl3wPrimitiveRestartIndex
+#define glGetInteger64i_v gl3wGetInteger64i_v
+#define glGetBufferParameteri64v gl3wGetBufferParameteri64v
+#define glFramebufferTexture gl3wFramebufferTexture
+#define glVertexAttribDivisor gl3wVertexAttribDivisor
+#define glMinSampleShading gl3wMinSampleShading
+#define glBlendEquationi gl3wBlendEquationi
+#define glBlendEquationSeparatei gl3wBlendEquationSeparatei
+#define glBlendFunci gl3wBlendFunci
+#define glBlendFuncSeparatei gl3wBlendFuncSeparatei
+#define glIsRenderbuffer gl3wIsRenderbuffer
+#define glBindRenderbuffer gl3wBindRenderbuffer
+#define glDeleteRenderbuffers gl3wDeleteRenderbuffers
+#define glGenRenderbuffers gl3wGenRenderbuffers
+#define glRenderbufferStorage gl3wRenderbufferStorage
+#define glGetRenderbufferParameteriv gl3wGetRenderbufferParameteriv
+#define glIsFramebuffer gl3wIsFramebuffer
+#define glBindFramebuffer gl3wBindFramebuffer
+#define glDeleteFramebuffers gl3wDeleteFramebuffers
+#define glGenFramebuffers gl3wGenFramebuffers
+#define glCheckFramebufferStatus gl3wCheckFramebufferStatus
+#define glFramebufferTexture1D gl3wFramebufferTexture1D
+#define glFramebufferTexture2D gl3wFramebufferTexture2D
+#define glFramebufferTexture3D gl3wFramebufferTexture3D
+#define glFramebufferRenderbuffer gl3wFramebufferRenderbuffer
+#define glGetFramebufferAttachmentParameteriv gl3wGetFramebufferAttachmentParameteriv
+#define glGenerateMipmap gl3wGenerateMipmap
+#define glBlitFramebuffer gl3wBlitFramebuffer
+#define glRenderbufferStorageMultisample gl3wRenderbufferStorageMultisample
+#define glFramebufferTextureLayer gl3wFramebufferTextureLayer
+#define glMapBufferRange gl3wMapBufferRange
+#define glFlushMappedBufferRange gl3wFlushMappedBufferRange
+#define glBindVertexArray gl3wBindVertexArray
+#define glDeleteVertexArrays gl3wDeleteVertexArrays
+#define glGenVertexArrays gl3wGenVertexArrays
+#define glIsVertexArray gl3wIsVertexArray
+#define glGetUniformIndices gl3wGetUniformIndices
+#define glGetActiveUniformsiv gl3wGetActiveUniformsiv
+#define glGetActiveUniformName gl3wGetActiveUniformName
+#define glGetUniformBlockIndex gl3wGetUniformBlockIndex
+#define glGetActiveUniformBlockiv gl3wGetActiveUniformBlockiv
+#define glGetActiveUniformBlockName gl3wGetActiveUniformBlockName
+#define glUniformBlockBinding gl3wUniformBlockBinding
+#define glCopyBufferSubData gl3wCopyBufferSubData
+#define glDrawElementsBaseVertex gl3wDrawElementsBaseVertex
+#define glDrawRangeElementsBaseVertex gl3wDrawRangeElementsBaseVertex
+#define glDrawElementsInstancedBaseVertex gl3wDrawElementsInstancedBaseVertex
+#define glMultiDrawElementsBaseVertex gl3wMultiDrawElementsBaseVertex
+#define glProvokingVertex gl3wProvokingVertex
+#define glFenceSync gl3wFenceSync
+#define glIsSync gl3wIsSync
+#define glDeleteSync gl3wDeleteSync
+#define glClientWaitSync gl3wClientWaitSync
+#define glWaitSync gl3wWaitSync
+#define glGetInteger64v gl3wGetInteger64v
+#define glGetSynciv gl3wGetSynciv
+#define glTexImage2DMultisample gl3wTexImage2DMultisample
+#define glTexImage3DMultisample gl3wTexImage3DMultisample
+#define glGetMultisamplefv gl3wGetMultisamplefv
+#define glSampleMaski gl3wSampleMaski
+#define glBlendEquationiARB gl3wBlendEquationiARB
+#define glBlendEquationSeparateiARB gl3wBlendEquationSeparateiARB
+#define glBlendFunciARB gl3wBlendFunciARB
+#define glBlendFuncSeparateiARB gl3wBlendFuncSeparateiARB
+#define glMinSampleShadingARB gl3wMinSampleShadingARB
+#define glNamedStringARB gl3wNamedStringARB
+#define glDeleteNamedStringARB gl3wDeleteNamedStringARB
+#define glCompileShaderIncludeARB gl3wCompileShaderIncludeARB
+#define glIsNamedStringARB gl3wIsNamedStringARB
+#define glGetNamedStringARB gl3wGetNamedStringARB
+#define glGetNamedStringivARB gl3wGetNamedStringivARB
+#define glBindFragDataLocationIndexed gl3wBindFragDataLocationIndexed
+#define glGetFragDataIndex gl3wGetFragDataIndex
+#define glGenSamplers gl3wGenSamplers
+#define glDeleteSamplers gl3wDeleteSamplers
+#define glIsSampler gl3wIsSampler
+#define glBindSampler gl3wBindSampler
+#define glSamplerParameteri gl3wSamplerParameteri
+#define glSamplerParameteriv gl3wSamplerParameteriv
+#define glSamplerParameterf gl3wSamplerParameterf
+#define glSamplerParameterfv gl3wSamplerParameterfv
+#define glSamplerParameterIiv gl3wSamplerParameterIiv
+#define glSamplerParameterIuiv gl3wSamplerParameterIuiv
+#define glGetSamplerParameteriv gl3wGetSamplerParameteriv
+#define glGetSamplerParameterIiv gl3wGetSamplerParameterIiv
+#define glGetSamplerParameterfv gl3wGetSamplerParameterfv
+#define glGetSamplerParameterIuiv gl3wGetSamplerParameterIuiv
+#define glQueryCounter gl3wQueryCounter
+#define glGetQueryObjecti64v gl3wGetQueryObjecti64v
+#define glGetQueryObjectui64v gl3wGetQueryObjectui64v
+#define glVertexP2ui gl3wVertexP2ui
+#define glVertexP2uiv gl3wVertexP2uiv
+#define glVertexP3ui gl3wVertexP3ui
+#define glVertexP3uiv gl3wVertexP3uiv
+#define glVertexP4ui gl3wVertexP4ui
+#define glVertexP4uiv gl3wVertexP4uiv
+#define glTexCoordP1ui gl3wTexCoordP1ui
+#define glTexCoordP1uiv gl3wTexCoordP1uiv
+#define glTexCoordP2ui gl3wTexCoordP2ui
+#define glTexCoordP2uiv gl3wTexCoordP2uiv
+#define glTexCoordP3ui gl3wTexCoordP3ui
+#define glTexCoordP3uiv gl3wTexCoordP3uiv
+#define glTexCoordP4ui gl3wTexCoordP4ui
+#define glTexCoordP4uiv gl3wTexCoordP4uiv
+#define glMultiTexCoordP1ui gl3wMultiTexCoordP1ui
+#define glMultiTexCoordP1uiv gl3wMultiTexCoordP1uiv
+#define glMultiTexCoordP2ui gl3wMultiTexCoordP2ui
+#define glMultiTexCoordP2uiv gl3wMultiTexCoordP2uiv
+#define glMultiTexCoordP3ui gl3wMultiTexCoordP3ui
+#define glMultiTexCoordP3uiv gl3wMultiTexCoordP3uiv
+#define glMultiTexCoordP4ui gl3wMultiTexCoordP4ui
+#define glMultiTexCoordP4uiv gl3wMultiTexCoordP4uiv
+#define glNormalP3ui gl3wNormalP3ui
+#define glNormalP3uiv gl3wNormalP3uiv
+#define glColorP3ui gl3wColorP3ui
+#define glColorP3uiv gl3wColorP3uiv
+#define glColorP4ui gl3wColorP4ui
+#define glColorP4uiv gl3wColorP4uiv
+#define glSecondaryColorP3ui gl3wSecondaryColorP3ui
+#define glSecondaryColorP3uiv gl3wSecondaryColorP3uiv
+#define glVertexAttribP1ui gl3wVertexAttribP1ui
+#define glVertexAttribP1uiv gl3wVertexAttribP1uiv
+#define glVertexAttribP2ui gl3wVertexAttribP2ui
+#define glVertexAttribP2uiv gl3wVertexAttribP2uiv
+#define glVertexAttribP3ui gl3wVertexAttribP3ui
+#define glVertexAttribP3uiv gl3wVertexAttribP3uiv
+#define glVertexAttribP4ui gl3wVertexAttribP4ui
+#define glVertexAttribP4uiv gl3wVertexAttribP4uiv
+#define glDrawArraysIndirect gl3wDrawArraysIndirect
+#define glDrawElementsIndirect gl3wDrawElementsIndirect
+#define glUniform1d gl3wUniform1d
+#define glUniform2d gl3wUniform2d
+#define glUniform3d gl3wUniform3d
+#define glUniform4d gl3wUniform4d
+#define glUniform1dv gl3wUniform1dv
+#define glUniform2dv gl3wUniform2dv
+#define glUniform3dv gl3wUniform3dv
+#define glUniform4dv gl3wUniform4dv
+#define glUniformMatrix2dv gl3wUniformMatrix2dv
+#define glUniformMatrix3dv gl3wUniformMatrix3dv
+#define glUniformMatrix4dv gl3wUniformMatrix4dv
+#define glUniformMatrix2x3dv gl3wUniformMatrix2x3dv
+#define glUniformMatrix2x4dv gl3wUniformMatrix2x4dv
+#define glUniformMatrix3x2dv gl3wUniformMatrix3x2dv
+#define glUniformMatrix3x4dv gl3wUniformMatrix3x4dv
+#define glUniformMatrix4x2dv gl3wUniformMatrix4x2dv
+#define glUniformMatrix4x3dv gl3wUniformMatrix4x3dv
+#define glGetUniformdv gl3wGetUniformdv
+#define glGetSubroutineUniformLocation gl3wGetSubroutineUniformLocation
+#define glGetSubroutineIndex gl3wGetSubroutineIndex
+#define glGetActiveSubroutineUniformiv gl3wGetActiveSubroutineUniformiv
+#define glGetActiveSubroutineUniformName gl3wGetActiveSubroutineUniformName
+#define glGetActiveSubroutineName gl3wGetActiveSubroutineName
+#define glUniformSubroutinesuiv gl3wUniformSubroutinesuiv
+#define glGetUniformSubroutineuiv gl3wGetUniformSubroutineuiv
+#define glGetProgramStageiv gl3wGetProgramStageiv
+#define glPatchParameteri gl3wPatchParameteri
+#define glPatchParameterfv gl3wPatchParameterfv
+#define glBindTransformFeedback gl3wBindTransformFeedback
+#define glDeleteTransformFeedbacks gl3wDeleteTransformFeedbacks
+#define glGenTransformFeedbacks gl3wGenTransformFeedbacks
+#define glIsTransformFeedback gl3wIsTransformFeedback
+#define glPauseTransformFeedback gl3wPauseTransformFeedback
+#define glResumeTransformFeedback gl3wResumeTransformFeedback
+#define glDrawTransformFeedback gl3wDrawTransformFeedback
+#define glDrawTransformFeedbackStream gl3wDrawTransformFeedbackStream
+#define glBeginQueryIndexed gl3wBeginQueryIndexed
+#define glEndQueryIndexed gl3wEndQueryIndexed
+#define glGetQueryIndexediv gl3wGetQueryIndexediv
+#define glReleaseShaderCompiler gl3wReleaseShaderCompiler
+#define glShaderBinary gl3wShaderBinary
+#define glGetShaderPrecisionFormat gl3wGetShaderPrecisionFormat
+#define glDepthRangef gl3wDepthRangef
+#define glClearDepthf gl3wClearDepthf
+#define glGetProgramBinary gl3wGetProgramBinary
+#define glProgramBinary gl3wProgramBinary
+#define glProgramParameteri gl3wProgramParameteri
+#define glUseProgramStages gl3wUseProgramStages
+#define glActiveShaderProgram gl3wActiveShaderProgram
+#define glCreateShaderProgramv gl3wCreateShaderProgramv
+#define glBindProgramPipeline gl3wBindProgramPipeline
+#define glDeleteProgramPipelines gl3wDeleteProgramPipelines
+#define glGenProgramPipelines gl3wGenProgramPipelines
+#define glIsProgramPipeline gl3wIsProgramPipeline
+#define glGetProgramPipelineiv gl3wGetProgramPipelineiv
+#define glProgramUniform1i gl3wProgramUniform1i
+#define glProgramUniform1iv gl3wProgramUniform1iv
+#define glProgramUniform1f gl3wProgramUniform1f
+#define glProgramUniform1fv gl3wProgramUniform1fv
+#define glProgramUniform1d gl3wProgramUniform1d
+#define glProgramUniform1dv gl3wProgramUniform1dv
+#define glProgramUniform1ui gl3wProgramUniform1ui
+#define glProgramUniform1uiv gl3wProgramUniform1uiv
+#define glProgramUniform2i gl3wProgramUniform2i
+#define glProgramUniform2iv gl3wProgramUniform2iv
+#define glProgramUniform2f gl3wProgramUniform2f
+#define glProgramUniform2fv gl3wProgramUniform2fv
+#define glProgramUniform2d gl3wProgramUniform2d
+#define glProgramUniform2dv gl3wProgramUniform2dv
+#define glProgramUniform2ui gl3wProgramUniform2ui
+#define glProgramUniform2uiv gl3wProgramUniform2uiv
+#define glProgramUniform3i gl3wProgramUniform3i
+#define glProgramUniform3iv gl3wProgramUniform3iv
+#define glProgramUniform3f gl3wProgramUniform3f
+#define glProgramUniform3fv gl3wProgramUniform3fv
+#define glProgramUniform3d gl3wProgramUniform3d
+#define glProgramUniform3dv gl3wProgramUniform3dv
+#define glProgramUniform3ui gl3wProgramUniform3ui
+#define glProgramUniform3uiv gl3wProgramUniform3uiv
+#define glProgramUniform4i gl3wProgramUniform4i
+#define glProgramUniform4iv gl3wProgramUniform4iv
+#define glProgramUniform4f gl3wProgramUniform4f
+#define glProgramUniform4fv gl3wProgramUniform4fv
+#define glProgramUniform4d gl3wProgramUniform4d
+#define glProgramUniform4dv gl3wProgramUniform4dv
+#define glProgramUniform4ui gl3wProgramUniform4ui
+#define glProgramUniform4uiv gl3wProgramUniform4uiv
+#define glProgramUniformMatrix2fv gl3wProgramUniformMatrix2fv
+#define glProgramUniformMatrix3fv gl3wProgramUniformMatrix3fv
+#define glProgramUniformMatrix4fv gl3wProgramUniformMatrix4fv
+#define glProgramUniformMatrix2dv gl3wProgramUniformMatrix2dv
+#define glProgramUniformMatrix3dv gl3wProgramUniformMatrix3dv
+#define glProgramUniformMatrix4dv gl3wProgramUniformMatrix4dv
+#define glProgramUniformMatrix2x3fv gl3wProgramUniformMatrix2x3fv
+#define glProgramUniformMatrix3x2fv gl3wProgramUniformMatrix3x2fv
+#define glProgramUniformMatrix2x4fv gl3wProgramUniformMatrix2x4fv
+#define glProgramUniformMatrix4x2fv gl3wProgramUniformMatrix4x2fv
+#define glProgramUniformMatrix3x4fv gl3wProgramUniformMatrix3x4fv
+#define glProgramUniformMatrix4x3fv gl3wProgramUniformMatrix4x3fv
+#define glProgramUniformMatrix2x3dv gl3wProgramUniformMatrix2x3dv
+#define glProgramUniformMatrix3x2dv gl3wProgramUniformMatrix3x2dv
+#define glProgramUniformMatrix2x4dv gl3wProgramUniformMatrix2x4dv
+#define glProgramUniformMatrix4x2dv gl3wProgramUniformMatrix4x2dv
+#define glProgramUniformMatrix3x4dv gl3wProgramUniformMatrix3x4dv
+#define glProgramUniformMatrix4x3dv gl3wProgramUniformMatrix4x3dv
+#define glValidateProgramPipeline gl3wValidateProgramPipeline
+#define glGetProgramPipelineInfoLog gl3wGetProgramPipelineInfoLog
+#define glVertexAttribL1d gl3wVertexAttribL1d
+#define glVertexAttribL2d gl3wVertexAttribL2d
+#define glVertexAttribL3d gl3wVertexAttribL3d
+#define glVertexAttribL4d gl3wVertexAttribL4d
+#define glVertexAttribL1dv gl3wVertexAttribL1dv
+#define glVertexAttribL2dv gl3wVertexAttribL2dv
+#define glVertexAttribL3dv gl3wVertexAttribL3dv
+#define glVertexAttribL4dv gl3wVertexAttribL4dv
+#define glVertexAttribLPointer gl3wVertexAttribLPointer
+#define glGetVertexAttribLdv gl3wGetVertexAttribLdv
+#define glViewportArrayv gl3wViewportArrayv
+#define glViewportIndexedf gl3wViewportIndexedf
+#define glViewportIndexedfv gl3wViewportIndexedfv
+#define glScissorArrayv gl3wScissorArrayv
+#define glScissorIndexed gl3wScissorIndexed
+#define glScissorIndexedv gl3wScissorIndexedv
+#define glDepthRangeArrayv gl3wDepthRangeArrayv
+#define glDepthRangeIndexed gl3wDepthRangeIndexed
+#define glGetFloati_v gl3wGetFloati_v
+#define glGetDoublei_v gl3wGetDoublei_v
+#define glCreateSyncFromCLeventARB gl3wCreateSyncFromCLeventARB
+#define glDebugMessageControlARB gl3wDebugMessageControlARB
+#define glDebugMessageInsertARB gl3wDebugMessageInsertARB
+#define glDebugMessageCallbackARB gl3wDebugMessageCallbackARB
+#define glGetDebugMessageLogARB gl3wGetDebugMessageLogARB
+#define glGetGraphicsResetStatusARB gl3wGetGraphicsResetStatusARB
+#define glGetnTexImageARB gl3wGetnTexImageARB
+#define glReadnPixelsARB gl3wReadnPixelsARB
+#define glGetnCompressedTexImageARB gl3wGetnCompressedTexImageARB
+#define glGetnUniformfvARB gl3wGetnUniformfvARB
+#define glGetnUniformivARB gl3wGetnUniformivARB
+#define glGetnUniformuivARB gl3wGetnUniformuivARB
+#define glGetnUniformdvARB gl3wGetnUniformdvARB
+#define glDrawArraysInstancedBaseInstance gl3wDrawArraysInstancedBaseInstance
+#define glDrawElementsInstancedBaseInstance gl3wDrawElementsInstancedBaseInstance
+#define glDrawElementsInstancedBaseVertexBaseInstance gl3wDrawElementsInstancedBaseVertexBaseInstance
+#define glDrawTransformFeedbackInstanced gl3wDrawTransformFeedbackInstanced
+#define glDrawTransformFeedbackStreamInstanced gl3wDrawTransformFeedbackStreamInstanced
+#define glGetInternalformativ gl3wGetInternalformativ
+#define glGetActiveAtomicCounterBufferiv gl3wGetActiveAtomicCounterBufferiv
+#define glBindImageTexture gl3wBindImageTexture
+#define glMemoryBarrier gl3wMemoryBarrier
+#define glTexStorage1D gl3wTexStorage1D
+#define glTexStorage2D gl3wTexStorage2D
+#define glTexStorage3D gl3wTexStorage3D
+#define glTextureStorage1DEXT gl3wTextureStorage1DEXT
+#define glTextureStorage2DEXT gl3wTextureStorage2DEXT
+#define glTextureStorage3DEXT gl3wTextureStorage3DEXT
+#define glDebugMessageControl gl3wDebugMessageControl
+#define glDebugMessageInsert gl3wDebugMessageInsert
+#define glDebugMessageCallback gl3wDebugMessageCallback
+#define glGetDebugMessageLog gl3wGetDebugMessageLog
+#define glPushDebugGroup gl3wPushDebugGroup
+#define glPopDebugGroup gl3wPopDebugGroup
+#define glObjectLabel gl3wObjectLabel
+#define glGetObjectLabel gl3wGetObjectLabel
+#define glObjectPtrLabel gl3wObjectPtrLabel
+#define glGetObjectPtrLabel gl3wGetObjectPtrLabel
+#define glClearBufferData gl3wClearBufferData
+#define glClearBufferSubData gl3wClearBufferSubData
+#define glClearNamedBufferDataEXT gl3wClearNamedBufferDataEXT
+#define glClearNamedBufferSubDataEXT gl3wClearNamedBufferSubDataEXT
+#define glDispatchCompute gl3wDispatchCompute
+#define glDispatchComputeIndirect gl3wDispatchComputeIndirect
+#define glCopyImageSubData gl3wCopyImageSubData
+#define glTextureView gl3wTextureView
+#define glBindVertexBuffer gl3wBindVertexBuffer
+#define glVertexAttribFormat gl3wVertexAttribFormat
+#define glVertexAttribIFormat gl3wVertexAttribIFormat
+#define glVertexAttribLFormat gl3wVertexAttribLFormat
+#define glVertexAttribBinding gl3wVertexAttribBinding
+#define glVertexBindingDivisor gl3wVertexBindingDivisor
+#define glVertexArrayBindVertexBufferEXT gl3wVertexArrayBindVertexBufferEXT
+#define glVertexArrayVertexAttribFormatEXT gl3wVertexArrayVertexAttribFormatEXT
+#define glVertexArrayVertexAttribIFormatEXT gl3wVertexArrayVertexAttribIFormatEXT
+#define glVertexArrayVertexAttribLFormatEXT gl3wVertexArrayVertexAttribLFormatEXT
+#define glVertexArrayVertexAttribBindingEXT gl3wVertexArrayVertexAttribBindingEXT
+#define glVertexArrayVertexBindingDivisorEXT gl3wVertexArrayVertexBindingDivisorEXT
+#define glFramebufferParameteri gl3wFramebufferParameteri
+#define glGetFramebufferParameteriv gl3wGetFramebufferParameteriv
+#define glNamedFramebufferParameteriEXT gl3wNamedFramebufferParameteriEXT
+#define glGetNamedFramebufferParameterivEXT gl3wGetNamedFramebufferParameterivEXT
+#define glGetInternalformati64v gl3wGetInternalformati64v
+#define glInvalidateTexSubImage gl3wInvalidateTexSubImage
+#define glInvalidateTexImage gl3wInvalidateTexImage
+#define glInvalidateBufferSubData gl3wInvalidateBufferSubData
+#define glInvalidateBufferData gl3wInvalidateBufferData
+#define glInvalidateFramebuffer gl3wInvalidateFramebuffer
+#define glInvalidateSubFramebuffer gl3wInvalidateSubFramebuffer
+#define glMultiDrawArraysIndirect gl3wMultiDrawArraysIndirect
+#define glMultiDrawElementsIndirect gl3wMultiDrawElementsIndirect
+#define glGetProgramInterfaceiv gl3wGetProgramInterfaceiv
+#define glGetProgramResourceIndex gl3wGetProgramResourceIndex
+#define glGetProgramResourceName gl3wGetProgramResourceName
+#define glGetProgramResourceiv gl3wGetProgramResourceiv
+#define glGetProgramResourceLocation gl3wGetProgramResourceLocation
+#define glGetProgramResourceLocationIndex gl3wGetProgramResourceLocationIndex
+#define glShaderStorageBlockBinding gl3wShaderStorageBlockBinding
+#define glTexBufferRange gl3wTexBufferRange
+#define glTextureBufferRangeEXT gl3wTextureBufferRangeEXT
+#define glTexStorage2DMultisample gl3wTexStorage2DMultisample
+#define glTexStorage3DMultisample gl3wTexStorage3DMultisample
+#define glTextureStorage2DMultisampleEXT gl3wTextureStorage2DMultisampleEXT
+#define glTextureStorage3DMultisampleEXT gl3wTextureStorage3DMultisampleEXT
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/3rdparty/imgui/examples/libs/gl3w/GL/glcorearb.h b/3rdparty/imgui/examples/libs/gl3w/GL/glcorearb.h
new file mode 100644
index 00000000..07cb03e1
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/gl3w/GL/glcorearb.h
@@ -0,0 +1,4533 @@
+#ifndef __glcorearb_h_
+#define __glcorearb_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/*
+** Copyright (c) 2007-2012 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+/* glcorearb.h replaces gl3.h. It is for use with OpenGL core
+ * profile implementations.
+ *
+ * glcorearb.h last updated on $Date: 2012-09-19 19:02:24 -0700 (Wed, 19 Sep 2012) $
+ *
+ * RELEASE NOTES - 2012/09/19
+ *
+ * glcorearb.h should be placed in the same directory as gl.h and
+ * included as
+ * '<GL/glcorearb.h>'.
+ *
+ * glcorearb.h includes only APIs in the latest OpenGL core profile
+ * implementation together with APIs in newer ARB extensions which can be
+ * can be supported by the core profile. It does not, and never will
+ * include functionality removed from the core profile, such as
+ * fixed-function vertex and fragment processing.
+ *
+ * It is not possible to #include both <GL/glcorearb.h> and either of
+ * <GL/gl.h> or <GL/glext.h> in the same source file.
+ *
+ * Feedback can be given by registering for the Khronos Bugzilla
+ * (www.khronos.org/bugzilla) and filing issues there under product
+ * "OpenGL", category "Registry".
+ */
+
+/* Function declaration macros - to move into glplatform.h */
+
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#define WIN32_LEAN_AND_MEAN 1
+#include <windows.h>
+#endif
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+
+/* Base GL types */
+
+typedef unsigned int GLenum;
+typedef unsigned char GLboolean;
+typedef unsigned int GLbitfield;
+typedef signed char GLbyte;
+typedef short GLshort;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned char GLubyte;
+typedef unsigned short GLushort;
+typedef unsigned int GLuint;
+typedef unsigned short GLhalf;
+typedef float GLfloat;
+typedef float GLclampf;
+typedef double GLdouble;
+typedef double GLclampd;
+typedef void GLvoid;
+
+/*************************************************************/
+
+#ifndef GL_VERSION_1_1
+/* AttribMask */
+#define GL_DEPTH_BUFFER_BIT 0x00000100
+#define GL_STENCIL_BUFFER_BIT 0x00000400
+#define GL_COLOR_BUFFER_BIT 0x00004000
+/* Boolean */
+#define GL_FALSE 0
+#define GL_TRUE 1
+/* BeginMode */
+#define GL_POINTS 0x0000
+#define GL_LINES 0x0001
+#define GL_LINE_LOOP 0x0002
+#define GL_LINE_STRIP 0x0003
+#define GL_TRIANGLES 0x0004
+#define GL_TRIANGLE_STRIP 0x0005
+#define GL_TRIANGLE_FAN 0x0006
+#define GL_QUADS 0x0007
+/* AlphaFunction */
+#define GL_NEVER 0x0200
+#define GL_LESS 0x0201
+#define GL_EQUAL 0x0202
+#define GL_LEQUAL 0x0203
+#define GL_GREATER 0x0204
+#define GL_NOTEQUAL 0x0205
+#define GL_GEQUAL 0x0206
+#define GL_ALWAYS 0x0207
+/* BlendingFactorDest */
+#define GL_ZERO 0
+#define GL_ONE 1
+#define GL_SRC_COLOR 0x0300
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_DST_ALPHA 0x0304
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+/* BlendingFactorSrc */
+#define GL_DST_COLOR 0x0306
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#define GL_SRC_ALPHA_SATURATE 0x0308
+/* DrawBufferMode */
+#define GL_NONE 0
+#define GL_FRONT_LEFT 0x0400
+#define GL_FRONT_RIGHT 0x0401
+#define GL_BACK_LEFT 0x0402
+#define GL_BACK_RIGHT 0x0403
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_LEFT 0x0406
+#define GL_RIGHT 0x0407
+#define GL_FRONT_AND_BACK 0x0408
+/* ErrorCode */
+#define GL_NO_ERROR 0
+#define GL_INVALID_ENUM 0x0500
+#define GL_INVALID_VALUE 0x0501
+#define GL_INVALID_OPERATION 0x0502
+#define GL_OUT_OF_MEMORY 0x0505
+/* FrontFaceDirection */
+#define GL_CW 0x0900
+#define GL_CCW 0x0901
+/* GetPName */
+#define GL_POINT_SIZE 0x0B11
+#define GL_POINT_SIZE_RANGE 0x0B12
+#define GL_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_LINE_SMOOTH 0x0B20
+#define GL_LINE_WIDTH 0x0B21
+#define GL_LINE_WIDTH_RANGE 0x0B22
+#define GL_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_POLYGON_MODE 0x0B40
+#define GL_POLYGON_SMOOTH 0x0B41
+#define GL_CULL_FACE 0x0B44
+#define GL_CULL_FACE_MODE 0x0B45
+#define GL_FRONT_FACE 0x0B46
+#define GL_DEPTH_RANGE 0x0B70
+#define GL_DEPTH_TEST 0x0B71
+#define GL_DEPTH_WRITEMASK 0x0B72
+#define GL_DEPTH_CLEAR_VALUE 0x0B73
+#define GL_DEPTH_FUNC 0x0B74
+#define GL_STENCIL_TEST 0x0B90
+#define GL_STENCIL_CLEAR_VALUE 0x0B91
+#define GL_STENCIL_FUNC 0x0B92
+#define GL_STENCIL_VALUE_MASK 0x0B93
+#define GL_STENCIL_FAIL 0x0B94
+#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
+#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
+#define GL_STENCIL_REF 0x0B97
+#define GL_STENCIL_WRITEMASK 0x0B98
+#define GL_VIEWPORT 0x0BA2
+#define GL_DITHER 0x0BD0
+#define GL_BLEND_DST 0x0BE0
+#define GL_BLEND_SRC 0x0BE1
+#define GL_BLEND 0x0BE2
+#define GL_LOGIC_OP_MODE 0x0BF0
+#define GL_COLOR_LOGIC_OP 0x0BF2
+#define GL_DRAW_BUFFER 0x0C01
+#define GL_READ_BUFFER 0x0C02
+#define GL_SCISSOR_BOX 0x0C10
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_COLOR_CLEAR_VALUE 0x0C22
+#define GL_COLOR_WRITEMASK 0x0C23
+#define GL_DOUBLEBUFFER 0x0C32
+#define GL_STEREO 0x0C33
+#define GL_LINE_SMOOTH_HINT 0x0C52
+#define GL_POLYGON_SMOOTH_HINT 0x0C53
+#define GL_UNPACK_SWAP_BYTES 0x0CF0
+#define GL_UNPACK_LSB_FIRST 0x0CF1
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_UNPACK_SKIP_ROWS 0x0CF3
+#define GL_UNPACK_SKIP_PIXELS 0x0CF4
+#define GL_UNPACK_ALIGNMENT 0x0CF5
+#define GL_PACK_SWAP_BYTES 0x0D00
+#define GL_PACK_LSB_FIRST 0x0D01
+#define GL_PACK_ROW_LENGTH 0x0D02
+#define GL_PACK_SKIP_ROWS 0x0D03
+#define GL_PACK_SKIP_PIXELS 0x0D04
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_MAX_TEXTURE_SIZE 0x0D33
+#define GL_MAX_VIEWPORT_DIMS 0x0D3A
+#define GL_SUBPIXEL_BITS 0x0D50
+#define GL_TEXTURE_1D 0x0DE0
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_POLYGON_OFFSET_UNITS 0x2A00
+#define GL_POLYGON_OFFSET_POINT 0x2A01
+#define GL_POLYGON_OFFSET_LINE 0x2A02
+#define GL_POLYGON_OFFSET_FILL 0x8037
+#define GL_POLYGON_OFFSET_FACTOR 0x8038
+#define GL_TEXTURE_BINDING_1D 0x8068
+#define GL_TEXTURE_BINDING_2D 0x8069
+/* GetTextureParameter */
+#define GL_TEXTURE_WIDTH 0x1000
+#define GL_TEXTURE_HEIGHT 0x1001
+#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
+#define GL_TEXTURE_BORDER_COLOR 0x1004
+#define GL_TEXTURE_RED_SIZE 0x805C
+#define GL_TEXTURE_GREEN_SIZE 0x805D
+#define GL_TEXTURE_BLUE_SIZE 0x805E
+#define GL_TEXTURE_ALPHA_SIZE 0x805F
+/* HintMode */
+#define GL_DONT_CARE 0x1100
+#define GL_FASTEST 0x1101
+#define GL_NICEST 0x1102
+/* DataType */
+#define GL_BYTE 0x1400
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_SHORT 0x1402
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_INT 0x1404
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_DOUBLE 0x140A
+/* ErrorCode */
+#define GL_STACK_OVERFLOW 0x0503
+#define GL_STACK_UNDERFLOW 0x0504
+/* LogicOp */
+#define GL_CLEAR 0x1500
+#define GL_AND 0x1501
+#define GL_AND_REVERSE 0x1502
+#define GL_COPY 0x1503
+#define GL_AND_INVERTED 0x1504
+#define GL_NOOP 0x1505
+#define GL_XOR 0x1506
+#define GL_OR 0x1507
+#define GL_NOR 0x1508
+#define GL_EQUIV 0x1509
+#define GL_INVERT 0x150A
+#define GL_OR_REVERSE 0x150B
+#define GL_COPY_INVERTED 0x150C
+#define GL_OR_INVERTED 0x150D
+#define GL_NAND 0x150E
+#define GL_SET 0x150F
+/* MatrixMode (for gl3.h, FBO attachment type) */
+#define GL_TEXTURE 0x1702
+/* PixelCopyType */
+#define GL_COLOR 0x1800
+#define GL_DEPTH 0x1801
+#define GL_STENCIL 0x1802
+/* PixelFormat */
+#define GL_STENCIL_INDEX 0x1901
+#define GL_DEPTH_COMPONENT 0x1902
+#define GL_RED 0x1903
+#define GL_GREEN 0x1904
+#define GL_BLUE 0x1905
+#define GL_ALPHA 0x1906
+#define GL_RGB 0x1907
+#define GL_RGBA 0x1908
+/* PolygonMode */
+#define GL_POINT 0x1B00
+#define GL_LINE 0x1B01
+#define GL_FILL 0x1B02
+/* StencilOp */
+#define GL_KEEP 0x1E00
+#define GL_REPLACE 0x1E01
+#define GL_INCR 0x1E02
+#define GL_DECR 0x1E03
+/* StringName */
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+/* TextureMagFilter */
+#define GL_NEAREST 0x2600
+#define GL_LINEAR 0x2601
+/* TextureMinFilter */
+#define GL_NEAREST_MIPMAP_NEAREST 0x2700
+#define GL_LINEAR_MIPMAP_NEAREST 0x2701
+#define GL_NEAREST_MIPMAP_LINEAR 0x2702
+#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+/* TextureParameterName */
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+#define GL_TEXTURE_WRAP_S 0x2802
+#define GL_TEXTURE_WRAP_T 0x2803
+/* TextureTarget */
+#define GL_PROXY_TEXTURE_1D 0x8063
+#define GL_PROXY_TEXTURE_2D 0x8064
+/* TextureWrapMode */
+#define GL_REPEAT 0x2901
+/* PixelInternalFormat */
+#define GL_R3_G3_B2 0x2A10
+#define GL_RGB4 0x804F
+#define GL_RGB5 0x8050
+#define GL_RGB8 0x8051
+#define GL_RGB10 0x8052
+#define GL_RGB12 0x8053
+#define GL_RGB16 0x8054
+#define GL_RGBA2 0x8055
+#define GL_RGBA4 0x8056
+#define GL_RGB5_A1 0x8057
+#define GL_RGBA8 0x8058
+#define GL_RGB10_A2 0x8059
+#define GL_RGBA12 0x805A
+#define GL_RGBA16 0x805B
+#endif
+
+#ifndef GL_VERSION_1_2
+#define GL_UNSIGNED_BYTE_3_3_2 0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#define GL_UNSIGNED_INT_8_8_8_8 0x8035
+#define GL_UNSIGNED_INT_10_10_10_2 0x8036
+#define GL_TEXTURE_BINDING_3D 0x806A
+#define GL_PACK_SKIP_IMAGES 0x806B
+#define GL_PACK_IMAGE_HEIGHT 0x806C
+#define GL_UNPACK_SKIP_IMAGES 0x806D
+#define GL_UNPACK_IMAGE_HEIGHT 0x806E
+#define GL_TEXTURE_3D 0x806F
+#define GL_PROXY_TEXTURE_3D 0x8070
+#define GL_TEXTURE_DEPTH 0x8071
+#define GL_TEXTURE_WRAP_R 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE 0x8073
+#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
+#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
+#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
+#define GL_BGR 0x80E0
+#define GL_BGRA 0x80E1
+#define GL_MAX_ELEMENTS_VERTICES 0x80E8
+#define GL_MAX_ELEMENTS_INDICES 0x80E9
+#define GL_CLAMP_TO_EDGE 0x812F
+#define GL_TEXTURE_MIN_LOD 0x813A
+#define GL_TEXTURE_MAX_LOD 0x813B
+#define GL_TEXTURE_BASE_LEVEL 0x813C
+#define GL_TEXTURE_MAX_LEVEL 0x813D
+#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
+#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
+#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+#endif
+
+#ifndef GL_ARB_imaging
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#define GL_BLEND_COLOR 0x8005
+#define GL_FUNC_ADD 0x8006
+#define GL_MIN 0x8007
+#define GL_MAX 0x8008
+#define GL_BLEND_EQUATION 0x8009
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+#endif
+
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#define GL_ACTIVE_TEXTURE 0x84E0
+#define GL_MULTISAMPLE 0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
+#define GL_SAMPLE_COVERAGE 0x80A0
+#define GL_SAMPLE_BUFFERS 0x80A8
+#define GL_SAMPLES 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+#define GL_COMPRESSED_RGB 0x84ED
+#define GL_COMPRESSED_RGBA 0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
+#define GL_TEXTURE_COMPRESSED 0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+#define GL_CLAMP_TO_BORDER 0x812D
+#endif
+
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
+#define GL_DEPTH_COMPONENT16 0x81A5
+#define GL_DEPTH_COMPONENT24 0x81A6
+#define GL_DEPTH_COMPONENT32 0x81A7
+#define GL_MIRRORED_REPEAT 0x8370
+#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
+#define GL_TEXTURE_LOD_BIAS 0x8501
+#define GL_INCR_WRAP 0x8507
+#define GL_DECR_WRAP 0x8508
+#define GL_TEXTURE_DEPTH_SIZE 0x884A
+#define GL_TEXTURE_COMPARE_MODE 0x884C
+#define GL_TEXTURE_COMPARE_FUNC 0x884D
+#endif
+
+#ifndef GL_VERSION_1_5
+#define GL_BUFFER_SIZE 0x8764
+#define GL_BUFFER_USAGE 0x8765
+#define GL_QUERY_COUNTER_BITS 0x8864
+#define GL_CURRENT_QUERY 0x8865
+#define GL_QUERY_RESULT 0x8866
+#define GL_QUERY_RESULT_AVAILABLE 0x8867
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#define GL_READ_ONLY 0x88B8
+#define GL_WRITE_ONLY 0x88B9
+#define GL_READ_WRITE 0x88BA
+#define GL_BUFFER_ACCESS 0x88BB
+#define GL_BUFFER_MAPPED 0x88BC
+#define GL_BUFFER_MAP_POINTER 0x88BD
+#define GL_STREAM_DRAW 0x88E0
+#define GL_STREAM_READ 0x88E1
+#define GL_STREAM_COPY 0x88E2
+#define GL_STATIC_DRAW 0x88E4
+#define GL_STATIC_READ 0x88E5
+#define GL_STATIC_COPY 0x88E6
+#define GL_DYNAMIC_DRAW 0x88E8
+#define GL_DYNAMIC_READ 0x88E9
+#define GL_DYNAMIC_COPY 0x88EA
+#define GL_SAMPLES_PASSED 0x8914
+#define GL_SRC1_ALPHA 0x8589
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_BLEND_EQUATION_RGB 0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_STENCIL_BACK_FUNC 0x8800
+#define GL_STENCIL_BACK_FAIL 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#define GL_MAX_DRAW_BUFFERS 0x8824
+#define GL_DRAW_BUFFER0 0x8825
+#define GL_DRAW_BUFFER1 0x8826
+#define GL_DRAW_BUFFER2 0x8827
+#define GL_DRAW_BUFFER3 0x8828
+#define GL_DRAW_BUFFER4 0x8829
+#define GL_DRAW_BUFFER5 0x882A
+#define GL_DRAW_BUFFER6 0x882B
+#define GL_DRAW_BUFFER7 0x882C
+#define GL_DRAW_BUFFER8 0x882D
+#define GL_DRAW_BUFFER9 0x882E
+#define GL_DRAW_BUFFER10 0x882F
+#define GL_DRAW_BUFFER11 0x8830
+#define GL_DRAW_BUFFER12 0x8831
+#define GL_DRAW_BUFFER13 0x8832
+#define GL_DRAW_BUFFER14 0x8833
+#define GL_DRAW_BUFFER15 0x8834
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
+#define GL_MAX_VARYING_FLOATS 0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_SHADER_TYPE 0x8B4F
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_1D 0x8B5D
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_3D 0x8B5F
+#define GL_SAMPLER_CUBE 0x8B60
+#define GL_SAMPLER_1D_SHADOW 0x8B61
+#define GL_SAMPLER_2D_SHADOW 0x8B62
+#define GL_DELETE_STATUS 0x8B80
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_VALIDATE_STATUS 0x8B83
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_ATTACHED_SHADERS 0x8B85
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
+#define GL_LOWER_LEFT 0x8CA1
+#define GL_UPPER_LEFT 0x8CA2
+#define GL_STENCIL_BACK_REF 0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+#endif
+
+#ifndef GL_VERSION_2_1
+#define GL_PIXEL_PACK_BUFFER 0x88EB
+#define GL_PIXEL_UNPACK_BUFFER 0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
+#define GL_FLOAT_MAT2x3 0x8B65
+#define GL_FLOAT_MAT2x4 0x8B66
+#define GL_FLOAT_MAT3x2 0x8B67
+#define GL_FLOAT_MAT3x4 0x8B68
+#define GL_FLOAT_MAT4x2 0x8B69
+#define GL_FLOAT_MAT4x3 0x8B6A
+#define GL_SRGB 0x8C40
+#define GL_SRGB8 0x8C41
+#define GL_SRGB_ALPHA 0x8C42
+#define GL_SRGB8_ALPHA8 0x8C43
+#define GL_COMPRESSED_SRGB 0x8C48
+#define GL_COMPRESSED_SRGB_ALPHA 0x8C49
+#endif
+
+#ifndef GL_VERSION_3_0
+#define GL_COMPARE_REF_TO_TEXTURE 0x884E
+#define GL_CLIP_DISTANCE0 0x3000
+#define GL_CLIP_DISTANCE1 0x3001
+#define GL_CLIP_DISTANCE2 0x3002
+#define GL_CLIP_DISTANCE3 0x3003
+#define GL_CLIP_DISTANCE4 0x3004
+#define GL_CLIP_DISTANCE5 0x3005
+#define GL_CLIP_DISTANCE6 0x3006
+#define GL_CLIP_DISTANCE7 0x3007
+#define GL_MAX_CLIP_DISTANCES 0x0D32
+#define GL_MAJOR_VERSION 0x821B
+#define GL_MINOR_VERSION 0x821C
+#define GL_NUM_EXTENSIONS 0x821D
+#define GL_CONTEXT_FLAGS 0x821E
+#define GL_COMPRESSED_RED 0x8225
+#define GL_COMPRESSED_RG 0x8226
+#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x0001
+#define GL_RGBA32F 0x8814
+#define GL_RGB32F 0x8815
+#define GL_RGBA16F 0x881A
+#define GL_RGB16F 0x881B
+#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
+#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
+#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
+#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
+#define GL_CLAMP_READ_COLOR 0x891C
+#define GL_FIXED_ONLY 0x891D
+#define GL_MAX_VARYING_COMPONENTS 0x8B4B
+#define GL_TEXTURE_1D_ARRAY 0x8C18
+#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19
+#define GL_TEXTURE_2D_ARRAY 0x8C1A
+#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
+#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
+#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
+#define GL_R11F_G11F_B10F 0x8C3A
+#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
+#define GL_RGB9_E5 0x8C3D
+#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
+#define GL_TEXTURE_SHARED_SIZE 0x8C3F
+#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
+#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
+#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
+#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
+#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
+#define GL_PRIMITIVES_GENERATED 0x8C87
+#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
+#define GL_RASTERIZER_DISCARD 0x8C89
+#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
+#define GL_INTERLEAVED_ATTRIBS 0x8C8C
+#define GL_SEPARATE_ATTRIBS 0x8C8D
+#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
+#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
+#define GL_RGBA32UI 0x8D70
+#define GL_RGB32UI 0x8D71
+#define GL_RGBA16UI 0x8D76
+#define GL_RGB16UI 0x8D77
+#define GL_RGBA8UI 0x8D7C
+#define GL_RGB8UI 0x8D7D
+#define GL_RGBA32I 0x8D82
+#define GL_RGB32I 0x8D83
+#define GL_RGBA16I 0x8D88
+#define GL_RGB16I 0x8D89
+#define GL_RGBA8I 0x8D8E
+#define GL_RGB8I 0x8D8F
+#define GL_RED_INTEGER 0x8D94
+#define GL_GREEN_INTEGER 0x8D95
+#define GL_BLUE_INTEGER 0x8D96
+#define GL_RGB_INTEGER 0x8D98
+#define GL_RGBA_INTEGER 0x8D99
+#define GL_BGR_INTEGER 0x8D9A
+#define GL_BGRA_INTEGER 0x8D9B
+#define GL_SAMPLER_1D_ARRAY 0x8DC0
+#define GL_SAMPLER_2D_ARRAY 0x8DC1
+#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
+#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
+#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
+#define GL_UNSIGNED_INT_VEC2 0x8DC6
+#define GL_UNSIGNED_INT_VEC3 0x8DC7
+#define GL_UNSIGNED_INT_VEC4 0x8DC8
+#define GL_INT_SAMPLER_1D 0x8DC9
+#define GL_INT_SAMPLER_2D 0x8DCA
+#define GL_INT_SAMPLER_3D 0x8DCB
+#define GL_INT_SAMPLER_CUBE 0x8DCC
+#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
+#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
+#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
+#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
+#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
+#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
+#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
+#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
+#define GL_QUERY_WAIT 0x8E13
+#define GL_QUERY_NO_WAIT 0x8E14
+#define GL_QUERY_BY_REGION_WAIT 0x8E15
+#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16
+#define GL_BUFFER_ACCESS_FLAGS 0x911F
+#define GL_BUFFER_MAP_LENGTH 0x9120
+#define GL_BUFFER_MAP_OFFSET 0x9121
+/* Reuse tokens from ARB_depth_buffer_float */
+/* reuse GL_DEPTH_COMPONENT32F */
+/* reuse GL_DEPTH32F_STENCIL8 */
+/* reuse GL_FLOAT_32_UNSIGNED_INT_24_8_REV */
+/* Reuse tokens from ARB_framebuffer_object */
+/* reuse GL_INVALID_FRAMEBUFFER_OPERATION */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE */
+/* reuse GL_FRAMEBUFFER_DEFAULT */
+/* reuse GL_FRAMEBUFFER_UNDEFINED */
+/* reuse GL_DEPTH_STENCIL_ATTACHMENT */
+/* reuse GL_INDEX */
+/* reuse GL_MAX_RENDERBUFFER_SIZE */
+/* reuse GL_DEPTH_STENCIL */
+/* reuse GL_UNSIGNED_INT_24_8 */
+/* reuse GL_DEPTH24_STENCIL8 */
+/* reuse GL_TEXTURE_STENCIL_SIZE */
+/* reuse GL_TEXTURE_RED_TYPE */
+/* reuse GL_TEXTURE_GREEN_TYPE */
+/* reuse GL_TEXTURE_BLUE_TYPE */
+/* reuse GL_TEXTURE_ALPHA_TYPE */
+/* reuse GL_TEXTURE_DEPTH_TYPE */
+/* reuse GL_UNSIGNED_NORMALIZED */
+/* reuse GL_FRAMEBUFFER_BINDING */
+/* reuse GL_DRAW_FRAMEBUFFER_BINDING */
+/* reuse GL_RENDERBUFFER_BINDING */
+/* reuse GL_READ_FRAMEBUFFER */
+/* reuse GL_DRAW_FRAMEBUFFER */
+/* reuse GL_READ_FRAMEBUFFER_BINDING */
+/* reuse GL_RENDERBUFFER_SAMPLES */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
+/* reuse GL_FRAMEBUFFER_COMPLETE */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER */
+/* reuse GL_FRAMEBUFFER_UNSUPPORTED */
+/* reuse GL_MAX_COLOR_ATTACHMENTS */
+/* reuse GL_COLOR_ATTACHMENT0 */
+/* reuse GL_COLOR_ATTACHMENT1 */
+/* reuse GL_COLOR_ATTACHMENT2 */
+/* reuse GL_COLOR_ATTACHMENT3 */
+/* reuse GL_COLOR_ATTACHMENT4 */
+/* reuse GL_COLOR_ATTACHMENT5 */
+/* reuse GL_COLOR_ATTACHMENT6 */
+/* reuse GL_COLOR_ATTACHMENT7 */
+/* reuse GL_COLOR_ATTACHMENT8 */
+/* reuse GL_COLOR_ATTACHMENT9 */
+/* reuse GL_COLOR_ATTACHMENT10 */
+/* reuse GL_COLOR_ATTACHMENT11 */
+/* reuse GL_COLOR_ATTACHMENT12 */
+/* reuse GL_COLOR_ATTACHMENT13 */
+/* reuse GL_COLOR_ATTACHMENT14 */
+/* reuse GL_COLOR_ATTACHMENT15 */
+/* reuse GL_DEPTH_ATTACHMENT */
+/* reuse GL_STENCIL_ATTACHMENT */
+/* reuse GL_FRAMEBUFFER */
+/* reuse GL_RENDERBUFFER */
+/* reuse GL_RENDERBUFFER_WIDTH */
+/* reuse GL_RENDERBUFFER_HEIGHT */
+/* reuse GL_RENDERBUFFER_INTERNAL_FORMAT */
+/* reuse GL_STENCIL_INDEX1 */
+/* reuse GL_STENCIL_INDEX4 */
+/* reuse GL_STENCIL_INDEX8 */
+/* reuse GL_STENCIL_INDEX16 */
+/* reuse GL_RENDERBUFFER_RED_SIZE */
+/* reuse GL_RENDERBUFFER_GREEN_SIZE */
+/* reuse GL_RENDERBUFFER_BLUE_SIZE */
+/* reuse GL_RENDERBUFFER_ALPHA_SIZE */
+/* reuse GL_RENDERBUFFER_DEPTH_SIZE */
+/* reuse GL_RENDERBUFFER_STENCIL_SIZE */
+/* reuse GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE */
+/* reuse GL_MAX_SAMPLES */
+/* Reuse tokens from ARB_framebuffer_sRGB */
+/* reuse GL_FRAMEBUFFER_SRGB */
+/* Reuse tokens from ARB_half_float_vertex */
+/* reuse GL_HALF_FLOAT */
+/* Reuse tokens from ARB_map_buffer_range */
+/* reuse GL_MAP_READ_BIT */
+/* reuse GL_MAP_WRITE_BIT */
+/* reuse GL_MAP_INVALIDATE_RANGE_BIT */
+/* reuse GL_MAP_INVALIDATE_BUFFER_BIT */
+/* reuse GL_MAP_FLUSH_EXPLICIT_BIT */
+/* reuse GL_MAP_UNSYNCHRONIZED_BIT */
+/* Reuse tokens from ARB_texture_compression_rgtc */
+/* reuse GL_COMPRESSED_RED_RGTC1 */
+/* reuse GL_COMPRESSED_SIGNED_RED_RGTC1 */
+/* reuse GL_COMPRESSED_RG_RGTC2 */
+/* reuse GL_COMPRESSED_SIGNED_RG_RGTC2 */
+/* Reuse tokens from ARB_texture_rg */
+/* reuse GL_RG */
+/* reuse GL_RG_INTEGER */
+/* reuse GL_R8 */
+/* reuse GL_R16 */
+/* reuse GL_RG8 */
+/* reuse GL_RG16 */
+/* reuse GL_R16F */
+/* reuse GL_R32F */
+/* reuse GL_RG16F */
+/* reuse GL_RG32F */
+/* reuse GL_R8I */
+/* reuse GL_R8UI */
+/* reuse GL_R16I */
+/* reuse GL_R16UI */
+/* reuse GL_R32I */
+/* reuse GL_R32UI */
+/* reuse GL_RG8I */
+/* reuse GL_RG8UI */
+/* reuse GL_RG16I */
+/* reuse GL_RG16UI */
+/* reuse GL_RG32I */
+/* reuse GL_RG32UI */
+/* Reuse tokens from ARB_vertex_array_object */
+/* reuse GL_VERTEX_ARRAY_BINDING */
+#endif
+
+#ifndef GL_VERSION_3_1
+#define GL_SAMPLER_2D_RECT 0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
+#define GL_SAMPLER_BUFFER 0x8DC2
+#define GL_INT_SAMPLER_2D_RECT 0x8DCD
+#define GL_INT_SAMPLER_BUFFER 0x8DD0
+#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
+#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
+#define GL_TEXTURE_BUFFER 0x8C2A
+#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
+#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
+#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
+#define GL_TEXTURE_RECTANGLE 0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
+#define GL_RED_SNORM 0x8F90
+#define GL_RG_SNORM 0x8F91
+#define GL_RGB_SNORM 0x8F92
+#define GL_RGBA_SNORM 0x8F93
+#define GL_R8_SNORM 0x8F94
+#define GL_RG8_SNORM 0x8F95
+#define GL_RGB8_SNORM 0x8F96
+#define GL_RGBA8_SNORM 0x8F97
+#define GL_R16_SNORM 0x8F98
+#define GL_RG16_SNORM 0x8F99
+#define GL_RGB16_SNORM 0x8F9A
+#define GL_RGBA16_SNORM 0x8F9B
+#define GL_SIGNED_NORMALIZED 0x8F9C
+#define GL_PRIMITIVE_RESTART 0x8F9D
+#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
+/* Reuse tokens from ARB_copy_buffer */
+/* reuse GL_COPY_READ_BUFFER */
+/* reuse GL_COPY_WRITE_BUFFER */
+/* Reuse tokens from ARB_draw_instanced (none) */
+/* Reuse tokens from ARB_uniform_buffer_object */
+/* reuse GL_UNIFORM_BUFFER */
+/* reuse GL_UNIFORM_BUFFER_BINDING */
+/* reuse GL_UNIFORM_BUFFER_START */
+/* reuse GL_UNIFORM_BUFFER_SIZE */
+/* reuse GL_MAX_VERTEX_UNIFORM_BLOCKS */
+/* reuse GL_MAX_FRAGMENT_UNIFORM_BLOCKS */
+/* reuse GL_MAX_COMBINED_UNIFORM_BLOCKS */
+/* reuse GL_MAX_UNIFORM_BUFFER_BINDINGS */
+/* reuse GL_MAX_UNIFORM_BLOCK_SIZE */
+/* reuse GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS */
+/* reuse GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT */
+/* reuse GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */
+/* reuse GL_ACTIVE_UNIFORM_BLOCKS */
+/* reuse GL_UNIFORM_TYPE */
+/* reuse GL_UNIFORM_SIZE */
+/* reuse GL_UNIFORM_NAME_LENGTH */
+/* reuse GL_UNIFORM_BLOCK_INDEX */
+/* reuse GL_UNIFORM_OFFSET */
+/* reuse GL_UNIFORM_ARRAY_STRIDE */
+/* reuse GL_UNIFORM_MATRIX_STRIDE */
+/* reuse GL_UNIFORM_IS_ROW_MAJOR */
+/* reuse GL_UNIFORM_BLOCK_BINDING */
+/* reuse GL_UNIFORM_BLOCK_DATA_SIZE */
+/* reuse GL_UNIFORM_BLOCK_NAME_LENGTH */
+/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS */
+/* reuse GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER */
+/* reuse GL_INVALID_INDEX */
+#endif
+
+#ifndef GL_VERSION_3_2
+#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
+#define GL_LINES_ADJACENCY 0x000A
+#define GL_LINE_STRIP_ADJACENCY 0x000B
+#define GL_TRIANGLES_ADJACENCY 0x000C
+#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
+#define GL_PROGRAM_POINT_SIZE 0x8642
+#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
+#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
+#define GL_GEOMETRY_SHADER 0x8DD9
+#define GL_GEOMETRY_VERTICES_OUT 0x8916
+#define GL_GEOMETRY_INPUT_TYPE 0x8917
+#define GL_GEOMETRY_OUTPUT_TYPE 0x8918
+#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
+#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
+#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
+#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
+#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123
+#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
+#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
+#define GL_CONTEXT_PROFILE_MASK 0x9126
+/* reuse GL_MAX_VARYING_COMPONENTS */
+/* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER */
+/* Reuse tokens from ARB_depth_clamp */
+/* reuse GL_DEPTH_CLAMP */
+/* Reuse tokens from ARB_draw_elements_base_vertex (none) */
+/* Reuse tokens from ARB_fragment_coord_conventions (none) */
+/* Reuse tokens from ARB_provoking_vertex */
+/* reuse GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION */
+/* reuse GL_FIRST_VERTEX_CONVENTION */
+/* reuse GL_LAST_VERTEX_CONVENTION */
+/* reuse GL_PROVOKING_VERTEX */
+/* Reuse tokens from ARB_seamless_cube_map */
+/* reuse GL_TEXTURE_CUBE_MAP_SEAMLESS */
+/* Reuse tokens from ARB_sync */
+/* reuse GL_MAX_SERVER_WAIT_TIMEOUT */
+/* reuse GL_OBJECT_TYPE */
+/* reuse GL_SYNC_CONDITION */
+/* reuse GL_SYNC_STATUS */
+/* reuse GL_SYNC_FLAGS */
+/* reuse GL_SYNC_FENCE */
+/* reuse GL_SYNC_GPU_COMMANDS_COMPLETE */
+/* reuse GL_UNSIGNALED */
+/* reuse GL_SIGNALED */
+/* reuse GL_ALREADY_SIGNALED */
+/* reuse GL_TIMEOUT_EXPIRED */
+/* reuse GL_CONDITION_SATISFIED */
+/* reuse GL_WAIT_FAILED */
+/* reuse GL_TIMEOUT_IGNORED */
+/* reuse GL_SYNC_FLUSH_COMMANDS_BIT */
+/* reuse GL_TIMEOUT_IGNORED */
+/* Reuse tokens from ARB_texture_multisample */
+/* reuse GL_SAMPLE_POSITION */
+/* reuse GL_SAMPLE_MASK */
+/* reuse GL_SAMPLE_MASK_VALUE */
+/* reuse GL_MAX_SAMPLE_MASK_WORDS */
+/* reuse GL_TEXTURE_2D_MULTISAMPLE */
+/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE */
+/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE */
+/* reuse GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_TEXTURE_SAMPLES */
+/* reuse GL_TEXTURE_FIXED_SAMPLE_LOCATIONS */
+/* reuse GL_SAMPLER_2D_MULTISAMPLE */
+/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE */
+/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE */
+/* reuse GL_SAMPLER_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_MAX_COLOR_TEXTURE_SAMPLES */
+/* reuse GL_MAX_DEPTH_TEXTURE_SAMPLES */
+/* reuse GL_MAX_INTEGER_SAMPLES */
+/* Don't need to reuse tokens from ARB_vertex_array_bgra since they're already in 1.2 core */
+#endif
+
+#ifndef GL_VERSION_3_3
+#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
+/* Reuse tokens from ARB_blend_func_extended */
+/* reuse GL_SRC1_COLOR */
+/* reuse GL_ONE_MINUS_SRC1_COLOR */
+/* reuse GL_ONE_MINUS_SRC1_ALPHA */
+/* reuse GL_MAX_DUAL_SOURCE_DRAW_BUFFERS */
+/* Reuse tokens from ARB_explicit_attrib_location (none) */
+/* Reuse tokens from ARB_occlusion_query2 */
+/* reuse GL_ANY_SAMPLES_PASSED */
+/* Reuse tokens from ARB_sampler_objects */
+/* reuse GL_SAMPLER_BINDING */
+/* Reuse tokens from ARB_shader_bit_encoding (none) */
+/* Reuse tokens from ARB_texture_rgb10_a2ui */
+/* reuse GL_RGB10_A2UI */
+/* Reuse tokens from ARB_texture_swizzle */
+/* reuse GL_TEXTURE_SWIZZLE_R */
+/* reuse GL_TEXTURE_SWIZZLE_G */
+/* reuse GL_TEXTURE_SWIZZLE_B */
+/* reuse GL_TEXTURE_SWIZZLE_A */
+/* reuse GL_TEXTURE_SWIZZLE_RGBA */
+/* Reuse tokens from ARB_timer_query */
+/* reuse GL_TIME_ELAPSED */
+/* reuse GL_TIMESTAMP */
+/* Reuse tokens from ARB_vertex_type_2_10_10_10_rev */
+/* reuse GL_INT_2_10_10_10_REV */
+#endif
+
+#ifndef GL_VERSION_4_0
+#define GL_SAMPLE_SHADING 0x8C36
+#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37
+#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
+#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
+#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
+#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B
+#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
+#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D
+#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E
+#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
+/* Reuse tokens from ARB_texture_query_lod (none) */
+/* Reuse tokens from ARB_draw_buffers_blend (none) */
+/* Reuse tokens from ARB_draw_indirect */
+/* reuse GL_DRAW_INDIRECT_BUFFER */
+/* reuse GL_DRAW_INDIRECT_BUFFER_BINDING */
+/* Reuse tokens from ARB_gpu_shader5 */
+/* reuse GL_GEOMETRY_SHADER_INVOCATIONS */
+/* reuse GL_MAX_GEOMETRY_SHADER_INVOCATIONS */
+/* reuse GL_MIN_FRAGMENT_INTERPOLATION_OFFSET */
+/* reuse GL_MAX_FRAGMENT_INTERPOLATION_OFFSET */
+/* reuse GL_FRAGMENT_INTERPOLATION_OFFSET_BITS */
+/* reuse GL_MAX_VERTEX_STREAMS */
+/* Reuse tokens from ARB_gpu_shader_fp64 */
+/* reuse GL_DOUBLE_VEC2 */
+/* reuse GL_DOUBLE_VEC3 */
+/* reuse GL_DOUBLE_VEC4 */
+/* reuse GL_DOUBLE_MAT2 */
+/* reuse GL_DOUBLE_MAT3 */
+/* reuse GL_DOUBLE_MAT4 */
+/* reuse GL_DOUBLE_MAT2x3 */
+/* reuse GL_DOUBLE_MAT2x4 */
+/* reuse GL_DOUBLE_MAT3x2 */
+/* reuse GL_DOUBLE_MAT3x4 */
+/* reuse GL_DOUBLE_MAT4x2 */
+/* reuse GL_DOUBLE_MAT4x3 */
+/* Reuse tokens from ARB_shader_subroutine */
+/* reuse GL_ACTIVE_SUBROUTINES */
+/* reuse GL_ACTIVE_SUBROUTINE_UNIFORMS */
+/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS */
+/* reuse GL_ACTIVE_SUBROUTINE_MAX_LENGTH */
+/* reuse GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH */
+/* reuse GL_MAX_SUBROUTINES */
+/* reuse GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS */
+/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
+/* reuse GL_COMPATIBLE_SUBROUTINES */
+/* Reuse tokens from ARB_tessellation_shader */
+/* reuse GL_PATCHES */
+/* reuse GL_PATCH_VERTICES */
+/* reuse GL_PATCH_DEFAULT_INNER_LEVEL */
+/* reuse GL_PATCH_DEFAULT_OUTER_LEVEL */
+/* reuse GL_TESS_CONTROL_OUTPUT_VERTICES */
+/* reuse GL_TESS_GEN_MODE */
+/* reuse GL_TESS_GEN_SPACING */
+/* reuse GL_TESS_GEN_VERTEX_ORDER */
+/* reuse GL_TESS_GEN_POINT_MODE */
+/* reuse GL_ISOLINES */
+/* reuse GL_FRACTIONAL_ODD */
+/* reuse GL_FRACTIONAL_EVEN */
+/* reuse GL_MAX_PATCH_VERTICES */
+/* reuse GL_MAX_TESS_GEN_LEVEL */
+/* reuse GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS */
+/* reuse GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS */
+/* reuse GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS */
+/* reuse GL_MAX_TESS_PATCH_COMPONENTS */
+/* reuse GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS */
+/* reuse GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS */
+/* reuse GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS */
+/* reuse GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS */
+/* reuse GL_MAX_TESS_CONTROL_INPUT_COMPONENTS */
+/* reuse GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS */
+/* reuse GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER */
+/* reuse GL_TESS_EVALUATION_SHADER */
+/* reuse GL_TESS_CONTROL_SHADER */
+/* Reuse tokens from ARB_texture_buffer_object_rgb32 (none) */
+/* Reuse tokens from ARB_transform_feedback2 */
+/* reuse GL_TRANSFORM_FEEDBACK */
+/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED */
+/* reuse GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE */
+/* reuse GL_TRANSFORM_FEEDBACK_BINDING */
+/* Reuse tokens from ARB_transform_feedback3 */
+/* reuse GL_MAX_TRANSFORM_FEEDBACK_BUFFERS */
+/* reuse GL_MAX_VERTEX_STREAMS */
+#endif
+
+#ifndef GL_VERSION_4_1
+/* Reuse tokens from ARB_ES2_compatibility */
+/* reuse GL_FIXED */
+/* reuse GL_IMPLEMENTATION_COLOR_READ_TYPE */
+/* reuse GL_IMPLEMENTATION_COLOR_READ_FORMAT */
+/* reuse GL_LOW_FLOAT */
+/* reuse GL_MEDIUM_FLOAT */
+/* reuse GL_HIGH_FLOAT */
+/* reuse GL_LOW_INT */
+/* reuse GL_MEDIUM_INT */
+/* reuse GL_HIGH_INT */
+/* reuse GL_SHADER_COMPILER */
+/* reuse GL_SHADER_BINARY_FORMATS */
+/* reuse GL_NUM_SHADER_BINARY_FORMATS */
+/* reuse GL_MAX_VERTEX_UNIFORM_VECTORS */
+/* reuse GL_MAX_VARYING_VECTORS */
+/* reuse GL_MAX_FRAGMENT_UNIFORM_VECTORS */
+/* reuse GL_RGB565 */
+/* Reuse tokens from ARB_get_program_binary */
+/* reuse GL_PROGRAM_BINARY_RETRIEVABLE_HINT */
+/* reuse GL_PROGRAM_BINARY_LENGTH */
+/* reuse GL_NUM_PROGRAM_BINARY_FORMATS */
+/* reuse GL_PROGRAM_BINARY_FORMATS */
+/* Reuse tokens from ARB_separate_shader_objects */
+/* reuse GL_VERTEX_SHADER_BIT */
+/* reuse GL_FRAGMENT_SHADER_BIT */
+/* reuse GL_GEOMETRY_SHADER_BIT */
+/* reuse GL_TESS_CONTROL_SHADER_BIT */
+/* reuse GL_TESS_EVALUATION_SHADER_BIT */
+/* reuse GL_ALL_SHADER_BITS */
+/* reuse GL_PROGRAM_SEPARABLE */
+/* reuse GL_ACTIVE_PROGRAM */
+/* reuse GL_PROGRAM_PIPELINE_BINDING */
+/* Reuse tokens from ARB_shader_precision (none) */
+/* Reuse tokens from ARB_vertex_attrib_64bit - all are in GL 3.0 and 4.0 already */
+/* Reuse tokens from ARB_viewport_array - some are in GL 1.1 and ARB_provoking_vertex already */
+/* reuse GL_MAX_VIEWPORTS */
+/* reuse GL_VIEWPORT_SUBPIXEL_BITS */
+/* reuse GL_VIEWPORT_BOUNDS_RANGE */
+/* reuse GL_LAYER_PROVOKING_VERTEX */
+/* reuse GL_VIEWPORT_INDEX_PROVOKING_VERTEX */
+/* reuse GL_UNDEFINED_VERTEX */
+#endif
+
+#ifndef GL_VERSION_4_2
+/* Reuse tokens from ARB_base_instance (none) */
+/* Reuse tokens from ARB_shading_language_420pack (none) */
+/* Reuse tokens from ARB_transform_feedback_instanced (none) */
+/* Reuse tokens from ARB_compressed_texture_pixel_storage */
+/* reuse GL_UNPACK_COMPRESSED_BLOCK_WIDTH */
+/* reuse GL_UNPACK_COMPRESSED_BLOCK_HEIGHT */
+/* reuse GL_UNPACK_COMPRESSED_BLOCK_DEPTH */
+/* reuse GL_UNPACK_COMPRESSED_BLOCK_SIZE */
+/* reuse GL_PACK_COMPRESSED_BLOCK_WIDTH */
+/* reuse GL_PACK_COMPRESSED_BLOCK_HEIGHT */
+/* reuse GL_PACK_COMPRESSED_BLOCK_DEPTH */
+/* reuse GL_PACK_COMPRESSED_BLOCK_SIZE */
+/* Reuse tokens from ARB_conservative_depth (none) */
+/* Reuse tokens from ARB_internalformat_query */
+/* reuse GL_NUM_SAMPLE_COUNTS */
+/* Reuse tokens from ARB_map_buffer_alignment */
+/* reuse GL_MIN_MAP_BUFFER_ALIGNMENT */
+/* Reuse tokens from ARB_shader_atomic_counters */
+/* reuse GL_ATOMIC_COUNTER_BUFFER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_BINDING */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_START */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_SIZE */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER */
+/* reuse GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_VERTEX_ATOMIC_COUNTERS */
+/* reuse GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS */
+/* reuse GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS */
+/* reuse GL_MAX_GEOMETRY_ATOMIC_COUNTERS */
+/* reuse GL_MAX_FRAGMENT_ATOMIC_COUNTERS */
+/* reuse GL_MAX_COMBINED_ATOMIC_COUNTERS */
+/* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE */
+/* reuse GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS */
+/* reuse GL_ACTIVE_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX */
+/* reuse GL_UNSIGNED_INT_ATOMIC_COUNTER */
+/* Reuse tokens from ARB_shader_image_load_store */
+/* reuse GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT */
+/* reuse GL_ELEMENT_ARRAY_BARRIER_BIT */
+/* reuse GL_UNIFORM_BARRIER_BIT */
+/* reuse GL_TEXTURE_FETCH_BARRIER_BIT */
+/* reuse GL_SHADER_IMAGE_ACCESS_BARRIER_BIT */
+/* reuse GL_COMMAND_BARRIER_BIT */
+/* reuse GL_PIXEL_BUFFER_BARRIER_BIT */
+/* reuse GL_TEXTURE_UPDATE_BARRIER_BIT */
+/* reuse GL_BUFFER_UPDATE_BARRIER_BIT */
+/* reuse GL_FRAMEBUFFER_BARRIER_BIT */
+/* reuse GL_TRANSFORM_FEEDBACK_BARRIER_BIT */
+/* reuse GL_ATOMIC_COUNTER_BARRIER_BIT */
+/* reuse GL_ALL_BARRIER_BITS */
+/* reuse GL_MAX_IMAGE_UNITS */
+/* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */
+/* reuse GL_IMAGE_BINDING_NAME */
+/* reuse GL_IMAGE_BINDING_LEVEL */
+/* reuse GL_IMAGE_BINDING_LAYERED */
+/* reuse GL_IMAGE_BINDING_LAYER */
+/* reuse GL_IMAGE_BINDING_ACCESS */
+/* reuse GL_IMAGE_1D */
+/* reuse GL_IMAGE_2D */
+/* reuse GL_IMAGE_3D */
+/* reuse GL_IMAGE_2D_RECT */
+/* reuse GL_IMAGE_CUBE */
+/* reuse GL_IMAGE_BUFFER */
+/* reuse GL_IMAGE_1D_ARRAY */
+/* reuse GL_IMAGE_2D_ARRAY */
+/* reuse GL_IMAGE_CUBE_MAP_ARRAY */
+/* reuse GL_IMAGE_2D_MULTISAMPLE */
+/* reuse GL_IMAGE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_INT_IMAGE_1D */
+/* reuse GL_INT_IMAGE_2D */
+/* reuse GL_INT_IMAGE_3D */
+/* reuse GL_INT_IMAGE_2D_RECT */
+/* reuse GL_INT_IMAGE_CUBE */
+/* reuse GL_INT_IMAGE_BUFFER */
+/* reuse GL_INT_IMAGE_1D_ARRAY */
+/* reuse GL_INT_IMAGE_2D_ARRAY */
+/* reuse GL_INT_IMAGE_CUBE_MAP_ARRAY */
+/* reuse GL_INT_IMAGE_2D_MULTISAMPLE */
+/* reuse GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_UNSIGNED_INT_IMAGE_1D */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D */
+/* reuse GL_UNSIGNED_INT_IMAGE_3D */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D_RECT */
+/* reuse GL_UNSIGNED_INT_IMAGE_CUBE */
+/* reuse GL_UNSIGNED_INT_IMAGE_BUFFER */
+/* reuse GL_UNSIGNED_INT_IMAGE_1D_ARRAY */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D_ARRAY */
+/* reuse GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE */
+/* reuse GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_MAX_IMAGE_SAMPLES */
+/* reuse GL_IMAGE_BINDING_FORMAT */
+/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */
+/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE */
+/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS */
+/* reuse GL_MAX_VERTEX_IMAGE_UNIFORMS */
+/* reuse GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS */
+/* reuse GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS */
+/* reuse GL_MAX_GEOMETRY_IMAGE_UNIFORMS */
+/* reuse GL_MAX_FRAGMENT_IMAGE_UNIFORMS */
+/* reuse GL_MAX_COMBINED_IMAGE_UNIFORMS */
+/* Reuse tokens from ARB_shading_language_packing (none) */
+/* Reuse tokens from ARB_texture_storage */
+/* reuse GL_TEXTURE_IMMUTABLE_FORMAT */
+#endif
+
+#ifndef GL_VERSION_4_3
+#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9
+#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E
+/* Reuse tokens from ARB_arrays_of_arrays (none, GLSL only) */
+/* Reuse tokens from ARB_fragment_layer_viewport (none, GLSL only) */
+/* Reuse tokens from ARB_shader_image_size (none, GLSL only) */
+/* Reuse tokens from ARB_ES3_compatibility */
+/* reuse GL_COMPRESSED_RGB8_ETC2 */
+/* reuse GL_COMPRESSED_SRGB8_ETC2 */
+/* reuse GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 */
+/* reuse GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 */
+/* reuse GL_COMPRESSED_RGBA8_ETC2_EAC */
+/* reuse GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC */
+/* reuse GL_COMPRESSED_R11_EAC */
+/* reuse GL_COMPRESSED_SIGNED_R11_EAC */
+/* reuse GL_COMPRESSED_RG11_EAC */
+/* reuse GL_COMPRESSED_SIGNED_RG11_EAC */
+/* reuse GL_PRIMITIVE_RESTART_FIXED_INDEX */
+/* reuse GL_ANY_SAMPLES_PASSED_CONSERVATIVE */
+/* reuse GL_MAX_ELEMENT_INDEX */
+/* Reuse tokens from ARB_clear_buffer_object (none) */
+/* Reuse tokens from ARB_compute_shader */
+/* reuse GL_COMPUTE_SHADER */
+/* reuse GL_MAX_COMPUTE_UNIFORM_BLOCKS */
+/* reuse GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS */
+/* reuse GL_MAX_COMPUTE_IMAGE_UNIFORMS */
+/* reuse GL_MAX_COMPUTE_SHARED_MEMORY_SIZE */
+/* reuse GL_MAX_COMPUTE_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS */
+/* reuse GL_MAX_COMPUTE_ATOMIC_COUNTERS */
+/* reuse GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS */
+/* reuse GL_MAX_COMPUTE_LOCAL_INVOCATIONS */
+/* reuse GL_MAX_COMPUTE_WORK_GROUP_COUNT */
+/* reuse GL_MAX_COMPUTE_WORK_GROUP_SIZE */
+/* reuse GL_COMPUTE_LOCAL_WORK_SIZE */
+/* reuse GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER */
+/* reuse GL_DISPATCH_INDIRECT_BUFFER */
+/* reuse GL_DISPATCH_INDIRECT_BUFFER_BINDING */
+/* Reuse tokens from ARB_copy_image (none) */
+/* Reuse tokens from KHR_debug */
+/* reuse GL_DEBUG_OUTPUT_SYNCHRONOUS */
+/* reuse GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH */
+/* reuse GL_DEBUG_CALLBACK_FUNCTION */
+/* reuse GL_DEBUG_CALLBACK_USER_PARAM */
+/* reuse GL_DEBUG_SOURCE_API */
+/* reuse GL_DEBUG_SOURCE_WINDOW_SYSTEM */
+/* reuse GL_DEBUG_SOURCE_SHADER_COMPILER */
+/* reuse GL_DEBUG_SOURCE_THIRD_PARTY */
+/* reuse GL_DEBUG_SOURCE_APPLICATION */
+/* reuse GL_DEBUG_SOURCE_OTHER */
+/* reuse GL_DEBUG_TYPE_ERROR */
+/* reuse GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR */
+/* reuse GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR */
+/* reuse GL_DEBUG_TYPE_PORTABILITY */
+/* reuse GL_DEBUG_TYPE_PERFORMANCE */
+/* reuse GL_DEBUG_TYPE_OTHER */
+/* reuse GL_MAX_DEBUG_MESSAGE_LENGTH */
+/* reuse GL_MAX_DEBUG_LOGGED_MESSAGES */
+/* reuse GL_DEBUG_LOGGED_MESSAGES */
+/* reuse GL_DEBUG_SEVERITY_HIGH */
+/* reuse GL_DEBUG_SEVERITY_MEDIUM */
+/* reuse GL_DEBUG_SEVERITY_LOW */
+/* reuse GL_DEBUG_TYPE_MARKER */
+/* reuse GL_DEBUG_TYPE_PUSH_GROUP */
+/* reuse GL_DEBUG_TYPE_POP_GROUP */
+/* reuse GL_DEBUG_SEVERITY_NOTIFICATION */
+/* reuse GL_MAX_DEBUG_GROUP_STACK_DEPTH */
+/* reuse GL_DEBUG_GROUP_STACK_DEPTH */
+/* reuse GL_BUFFER */
+/* reuse GL_SHADER */
+/* reuse GL_PROGRAM */
+/* reuse GL_QUERY */
+/* reuse GL_PROGRAM_PIPELINE */
+/* reuse GL_SAMPLER */
+/* reuse GL_DISPLAY_LIST */
+/* reuse GL_MAX_LABEL_LENGTH */
+/* reuse GL_DEBUG_OUTPUT */
+/* reuse GL_CONTEXT_FLAG_DEBUG_BIT */
+/* reuse GL_STACK_UNDERFLOW */
+/* reuse GL_STACK_OVERFLOW */
+/* Reuse tokens from ARB_explicit_uniform_location */
+/* reuse GL_MAX_UNIFORM_LOCATIONS */
+/* Reuse tokens from ARB_framebuffer_no_attachments */
+/* reuse GL_FRAMEBUFFER_DEFAULT_WIDTH */
+/* reuse GL_FRAMEBUFFER_DEFAULT_HEIGHT */
+/* reuse GL_FRAMEBUFFER_DEFAULT_LAYERS */
+/* reuse GL_FRAMEBUFFER_DEFAULT_SAMPLES */
+/* reuse GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS */
+/* reuse GL_MAX_FRAMEBUFFER_WIDTH */
+/* reuse GL_MAX_FRAMEBUFFER_HEIGHT */
+/* reuse GL_MAX_FRAMEBUFFER_LAYERS */
+/* reuse GL_MAX_FRAMEBUFFER_SAMPLES */
+/* Reuse tokens from ARB_internalformat_query2 */
+/* reuse GL_INTERNALFORMAT_SUPPORTED */
+/* reuse GL_INTERNALFORMAT_PREFERRED */
+/* reuse GL_INTERNALFORMAT_RED_SIZE */
+/* reuse GL_INTERNALFORMAT_GREEN_SIZE */
+/* reuse GL_INTERNALFORMAT_BLUE_SIZE */
+/* reuse GL_INTERNALFORMAT_ALPHA_SIZE */
+/* reuse GL_INTERNALFORMAT_DEPTH_SIZE */
+/* reuse GL_INTERNALFORMAT_STENCIL_SIZE */
+/* reuse GL_INTERNALFORMAT_SHARED_SIZE */
+/* reuse GL_INTERNALFORMAT_RED_TYPE */
+/* reuse GL_INTERNALFORMAT_GREEN_TYPE */
+/* reuse GL_INTERNALFORMAT_BLUE_TYPE */
+/* reuse GL_INTERNALFORMAT_ALPHA_TYPE */
+/* reuse GL_INTERNALFORMAT_DEPTH_TYPE */
+/* reuse GL_INTERNALFORMAT_STENCIL_TYPE */
+/* reuse GL_MAX_WIDTH */
+/* reuse GL_MAX_HEIGHT */
+/* reuse GL_MAX_DEPTH */
+/* reuse GL_MAX_LAYERS */
+/* reuse GL_MAX_COMBINED_DIMENSIONS */
+/* reuse GL_COLOR_COMPONENTS */
+/* reuse GL_DEPTH_COMPONENTS */
+/* reuse GL_STENCIL_COMPONENTS */
+/* reuse GL_COLOR_RENDERABLE */
+/* reuse GL_DEPTH_RENDERABLE */
+/* reuse GL_STENCIL_RENDERABLE */
+/* reuse GL_FRAMEBUFFER_RENDERABLE */
+/* reuse GL_FRAMEBUFFER_RENDERABLE_LAYERED */
+/* reuse GL_FRAMEBUFFER_BLEND */
+/* reuse GL_READ_PIXELS */
+/* reuse GL_READ_PIXELS_FORMAT */
+/* reuse GL_READ_PIXELS_TYPE */
+/* reuse GL_TEXTURE_IMAGE_FORMAT */
+/* reuse GL_TEXTURE_IMAGE_TYPE */
+/* reuse GL_GET_TEXTURE_IMAGE_FORMAT */
+/* reuse GL_GET_TEXTURE_IMAGE_TYPE */
+/* reuse GL_MIPMAP */
+/* reuse GL_MANUAL_GENERATE_MIPMAP */
+/* reuse GL_AUTO_GENERATE_MIPMAP */
+/* reuse GL_COLOR_ENCODING */
+/* reuse GL_SRGB_READ */
+/* reuse GL_SRGB_WRITE */
+/* reuse GL_FILTER */
+/* reuse GL_VERTEX_TEXTURE */
+/* reuse GL_TESS_CONTROL_TEXTURE */
+/* reuse GL_TESS_EVALUATION_TEXTURE */
+/* reuse GL_GEOMETRY_TEXTURE */
+/* reuse GL_FRAGMENT_TEXTURE */
+/* reuse GL_COMPUTE_TEXTURE */
+/* reuse GL_TEXTURE_SHADOW */
+/* reuse GL_TEXTURE_GATHER */
+/* reuse GL_TEXTURE_GATHER_SHADOW */
+/* reuse GL_SHADER_IMAGE_LOAD */
+/* reuse GL_SHADER_IMAGE_STORE */
+/* reuse GL_SHADER_IMAGE_ATOMIC */
+/* reuse GL_IMAGE_TEXEL_SIZE */
+/* reuse GL_IMAGE_COMPATIBILITY_CLASS */
+/* reuse GL_IMAGE_PIXEL_FORMAT */
+/* reuse GL_IMAGE_PIXEL_TYPE */
+/* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST */
+/* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST */
+/* reuse GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE */
+/* reuse GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE */
+/* reuse GL_TEXTURE_COMPRESSED_BLOCK_WIDTH */
+/* reuse GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT */
+/* reuse GL_TEXTURE_COMPRESSED_BLOCK_SIZE */
+/* reuse GL_CLEAR_BUFFER */
+/* reuse GL_TEXTURE_VIEW */
+/* reuse GL_VIEW_COMPATIBILITY_CLASS */
+/* reuse GL_FULL_SUPPORT */
+/* reuse GL_CAVEAT_SUPPORT */
+/* reuse GL_IMAGE_CLASS_4_X_32 */
+/* reuse GL_IMAGE_CLASS_2_X_32 */
+/* reuse GL_IMAGE_CLASS_1_X_32 */
+/* reuse GL_IMAGE_CLASS_4_X_16 */
+/* reuse GL_IMAGE_CLASS_2_X_16 */
+/* reuse GL_IMAGE_CLASS_1_X_16 */
+/* reuse GL_IMAGE_CLASS_4_X_8 */
+/* reuse GL_IMAGE_CLASS_2_X_8 */
+/* reuse GL_IMAGE_CLASS_1_X_8 */
+/* reuse GL_IMAGE_CLASS_11_11_10 */
+/* reuse GL_IMAGE_CLASS_10_10_10_2 */
+/* reuse GL_VIEW_CLASS_128_BITS */
+/* reuse GL_VIEW_CLASS_96_BITS */
+/* reuse GL_VIEW_CLASS_64_BITS */
+/* reuse GL_VIEW_CLASS_48_BITS */
+/* reuse GL_VIEW_CLASS_32_BITS */
+/* reuse GL_VIEW_CLASS_24_BITS */
+/* reuse GL_VIEW_CLASS_16_BITS */
+/* reuse GL_VIEW_CLASS_8_BITS */
+/* reuse GL_VIEW_CLASS_S3TC_DXT1_RGB */
+/* reuse GL_VIEW_CLASS_S3TC_DXT1_RGBA */
+/* reuse GL_VIEW_CLASS_S3TC_DXT3_RGBA */
+/* reuse GL_VIEW_CLASS_S3TC_DXT5_RGBA */
+/* reuse GL_VIEW_CLASS_RGTC1_RED */
+/* reuse GL_VIEW_CLASS_RGTC2_RG */
+/* reuse GL_VIEW_CLASS_BPTC_UNORM */
+/* reuse GL_VIEW_CLASS_BPTC_FLOAT */
+/* Reuse tokens from ARB_invalidate_subdata (none) */
+/* Reuse tokens from ARB_multi_draw_indirect (none) */
+/* Reuse tokens from ARB_program_interface_query */
+/* reuse GL_UNIFORM */
+/* reuse GL_UNIFORM_BLOCK */
+/* reuse GL_PROGRAM_INPUT */
+/* reuse GL_PROGRAM_OUTPUT */
+/* reuse GL_BUFFER_VARIABLE */
+/* reuse GL_SHADER_STORAGE_BLOCK */
+/* reuse GL_VERTEX_SUBROUTINE */
+/* reuse GL_TESS_CONTROL_SUBROUTINE */
+/* reuse GL_TESS_EVALUATION_SUBROUTINE */
+/* reuse GL_GEOMETRY_SUBROUTINE */
+/* reuse GL_FRAGMENT_SUBROUTINE */
+/* reuse GL_COMPUTE_SUBROUTINE */
+/* reuse GL_VERTEX_SUBROUTINE_UNIFORM */
+/* reuse GL_TESS_CONTROL_SUBROUTINE_UNIFORM */
+/* reuse GL_TESS_EVALUATION_SUBROUTINE_UNIFORM */
+/* reuse GL_GEOMETRY_SUBROUTINE_UNIFORM */
+/* reuse GL_FRAGMENT_SUBROUTINE_UNIFORM */
+/* reuse GL_COMPUTE_SUBROUTINE_UNIFORM */
+/* reuse GL_TRANSFORM_FEEDBACK_VARYING */
+/* reuse GL_ACTIVE_RESOURCES */
+/* reuse GL_MAX_NAME_LENGTH */
+/* reuse GL_MAX_NUM_ACTIVE_VARIABLES */
+/* reuse GL_MAX_NUM_COMPATIBLE_SUBROUTINES */
+/* reuse GL_NAME_LENGTH */
+/* reuse GL_TYPE */
+/* reuse GL_ARRAY_SIZE */
+/* reuse GL_OFFSET */
+/* reuse GL_BLOCK_INDEX */
+/* reuse GL_ARRAY_STRIDE */
+/* reuse GL_MATRIX_STRIDE */
+/* reuse GL_IS_ROW_MAJOR */
+/* reuse GL_ATOMIC_COUNTER_BUFFER_INDEX */
+/* reuse GL_BUFFER_BINDING */
+/* reuse GL_BUFFER_DATA_SIZE */
+/* reuse GL_NUM_ACTIVE_VARIABLES */
+/* reuse GL_ACTIVE_VARIABLES */
+/* reuse GL_REFERENCED_BY_VERTEX_SHADER */
+/* reuse GL_REFERENCED_BY_TESS_CONTROL_SHADER */
+/* reuse GL_REFERENCED_BY_TESS_EVALUATION_SHADER */
+/* reuse GL_REFERENCED_BY_GEOMETRY_SHADER */
+/* reuse GL_REFERENCED_BY_FRAGMENT_SHADER */
+/* reuse GL_REFERENCED_BY_COMPUTE_SHADER */
+/* reuse GL_TOP_LEVEL_ARRAY_SIZE */
+/* reuse GL_TOP_LEVEL_ARRAY_STRIDE */
+/* reuse GL_LOCATION */
+/* reuse GL_LOCATION_INDEX */
+/* reuse GL_IS_PER_PATCH */
+/* Reuse tokens from ARB_robust_buffer_access_behavior (none) */
+/* Reuse tokens from ARB_shader_storage_buffer_object */
+/* reuse GL_SHADER_STORAGE_BUFFER */
+/* reuse GL_SHADER_STORAGE_BUFFER_BINDING */
+/* reuse GL_SHADER_STORAGE_BUFFER_START */
+/* reuse GL_SHADER_STORAGE_BUFFER_SIZE */
+/* reuse GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS */
+/* reuse GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS */
+/* reuse GL_MAX_SHADER_STORAGE_BLOCK_SIZE */
+/* reuse GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT */
+/* reuse GL_SHADER_STORAGE_BARRIER_BIT */
+/* reuse GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES */
+/* Reuse tokens from ARB_stencil_texturing */
+/* reuse GL_DEPTH_STENCIL_TEXTURE_MODE */
+/* Reuse tokens from ARB_texture_buffer_range */
+/* reuse GL_TEXTURE_BUFFER_OFFSET */
+/* reuse GL_TEXTURE_BUFFER_SIZE */
+/* reuse GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT */
+/* Reuse tokens from ARB_texture_query_levels (none) */
+/* Reuse tokens from ARB_texture_storage_multisample (none) */
+/* Reuse tokens from ARB_texture_view */
+/* reuse GL_TEXTURE_VIEW_MIN_LEVEL */
+/* reuse GL_TEXTURE_VIEW_NUM_LEVELS */
+/* reuse GL_TEXTURE_VIEW_MIN_LAYER */
+/* reuse GL_TEXTURE_VIEW_NUM_LAYERS */
+/* reuse GL_TEXTURE_IMMUTABLE_LEVELS */
+/* Reuse tokens from ARB_vertex_attrib_binding */
+/* reuse GL_VERTEX_ATTRIB_BINDING */
+/* reuse GL_VERTEX_ATTRIB_RELATIVE_OFFSET */
+/* reuse GL_VERTEX_BINDING_DIVISOR */
+/* reuse GL_VERTEX_BINDING_OFFSET */
+/* reuse GL_VERTEX_BINDING_STRIDE */
+/* reuse GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET */
+/* reuse GL_MAX_VERTEX_ATTRIB_BINDINGS */
+#endif
+
+#ifndef GL_ARB_depth_buffer_float
+#define GL_DEPTH_COMPONENT32F 0x8CAC
+#define GL_DEPTH32F_STENCIL8 0x8CAD
+#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
+#endif
+
+#ifndef GL_ARB_framebuffer_object
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
+#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
+#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
+#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
+#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
+#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
+#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
+#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
+#define GL_FRAMEBUFFER_DEFAULT 0x8218
+#define GL_FRAMEBUFFER_UNDEFINED 0x8219
+#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
+#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
+#define GL_DEPTH_STENCIL 0x84F9
+#define GL_UNSIGNED_INT_24_8 0x84FA
+#define GL_DEPTH24_STENCIL8 0x88F0
+#define GL_TEXTURE_STENCIL_SIZE 0x88F1
+#define GL_TEXTURE_RED_TYPE 0x8C10
+#define GL_TEXTURE_GREEN_TYPE 0x8C11
+#define GL_TEXTURE_BLUE_TYPE 0x8C12
+#define GL_TEXTURE_ALPHA_TYPE 0x8C13
+#define GL_TEXTURE_DEPTH_TYPE 0x8C16
+#define GL_UNSIGNED_NORMALIZED 0x8C17
+#define GL_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_DRAW_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING
+#define GL_RENDERBUFFER_BINDING 0x8CA7
+#define GL_READ_FRAMEBUFFER 0x8CA8
+#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
+#define GL_RENDERBUFFER_SAMPLES 0x8CAB
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
+#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
+#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_COLOR_ATTACHMENT1 0x8CE1
+#define GL_COLOR_ATTACHMENT2 0x8CE2
+#define GL_COLOR_ATTACHMENT3 0x8CE3
+#define GL_COLOR_ATTACHMENT4 0x8CE4
+#define GL_COLOR_ATTACHMENT5 0x8CE5
+#define GL_COLOR_ATTACHMENT6 0x8CE6
+#define GL_COLOR_ATTACHMENT7 0x8CE7
+#define GL_COLOR_ATTACHMENT8 0x8CE8
+#define GL_COLOR_ATTACHMENT9 0x8CE9
+#define GL_COLOR_ATTACHMENT10 0x8CEA
+#define GL_COLOR_ATTACHMENT11 0x8CEB
+#define GL_COLOR_ATTACHMENT12 0x8CEC
+#define GL_COLOR_ATTACHMENT13 0x8CED
+#define GL_COLOR_ATTACHMENT14 0x8CEE
+#define GL_COLOR_ATTACHMENT15 0x8CEF
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_STENCIL_ATTACHMENT 0x8D20
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_RENDERBUFFER 0x8D41
+#define GL_RENDERBUFFER_WIDTH 0x8D42
+#define GL_RENDERBUFFER_HEIGHT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
+#define GL_STENCIL_INDEX1 0x8D46
+#define GL_STENCIL_INDEX4 0x8D47
+#define GL_STENCIL_INDEX8 0x8D48
+#define GL_STENCIL_INDEX16 0x8D49
+#define GL_RENDERBUFFER_RED_SIZE 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
+#define GL_MAX_SAMPLES 0x8D57
+#endif
+
+#ifndef GL_ARB_framebuffer_sRGB
+#define GL_FRAMEBUFFER_SRGB 0x8DB9
+#endif
+
+#ifndef GL_ARB_half_float_vertex
+#define GL_HALF_FLOAT 0x140B
+#endif
+
+#ifndef GL_ARB_map_buffer_range
+#define GL_MAP_READ_BIT 0x0001
+#define GL_MAP_WRITE_BIT 0x0002
+#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
+#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
+#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
+#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
+#endif
+
+#ifndef GL_ARB_texture_compression_rgtc
+#define GL_COMPRESSED_RED_RGTC1 0x8DBB
+#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define GL_COMPRESSED_RG_RGTC2 0x8DBD
+#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#endif
+
+#ifndef GL_ARB_texture_rg
+#define GL_RG 0x8227
+#define GL_RG_INTEGER 0x8228
+#define GL_R8 0x8229
+#define GL_R16 0x822A
+#define GL_RG8 0x822B
+#define GL_RG16 0x822C
+#define GL_R16F 0x822D
+#define GL_R32F 0x822E
+#define GL_RG16F 0x822F
+#define GL_RG32F 0x8230
+#define GL_R8I 0x8231
+#define GL_R8UI 0x8232
+#define GL_R16I 0x8233
+#define GL_R16UI 0x8234
+#define GL_R32I 0x8235
+#define GL_R32UI 0x8236
+#define GL_RG8I 0x8237
+#define GL_RG8UI 0x8238
+#define GL_RG16I 0x8239
+#define GL_RG16UI 0x823A
+#define GL_RG32I 0x823B
+#define GL_RG32UI 0x823C
+#endif
+
+#ifndef GL_ARB_vertex_array_object
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+#endif
+
+#ifndef GL_ARB_uniform_buffer_object
+#define GL_UNIFORM_BUFFER 0x8A11
+#define GL_UNIFORM_BUFFER_BINDING 0x8A28
+#define GL_UNIFORM_BUFFER_START 0x8A29
+#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
+#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
+#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
+#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
+#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
+#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
+#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
+#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
+#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
+#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
+#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
+#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
+#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
+#define GL_UNIFORM_TYPE 0x8A37
+#define GL_UNIFORM_SIZE 0x8A38
+#define GL_UNIFORM_NAME_LENGTH 0x8A39
+#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
+#define GL_UNIFORM_OFFSET 0x8A3B
+#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
+#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
+#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
+#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
+#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
+#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
+#define GL_INVALID_INDEX 0xFFFFFFFFu
+#endif
+
+#ifndef GL_ARB_copy_buffer
+#define GL_COPY_READ_BUFFER_BINDING 0x8F36
+#define GL_COPY_READ_BUFFER GL_COPY_READ_BUFFER_BINDING
+#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37
+#define GL_COPY_WRITE_BUFFER GL_COPY_WRITE_BUFFER_BINDING
+#endif
+
+#ifndef GL_ARB_depth_clamp
+#define GL_DEPTH_CLAMP 0x864F
+#endif
+
+#ifndef GL_ARB_draw_elements_base_vertex
+#endif
+
+#ifndef GL_ARB_fragment_coord_conventions
+#endif
+
+#ifndef GL_ARB_provoking_vertex
+#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
+#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
+#define GL_LAST_VERTEX_CONVENTION 0x8E4E
+#define GL_PROVOKING_VERTEX 0x8E4F
+#endif
+
+#ifndef GL_ARB_seamless_cube_map
+#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+#endif
+
+#ifndef GL_ARB_sync
+#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
+#define GL_OBJECT_TYPE 0x9112
+#define GL_SYNC_CONDITION 0x9113
+#define GL_SYNC_STATUS 0x9114
+#define GL_SYNC_FLAGS 0x9115
+#define GL_SYNC_FENCE 0x9116
+#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
+#define GL_UNSIGNALED 0x9118
+#define GL_SIGNALED 0x9119
+#define GL_ALREADY_SIGNALED 0x911A
+#define GL_TIMEOUT_EXPIRED 0x911B
+#define GL_CONDITION_SATISFIED 0x911C
+#define GL_WAIT_FAILED 0x911D
+#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
+#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull
+#endif
+
+#ifndef GL_ARB_texture_multisample
+#define GL_SAMPLE_POSITION 0x8E50
+#define GL_SAMPLE_MASK 0x8E51
+#define GL_SAMPLE_MASK_VALUE 0x8E52
+#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
+#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
+#define GL_TEXTURE_SAMPLES 0x9106
+#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
+#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
+#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
+#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
+#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
+#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
+#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
+#define GL_MAX_INTEGER_SAMPLES 0x9110
+#endif
+
+#ifndef GL_ARB_vertex_array_bgra
+/* reuse GL_BGRA */
+#endif
+
+#ifndef GL_ARB_draw_buffers_blend
+#endif
+
+#ifndef GL_ARB_sample_shading
+#define GL_SAMPLE_SHADING_ARB 0x8C36
+#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37
+#endif
+
+#ifndef GL_ARB_texture_cube_map_array
+#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A
+#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B
+#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C
+#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D
+#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E
+#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F
+#endif
+
+#ifndef GL_ARB_texture_gather
+#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E
+#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F
+#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F
+#endif
+
+#ifndef GL_ARB_texture_query_lod
+#endif
+
+#ifndef GL_ARB_shading_language_include
+#define GL_SHADER_INCLUDE_ARB 0x8DAE
+#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9
+#define GL_NAMED_STRING_TYPE_ARB 0x8DEA
+#endif
+
+#ifndef GL_ARB_texture_compression_bptc
+#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
+#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
+#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
+#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
+#endif
+
+#ifndef GL_ARB_blend_func_extended
+#define GL_SRC1_COLOR 0x88F9
+/* reuse GL_SRC1_ALPHA */
+#define GL_ONE_MINUS_SRC1_COLOR 0x88FA
+#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
+#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC
+#endif
+
+#ifndef GL_ARB_explicit_attrib_location
+#endif
+
+#ifndef GL_ARB_occlusion_query2
+#define GL_ANY_SAMPLES_PASSED 0x8C2F
+#endif
+
+#ifndef GL_ARB_sampler_objects
+#define GL_SAMPLER_BINDING 0x8919
+#endif
+
+#ifndef GL_ARB_shader_bit_encoding
+#endif
+
+#ifndef GL_ARB_texture_rgb10_a2ui
+#define GL_RGB10_A2UI 0x906F
+#endif
+
+#ifndef GL_ARB_texture_swizzle
+#define GL_TEXTURE_SWIZZLE_R 0x8E42
+#define GL_TEXTURE_SWIZZLE_G 0x8E43
+#define GL_TEXTURE_SWIZZLE_B 0x8E44
+#define GL_TEXTURE_SWIZZLE_A 0x8E45
+#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
+#endif
+
+#ifndef GL_ARB_timer_query
+#define GL_TIME_ELAPSED 0x88BF
+#define GL_TIMESTAMP 0x8E28
+#endif
+
+#ifndef GL_ARB_vertex_type_2_10_10_10_rev
+/* reuse GL_UNSIGNED_INT_2_10_10_10_REV */
+#define GL_INT_2_10_10_10_REV 0x8D9F
+#endif
+
+#ifndef GL_ARB_draw_indirect
+#define GL_DRAW_INDIRECT_BUFFER 0x8F3F
+#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43
+#endif
+
+#ifndef GL_ARB_gpu_shader5
+#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F
+#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
+#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
+#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
+#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
+/* reuse GL_MAX_VERTEX_STREAMS */
+#endif
+
+#ifndef GL_ARB_gpu_shader_fp64
+/* reuse GL_DOUBLE */
+#define GL_DOUBLE_VEC2 0x8FFC
+#define GL_DOUBLE_VEC3 0x8FFD
+#define GL_DOUBLE_VEC4 0x8FFE
+#define GL_DOUBLE_MAT2 0x8F46
+#define GL_DOUBLE_MAT3 0x8F47
+#define GL_DOUBLE_MAT4 0x8F48
+#define GL_DOUBLE_MAT2x3 0x8F49
+#define GL_DOUBLE_MAT2x4 0x8F4A
+#define GL_DOUBLE_MAT3x2 0x8F4B
+#define GL_DOUBLE_MAT3x4 0x8F4C
+#define GL_DOUBLE_MAT4x2 0x8F4D
+#define GL_DOUBLE_MAT4x3 0x8F4E
+#endif
+
+#ifndef GL_ARB_shader_subroutine
+#define GL_ACTIVE_SUBROUTINES 0x8DE5
+#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6
+#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47
+#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48
+#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49
+#define GL_MAX_SUBROUTINES 0x8DE7
+#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8
+#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A
+#define GL_COMPATIBLE_SUBROUTINES 0x8E4B
+/* reuse GL_UNIFORM_SIZE */
+/* reuse GL_UNIFORM_NAME_LENGTH */
+#endif
+
+#ifndef GL_ARB_tessellation_shader
+#define GL_PATCHES 0x000E
+#define GL_PATCH_VERTICES 0x8E72
+#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
+#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
+#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75
+#define GL_TESS_GEN_MODE 0x8E76
+#define GL_TESS_GEN_SPACING 0x8E77
+#define GL_TESS_GEN_VERTEX_ORDER 0x8E78
+#define GL_TESS_GEN_POINT_MODE 0x8E79
+/* reuse GL_TRIANGLES */
+/* reuse GL_QUADS */
+#define GL_ISOLINES 0x8E7A
+/* reuse GL_EQUAL */
+#define GL_FRACTIONAL_ODD 0x8E7B
+#define GL_FRACTIONAL_EVEN 0x8E7C
+/* reuse GL_CCW */
+/* reuse GL_CW */
+#define GL_MAX_PATCH_VERTICES 0x8E7D
+#define GL_MAX_TESS_GEN_LEVEL 0x8E7E
+#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
+#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
+#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
+#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
+#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
+#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84
+#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
+#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
+#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
+#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
+#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
+#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
+#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
+#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
+#define GL_TESS_EVALUATION_SHADER 0x8E87
+#define GL_TESS_CONTROL_SHADER 0x8E88
+#endif
+
+#ifndef GL_ARB_texture_buffer_object_rgb32
+/* reuse GL_RGB32F */
+/* reuse GL_RGB32UI */
+/* reuse GL_RGB32I */
+#endif
+
+#ifndef GL_ARB_transform_feedback2
+#define GL_TRANSFORM_FEEDBACK 0x8E22
+#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
+#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED GL_TRANSFORM_FEEDBACK_PAUSED
+#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
+#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE GL_TRANSFORM_FEEDBACK_ACTIVE
+#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
+#endif
+
+#ifndef GL_ARB_transform_feedback3
+#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70
+#define GL_MAX_VERTEX_STREAMS 0x8E71
+#endif
+
+#ifndef GL_ARB_ES2_compatibility
+#define GL_FIXED 0x140C
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
+#define GL_LOW_FLOAT 0x8DF0
+#define GL_MEDIUM_FLOAT 0x8DF1
+#define GL_HIGH_FLOAT 0x8DF2
+#define GL_LOW_INT 0x8DF3
+#define GL_MEDIUM_INT 0x8DF4
+#define GL_HIGH_INT 0x8DF5
+#define GL_SHADER_COMPILER 0x8DFA
+#define GL_SHADER_BINARY_FORMATS 0x8DF8
+#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
+#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
+#define GL_RGB565 0x8D62
+#endif
+
+#ifndef GL_ARB_get_program_binary
+#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
+#define GL_PROGRAM_BINARY_LENGTH 0x8741
+#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
+#define GL_PROGRAM_BINARY_FORMATS 0x87FF
+#endif
+
+#ifndef GL_ARB_separate_shader_objects
+#define GL_VERTEX_SHADER_BIT 0x00000001
+#define GL_FRAGMENT_SHADER_BIT 0x00000002
+#define GL_GEOMETRY_SHADER_BIT 0x00000004
+#define GL_TESS_CONTROL_SHADER_BIT 0x00000008
+#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010
+#define GL_ALL_SHADER_BITS 0xFFFFFFFF
+#define GL_PROGRAM_SEPARABLE 0x8258
+#define GL_ACTIVE_PROGRAM 0x8259
+#define GL_PROGRAM_PIPELINE_BINDING 0x825A
+#endif
+
+#ifndef GL_ARB_shader_precision
+#endif
+
+#ifndef GL_ARB_vertex_attrib_64bit
+/* reuse GL_RGB32I */
+/* reuse GL_DOUBLE_VEC2 */
+/* reuse GL_DOUBLE_VEC3 */
+/* reuse GL_DOUBLE_VEC4 */
+/* reuse GL_DOUBLE_MAT2 */
+/* reuse GL_DOUBLE_MAT3 */
+/* reuse GL_DOUBLE_MAT4 */
+/* reuse GL_DOUBLE_MAT2x3 */
+/* reuse GL_DOUBLE_MAT2x4 */
+/* reuse GL_DOUBLE_MAT3x2 */
+/* reuse GL_DOUBLE_MAT3x4 */
+/* reuse GL_DOUBLE_MAT4x2 */
+/* reuse GL_DOUBLE_MAT4x3 */
+#endif
+
+#ifndef GL_ARB_viewport_array
+/* reuse GL_SCISSOR_BOX */
+/* reuse GL_VIEWPORT */
+/* reuse GL_DEPTH_RANGE */
+/* reuse GL_SCISSOR_TEST */
+#define GL_MAX_VIEWPORTS 0x825B
+#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C
+#define GL_VIEWPORT_BOUNDS_RANGE 0x825D
+#define GL_LAYER_PROVOKING_VERTEX 0x825E
+#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
+#define GL_UNDEFINED_VERTEX 0x8260
+/* reuse GL_FIRST_VERTEX_CONVENTION */
+/* reuse GL_LAST_VERTEX_CONVENTION */
+/* reuse GL_PROVOKING_VERTEX */
+#endif
+
+#ifndef GL_ARB_cl_event
+#define GL_SYNC_CL_EVENT_ARB 0x8240
+#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241
+#endif
+
+#ifndef GL_ARB_debug_output
+#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
+#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
+#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
+#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
+#define GL_DEBUG_SOURCE_API_ARB 0x8246
+#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
+#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
+#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
+#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A
+#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B
+#define GL_DEBUG_TYPE_ERROR_ARB 0x824C
+#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
+#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
+#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F
+#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
+#define GL_DEBUG_TYPE_OTHER_ARB 0x8251
+#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
+#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
+#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145
+#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146
+#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
+#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148
+#endif
+
+#ifndef GL_ARB_robustness
+/* reuse GL_NO_ERROR */
+#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004
+#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
+#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253
+#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254
+#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255
+#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
+#define GL_NO_RESET_NOTIFICATION_ARB 0x8261
+#endif
+
+#ifndef GL_ARB_shader_stencil_export
+#endif
+
+#ifndef GL_ARB_base_instance
+#endif
+
+#ifndef GL_ARB_shading_language_420pack
+#endif
+
+#ifndef GL_ARB_transform_feedback_instanced
+#endif
+
+#ifndef GL_ARB_compressed_texture_pixel_storage
+#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127
+#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128
+#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129
+#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A
+#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B
+#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C
+#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D
+#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E
+#endif
+
+#ifndef GL_ARB_conservative_depth
+#endif
+
+#ifndef GL_ARB_internalformat_query
+#define GL_NUM_SAMPLE_COUNTS 0x9380
+#endif
+
+#ifndef GL_ARB_map_buffer_alignment
+#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC
+#endif
+
+#ifndef GL_ARB_shader_atomic_counters
+#define GL_ATOMIC_COUNTER_BUFFER 0x92C0
+#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
+#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
+#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
+#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
+#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
+#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
+#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
+#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
+#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
+#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5
+#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
+#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
+#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
+#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
+#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
+#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
+#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
+#endif
+
+#ifndef GL_ARB_shader_image_load_store
+#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
+#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
+#define GL_UNIFORM_BARRIER_BIT 0x00000004
+#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
+#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
+#define GL_COMMAND_BARRIER_BIT 0x00000040
+#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
+#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
+#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
+#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
+#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
+#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
+#define GL_ALL_BARRIER_BITS 0xFFFFFFFF
+#define GL_MAX_IMAGE_UNITS 0x8F38
+#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39
+#define GL_IMAGE_BINDING_NAME 0x8F3A
+#define GL_IMAGE_BINDING_LEVEL 0x8F3B
+#define GL_IMAGE_BINDING_LAYERED 0x8F3C
+#define GL_IMAGE_BINDING_LAYER 0x8F3D
+#define GL_IMAGE_BINDING_ACCESS 0x8F3E
+#define GL_IMAGE_1D 0x904C
+#define GL_IMAGE_2D 0x904D
+#define GL_IMAGE_3D 0x904E
+#define GL_IMAGE_2D_RECT 0x904F
+#define GL_IMAGE_CUBE 0x9050
+#define GL_IMAGE_BUFFER 0x9051
+#define GL_IMAGE_1D_ARRAY 0x9052
+#define GL_IMAGE_2D_ARRAY 0x9053
+#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
+#define GL_IMAGE_2D_MULTISAMPLE 0x9055
+#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
+#define GL_INT_IMAGE_1D 0x9057
+#define GL_INT_IMAGE_2D 0x9058
+#define GL_INT_IMAGE_3D 0x9059
+#define GL_INT_IMAGE_2D_RECT 0x905A
+#define GL_INT_IMAGE_CUBE 0x905B
+#define GL_INT_IMAGE_BUFFER 0x905C
+#define GL_INT_IMAGE_1D_ARRAY 0x905D
+#define GL_INT_IMAGE_2D_ARRAY 0x905E
+#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
+#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
+#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
+#define GL_UNSIGNED_INT_IMAGE_1D 0x9062
+#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
+#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
+#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
+#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
+#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
+#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
+#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
+#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
+#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
+#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
+#define GL_MAX_IMAGE_SAMPLES 0x906D
+#define GL_IMAGE_BINDING_FORMAT 0x906E
+#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
+#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
+#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
+#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
+#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB
+#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC
+#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD
+#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
+#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
+#endif
+
+#ifndef GL_ARB_shading_language_packing
+#endif
+
+#ifndef GL_ARB_texture_storage
+#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
+#endif
+
+#ifndef GL_KHR_texture_compression_astc_ldr
+#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
+#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1
+#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2
+#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3
+#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
+#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
+#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
+#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
+#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
+#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
+#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
+#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
+#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
+#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
+#endif
+
+#ifndef GL_KHR_debug
+#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
+#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
+#define GL_DEBUG_CALLBACK_FUNCTION 0x8244
+#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245
+#define GL_DEBUG_SOURCE_API 0x8246
+#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247
+#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248
+#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249
+#define GL_DEBUG_SOURCE_APPLICATION 0x824A
+#define GL_DEBUG_SOURCE_OTHER 0x824B
+#define GL_DEBUG_TYPE_ERROR 0x824C
+#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
+#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E
+#define GL_DEBUG_TYPE_PORTABILITY 0x824F
+#define GL_DEBUG_TYPE_PERFORMANCE 0x8250
+#define GL_DEBUG_TYPE_OTHER 0x8251
+#define GL_DEBUG_TYPE_MARKER 0x8268
+#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269
+#define GL_DEBUG_TYPE_POP_GROUP 0x826A
+#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
+#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C
+#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D
+#define GL_BUFFER 0x82E0
+#define GL_SHADER 0x82E1
+#define GL_PROGRAM 0x82E2
+#define GL_QUERY 0x82E3
+#define GL_PROGRAM_PIPELINE 0x82E4
+#define GL_SAMPLER 0x82E6
+#define GL_DISPLAY_LIST 0x82E7
+/* DISPLAY_LIST used in compatibility profile only */
+#define GL_MAX_LABEL_LENGTH 0x82E8
+#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143
+#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144
+#define GL_DEBUG_LOGGED_MESSAGES 0x9145
+#define GL_DEBUG_SEVERITY_HIGH 0x9146
+#define GL_DEBUG_SEVERITY_MEDIUM 0x9147
+#define GL_DEBUG_SEVERITY_LOW 0x9148
+#define GL_DEBUG_OUTPUT 0x92E0
+#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002
+/* reuse GL_STACK_UNDERFLOW */
+/* reuse GL_STACK_OVERFLOW */
+#endif
+
+#ifndef GL_ARB_arrays_of_arrays
+#endif
+
+#ifndef GL_ARB_clear_buffer_object
+#endif
+
+#ifndef GL_ARB_compute_shader
+#define GL_COMPUTE_SHADER 0x91B9
+#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB
+#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
+#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD
+#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
+#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
+#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
+#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265
+#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
+#define GL_MAX_COMPUTE_LOCAL_INVOCATIONS 0x90EB
+#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE
+#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF
+#define GL_COMPUTE_LOCAL_WORK_SIZE 0x8267
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED
+#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
+#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
+#define GL_COMPUTE_SHADER_BIT 0x00000020
+#endif
+
+#ifndef GL_ARB_copy_image
+#endif
+
+#ifndef GL_ARB_texture_view
+#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB
+#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC
+#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD
+#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE
+#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
+#endif
+
+#ifndef GL_ARB_vertex_attrib_binding
+#define GL_VERTEX_ATTRIB_BINDING 0x82D4
+#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5
+#define GL_VERTEX_BINDING_DIVISOR 0x82D6
+#define GL_VERTEX_BINDING_OFFSET 0x82D7
+#define GL_VERTEX_BINDING_STRIDE 0x82D8
+#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9
+#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA
+#endif
+
+#ifndef GL_ARB_robustness_isolation
+#endif
+
+#ifndef GL_ARB_ES3_compatibility
+#define GL_COMPRESSED_RGB8_ETC2 0x9274
+#define GL_COMPRESSED_SRGB8_ETC2 0x9275
+#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
+#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
+#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
+#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
+#define GL_COMPRESSED_R11_EAC 0x9270
+#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
+#define GL_COMPRESSED_RG11_EAC 0x9272
+#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
+#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
+#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
+#define GL_MAX_ELEMENT_INDEX 0x8D6B
+#endif
+
+#ifndef GL_ARB_explicit_uniform_location
+#define GL_MAX_UNIFORM_LOCATIONS 0x826E
+#endif
+
+#ifndef GL_ARB_fragment_layer_viewport
+#endif
+
+#ifndef GL_ARB_framebuffer_no_attachments
+#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310
+#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311
+#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312
+#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313
+#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314
+#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315
+#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316
+#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317
+#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318
+#endif
+
+#ifndef GL_ARB_internalformat_query2
+/* reuse GL_IMAGE_FORMAT_COMPATIBILITY_TYPE */
+/* reuse GL_NUM_SAMPLE_COUNTS */
+/* reuse GL_RENDERBUFFER */
+/* reuse GL_SAMPLES */
+/* reuse GL_TEXTURE_1D */
+/* reuse GL_TEXTURE_1D_ARRAY */
+/* reuse GL_TEXTURE_2D */
+/* reuse GL_TEXTURE_2D_ARRAY */
+/* reuse GL_TEXTURE_3D */
+/* reuse GL_TEXTURE_CUBE_MAP */
+/* reuse GL_TEXTURE_CUBE_MAP_ARRAY */
+/* reuse GL_TEXTURE_RECTANGLE */
+/* reuse GL_TEXTURE_BUFFER */
+/* reuse GL_TEXTURE_2D_MULTISAMPLE */
+/* reuse GL_TEXTURE_2D_MULTISAMPLE_ARRAY */
+/* reuse GL_TEXTURE_COMPRESSED */
+#define GL_INTERNALFORMAT_SUPPORTED 0x826F
+#define GL_INTERNALFORMAT_PREFERRED 0x8270
+#define GL_INTERNALFORMAT_RED_SIZE 0x8271
+#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272
+#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273
+#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274
+#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275
+#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276
+#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277
+#define GL_INTERNALFORMAT_RED_TYPE 0x8278
+#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279
+#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A
+#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B
+#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C
+#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D
+#define GL_MAX_WIDTH 0x827E
+#define GL_MAX_HEIGHT 0x827F
+#define GL_MAX_DEPTH 0x8280
+#define GL_MAX_LAYERS 0x8281
+#define GL_MAX_COMBINED_DIMENSIONS 0x8282
+#define GL_COLOR_COMPONENTS 0x8283
+#define GL_DEPTH_COMPONENTS 0x8284
+#define GL_STENCIL_COMPONENTS 0x8285
+#define GL_COLOR_RENDERABLE 0x8286
+#define GL_DEPTH_RENDERABLE 0x8287
+#define GL_STENCIL_RENDERABLE 0x8288
+#define GL_FRAMEBUFFER_RENDERABLE 0x8289
+#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A
+#define GL_FRAMEBUFFER_BLEND 0x828B
+#define GL_READ_PIXELS 0x828C
+#define GL_READ_PIXELS_FORMAT 0x828D
+#define GL_READ_PIXELS_TYPE 0x828E
+#define GL_TEXTURE_IMAGE_FORMAT 0x828F
+#define GL_TEXTURE_IMAGE_TYPE 0x8290
+#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291
+#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292
+#define GL_MIPMAP 0x8293
+#define GL_MANUAL_GENERATE_MIPMAP 0x8294
+#define GL_AUTO_GENERATE_MIPMAP 0x8295
+#define GL_COLOR_ENCODING 0x8296
+#define GL_SRGB_READ 0x8297
+#define GL_SRGB_WRITE 0x8298
+#define GL_SRGB_DECODE_ARB 0x8299
+#define GL_FILTER 0x829A
+#define GL_VERTEX_TEXTURE 0x829B
+#define GL_TESS_CONTROL_TEXTURE 0x829C
+#define GL_TESS_EVALUATION_TEXTURE 0x829D
+#define GL_GEOMETRY_TEXTURE 0x829E
+#define GL_FRAGMENT_TEXTURE 0x829F
+#define GL_COMPUTE_TEXTURE 0x82A0
+#define GL_TEXTURE_SHADOW 0x82A1
+#define GL_TEXTURE_GATHER 0x82A2
+#define GL_TEXTURE_GATHER_SHADOW 0x82A3
+#define GL_SHADER_IMAGE_LOAD 0x82A4
+#define GL_SHADER_IMAGE_STORE 0x82A5
+#define GL_SHADER_IMAGE_ATOMIC 0x82A6
+#define GL_IMAGE_TEXEL_SIZE 0x82A7
+#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8
+#define GL_IMAGE_PIXEL_FORMAT 0x82A9
+#define GL_IMAGE_PIXEL_TYPE 0x82AA
+#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC
+#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD
+#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE
+#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF
+#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1
+#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2
+#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3
+#define GL_CLEAR_BUFFER 0x82B4
+#define GL_TEXTURE_VIEW 0x82B5
+#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6
+#define GL_FULL_SUPPORT 0x82B7
+#define GL_CAVEAT_SUPPORT 0x82B8
+#define GL_IMAGE_CLASS_4_X_32 0x82B9
+#define GL_IMAGE_CLASS_2_X_32 0x82BA
+#define GL_IMAGE_CLASS_1_X_32 0x82BB
+#define GL_IMAGE_CLASS_4_X_16 0x82BC
+#define GL_IMAGE_CLASS_2_X_16 0x82BD
+#define GL_IMAGE_CLASS_1_X_16 0x82BE
+#define GL_IMAGE_CLASS_4_X_8 0x82BF
+#define GL_IMAGE_CLASS_2_X_8 0x82C0
+#define GL_IMAGE_CLASS_1_X_8 0x82C1
+#define GL_IMAGE_CLASS_11_11_10 0x82C2
+#define GL_IMAGE_CLASS_10_10_10_2 0x82C3
+#define GL_VIEW_CLASS_128_BITS 0x82C4
+#define GL_VIEW_CLASS_96_BITS 0x82C5
+#define GL_VIEW_CLASS_64_BITS 0x82C6
+#define GL_VIEW_CLASS_48_BITS 0x82C7
+#define GL_VIEW_CLASS_32_BITS 0x82C8
+#define GL_VIEW_CLASS_24_BITS 0x82C9
+#define GL_VIEW_CLASS_16_BITS 0x82CA
+#define GL_VIEW_CLASS_8_BITS 0x82CB
+#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC
+#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD
+#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE
+#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF
+#define GL_VIEW_CLASS_RGTC1_RED 0x82D0
+#define GL_VIEW_CLASS_RGTC2_RG 0x82D1
+#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2
+#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3
+#endif
+
+#ifndef GL_ARB_invalidate_subdata
+#endif
+
+#ifndef GL_ARB_multi_draw_indirect
+#endif
+
+#ifndef GL_ARB_program_interface_query
+#define GL_UNIFORM 0x92E1
+#define GL_UNIFORM_BLOCK 0x92E2
+#define GL_PROGRAM_INPUT 0x92E3
+#define GL_PROGRAM_OUTPUT 0x92E4
+#define GL_BUFFER_VARIABLE 0x92E5
+#define GL_SHADER_STORAGE_BLOCK 0x92E6
+/* reuse GL_ATOMIC_COUNTER_BUFFER */
+#define GL_VERTEX_SUBROUTINE 0x92E8
+#define GL_TESS_CONTROL_SUBROUTINE 0x92E9
+#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA
+#define GL_GEOMETRY_SUBROUTINE 0x92EB
+#define GL_FRAGMENT_SUBROUTINE 0x92EC
+#define GL_COMPUTE_SUBROUTINE 0x92ED
+#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE
+#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF
+#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0
+#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1
+#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2
+#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3
+#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4
+#define GL_ACTIVE_RESOURCES 0x92F5
+#define GL_MAX_NAME_LENGTH 0x92F6
+#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7
+#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8
+#define GL_NAME_LENGTH 0x92F9
+#define GL_TYPE 0x92FA
+#define GL_ARRAY_SIZE 0x92FB
+#define GL_OFFSET 0x92FC
+#define GL_BLOCK_INDEX 0x92FD
+#define GL_ARRAY_STRIDE 0x92FE
+#define GL_MATRIX_STRIDE 0x92FF
+#define GL_IS_ROW_MAJOR 0x9300
+#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301
+#define GL_BUFFER_BINDING 0x9302
+#define GL_BUFFER_DATA_SIZE 0x9303
+#define GL_NUM_ACTIVE_VARIABLES 0x9304
+#define GL_ACTIVE_VARIABLES 0x9305
+#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306
+#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307
+#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308
+#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309
+#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A
+#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B
+#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C
+#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D
+#define GL_LOCATION 0x930E
+#define GL_LOCATION_INDEX 0x930F
+#define GL_IS_PER_PATCH 0x92E7
+/* reuse GL_NUM_COMPATIBLE_SUBROUTINES */
+/* reuse GL_COMPATIBLE_SUBROUTINES */
+#endif
+
+#ifndef GL_ARB_robust_buffer_access_behavior
+#endif
+
+#ifndef GL_ARB_shader_image_size
+#endif
+
+#ifndef GL_ARB_shader_storage_buffer_object
+#define GL_SHADER_STORAGE_BUFFER 0x90D2
+#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
+#define GL_SHADER_STORAGE_BUFFER_START 0x90D4
+#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
+#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
+#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7
+#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8
+#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9
+#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
+#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
+#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
+#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
+#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
+#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
+#define GL_SHADER_STORAGE_BARRIER_BIT 0x2000
+#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS
+/* reuse GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS */
+#endif
+
+#ifndef GL_ARB_stencil_texturing
+#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
+#endif
+
+#ifndef GL_ARB_texture_buffer_range
+#define GL_TEXTURE_BUFFER_OFFSET 0x919D
+#define GL_TEXTURE_BUFFER_SIZE 0x919E
+#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F
+#endif
+
+#ifndef GL_ARB_texture_query_levels
+#endif
+
+#ifndef GL_ARB_texture_storage_multisample
+#endif
+
+
+/*************************************************************/
+
+#include <stddef.h>
+#ifndef GL_VERSION_2_0
+/* GL type for program/shader text */
+typedef char GLchar;
+#endif
+
+#ifndef GL_VERSION_1_5
+/* GL types for handling large vertex buffer objects */
+typedef ptrdiff_t GLintptr;
+typedef ptrdiff_t GLsizeiptr;
+#endif
+
+#ifndef GL_ARB_vertex_buffer_object
+/* GL types for handling large vertex buffer objects */
+typedef ptrdiff_t GLintptrARB;
+typedef ptrdiff_t GLsizeiptrARB;
+#endif
+
+#ifndef GL_ARB_shader_objects
+/* GL types for program/shader text and shader object handles */
+typedef char GLcharARB;
+typedef unsigned int GLhandleARB;
+#endif
+
+/* GL type for "half" precision (s10e5) float data in host memory */
+#ifndef GL_ARB_half_float_pixel
+typedef unsigned short GLhalfARB;
+#endif
+
+#ifndef GL_NV_half_float
+typedef unsigned short GLhalfNV;
+#endif
+
+#ifndef GLEXT_64_TYPES_DEFINED
+/* This code block is duplicated in glxext.h, so must be protected */
+#define GLEXT_64_TYPES_DEFINED
+/* Define int32_t, int64_t, and uint64_t types for UST/MSC */
+/* (as used in the GL_EXT_timer_query extension). */
+#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
+#include <inttypes.h>
+#elif defined(__sun__) || defined(__digital__)
+#include <inttypes.h>
+#if defined(__STDC__)
+#if defined(__arch64__) || defined(_LP64)
+typedef long int int64_t;
+typedef unsigned long int uint64_t;
+#else
+typedef long long int int64_t;
+typedef unsigned long long int uint64_t;
+#endif /* __arch64__ */
+#endif /* __STDC__ */
+#elif defined( __VMS ) || defined(__sgi)
+#include <inttypes.h>
+#elif defined(__SCO__) || defined(__USLC__)
+#include <stdint.h>
+#elif defined(__UNIXOS2__) || defined(__SOL64__)
+typedef long int int32_t;
+typedef long long int int64_t;
+typedef unsigned long long int uint64_t;
+#elif defined(_WIN32) && defined(__GNUC__)
+#include <stdint.h>
+#elif defined(_WIN32)
+typedef __int32 int32_t;
+typedef __int64 int64_t;
+typedef unsigned __int64 uint64_t;
+#else
+/* Fallback if nothing above works */
+#include <inttypes.h>
+#endif
+#endif
+
+#ifndef GL_EXT_timer_query
+typedef int64_t GLint64EXT;
+typedef uint64_t GLuint64EXT;
+#endif
+
+#ifndef GL_ARB_sync
+typedef int64_t GLint64;
+typedef uint64_t GLuint64;
+typedef struct __GLsync *GLsync;
+#endif
+
+#ifndef GL_ARB_cl_event
+/* These incomplete types let us declare types compatible with OpenCL's cl_context and cl_event */
+struct _cl_context;
+struct _cl_event;
+#endif
+
+#ifndef GL_ARB_debug_output
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
+#endif
+
+#ifndef GL_AMD_debug_output
+typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
+#endif
+
+#ifndef GL_KHR_debug
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,GLvoid *userParam);
+#endif
+
+#ifndef GL_NV_vdpau_interop
+typedef GLintptr GLvdpauSurfaceNV;
+#endif
+
+#ifndef GL_VERSION_1_0
+#define GL_VERSION_1_0 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glCullFace (GLenum mode);
+GLAPI void APIENTRY glFrontFace (GLenum mode);
+GLAPI void APIENTRY glHint (GLenum target, GLenum mode);
+GLAPI void APIENTRY glLineWidth (GLfloat width);
+GLAPI void APIENTRY glPointSize (GLfloat size);
+GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
+GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
+GLAPI void APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);
+GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);
+GLAPI void APIENTRY glTexImage1D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glDrawBuffer (GLenum mode);
+GLAPI void APIENTRY glClear (GLbitfield mask);
+GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glClearStencil (GLint s);
+GLAPI void APIENTRY glClearDepth (GLdouble depth);
+GLAPI void APIENTRY glStencilMask (GLuint mask);
+GLAPI void APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+GLAPI void APIENTRY glDepthMask (GLboolean flag);
+GLAPI void APIENTRY glDisable (GLenum cap);
+GLAPI void APIENTRY glEnable (GLenum cap);
+GLAPI void APIENTRY glFinish (void);
+GLAPI void APIENTRY glFlush (void);
+GLAPI void APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
+GLAPI void APIENTRY glLogicOp (GLenum opcode);
+GLAPI void APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
+GLAPI void APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
+GLAPI void APIENTRY glDepthFunc (GLenum func);
+GLAPI void APIENTRY glPixelStoref (GLenum pname, GLfloat param);
+GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
+GLAPI void APIENTRY glReadBuffer (GLenum mode);
+GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
+GLAPI void APIENTRY glGetBooleanv (GLenum pname, GLboolean *params);
+GLAPI void APIENTRY glGetDoublev (GLenum pname, GLdouble *params);
+GLAPI GLenum APIENTRY glGetError (void);
+GLAPI void APIENTRY glGetFloatv (GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *params);
+GLAPI const GLubyte * APIENTRY glGetString (GLenum name);
+GLAPI void APIENTRY glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
+GLAPI void APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params);
+GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
+GLAPI void APIENTRY glDepthRange (GLdouble near, GLdouble far);
+GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCULLFACEPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode);
+typedef void (APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width);
+typedef void (APIENTRYP PFNGLPOINTSIZEPROC) (GLfloat size);
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLDRAWBUFFERPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s);
+typedef void (APIENTRYP PFNGLCLEARDEPTHPROC) (GLdouble depth);
+typedef void (APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask);
+typedef void (APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+typedef void (APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag);
+typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLFINISHPROC) (void);
+typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
+typedef void (APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor);
+typedef void (APIENTRYP PFNGLLOGICOPPROC) (GLenum opcode);
+typedef void (APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask);
+typedef void (APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass);
+typedef void (APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func);
+typedef void (APIENTRYP PFNGLPIXELSTOREFPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLREADBUFFERPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
+typedef void (APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *params);
+typedef void (APIENTRYP PFNGLGETDOUBLEVPROC) (GLenum pname, GLdouble *params);
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
+typedef void (APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
+typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC) (GLenum target, GLint level, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC) (GLenum target, GLint level, GLenum pname, GLint *params);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLDEPTHRANGEPROC) (GLdouble near, GLdouble far);
+typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_VERSION_1_1
+#define GL_VERSION_1_1 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
+GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
+GLAPI void APIENTRY glGetPointerv (GLenum pname, GLvoid* *params);
+GLAPI void APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
+GLAPI void APIENTRY glCopyTexImage1D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+GLAPI void APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+GLAPI void APIENTRY glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+GLAPI void APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
+GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
+GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
+GLAPI GLboolean APIENTRY glIsTexture (GLuint texture);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
+typedef void (APIENTRYP PFNGLGETPOINTERVPROC) (GLenum pname, GLvoid* *params);
+typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units);
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
+typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture);
+#endif
+
+#ifndef GL_VERSION_1_2
+#define GL_VERSION_1_2 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glBlendEquation (GLenum mode);
+GLAPI void APIENTRY glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+GLAPI void APIENTRY glTexImage3D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+GLAPI void APIENTRY glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_VERSION_1_3
+#define GL_VERSION_1_3 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum texture);
+GLAPI void APIENTRY glSampleCoverage (GLfloat value, GLboolean invert);
+GLAPI void APIENTRY glCompressedTexImage3D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexImage1D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+GLAPI void APIENTRY glGetCompressedTexImage (GLenum target, GLint level, GLvoid *img);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img);
+#endif
+
+#ifndef GL_VERSION_1_4
+#define GL_VERSION_1_4 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI void APIENTRY glMultiDrawArrays (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
+GLAPI void APIENTRY glMultiDrawElements (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
+GLAPI void APIENTRY glPointParameterf (GLenum pname, GLfloat param);
+GLAPI void APIENTRY glPointParameterfv (GLenum pname, const GLfloat *params);
+GLAPI void APIENTRY glPointParameteri (GLenum pname, GLint param);
+GLAPI void APIENTRY glPointParameteriv (GLenum pname, const GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);
+#endif
+
+#ifndef GL_VERSION_1_5
+#define GL_VERSION_1_5 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGenQueries (GLsizei n, GLuint *ids);
+GLAPI void APIENTRY glDeleteQueries (GLsizei n, const GLuint *ids);
+GLAPI GLboolean APIENTRY glIsQuery (GLuint id);
+GLAPI void APIENTRY glBeginQuery (GLenum target, GLuint id);
+GLAPI void APIENTRY glEndQuery (GLenum target);
+GLAPI void APIENTRY glGetQueryiv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetQueryObjectiv (GLuint id, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetQueryObjectuiv (GLuint id, GLenum pname, GLuint *params);
+GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
+GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
+GLAPI GLboolean APIENTRY glIsBuffer (GLuint buffer);
+GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
+GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
+GLAPI void APIENTRY glGetBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
+GLAPI GLvoid* APIENTRY glMapBuffer (GLenum target, GLenum access);
+GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum target);
+GLAPI void APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetBufferPointerv (GLenum target, GLenum pname, GLvoid* *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids);
+typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params);
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
+typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, GLvoid* *params);
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_VERSION_2_0 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs);
+GLAPI void APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+GLAPI void APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
+GLAPI void APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
+GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name);
+GLAPI void APIENTRY glCompileShader (GLuint shader);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum type);
+GLAPI void APIENTRY glDeleteProgram (GLuint program);
+GLAPI void APIENTRY glDeleteShader (GLuint shader);
+GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
+GLAPI void APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI void APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI void APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params);
+GLAPI void APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribdv (GLuint index, GLenum pname, GLdouble *params);
+GLAPI void APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid* *pointer);
+GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
+GLAPI GLboolean APIENTRY glIsShader (GLuint shader);
+GLAPI void APIENTRY glLinkProgram (GLuint program);
+GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
+GLAPI void APIENTRY glUseProgram (GLuint program);
+GLAPI void APIENTRY glUniform1f (GLint location, GLfloat v0);
+GLAPI void APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1);
+GLAPI void APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI void APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
+GLAPI void APIENTRY glUniform2i (GLint location, GLint v0, GLint v1);
+GLAPI void APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI void APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI void APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glValidateProgram (GLuint program);
+GLAPI void APIENTRY glVertexAttrib1d (GLuint index, GLdouble x);
+GLAPI void APIENTRY glVertexAttrib1dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttrib1f (GLuint index, GLfloat x);
+GLAPI void APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glVertexAttrib1s (GLuint index, GLshort x);
+GLAPI void APIENTRY glVertexAttrib1sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib2d (GLuint index, GLdouble x, GLdouble y);
+GLAPI void APIENTRY glVertexAttrib2dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y);
+GLAPI void APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glVertexAttrib2s (GLuint index, GLshort x, GLshort y);
+GLAPI void APIENTRY glVertexAttrib2sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib3d (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+GLAPI void APIENTRY glVertexAttrib3dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+GLAPI void APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glVertexAttrib3s (GLuint index, GLshort x, GLshort y, GLshort z);
+GLAPI void APIENTRY glVertexAttrib3sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint index, const GLbyte *v);
+GLAPI void APIENTRY glVertexAttrib4Niv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib4Nub (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint index, const GLubyte *v);
+GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint index, const GLushort *v);
+GLAPI void APIENTRY glVertexAttrib4bv (GLuint index, const GLbyte *v);
+GLAPI void APIENTRY glVertexAttrib4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI void APIENTRY glVertexAttrib4dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+GLAPI void APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glVertexAttrib4iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttrib4s (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+GLAPI void APIENTRY glVertexAttrib4sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttrib4ubv (GLuint index, const GLubyte *v);
+GLAPI void APIENTRY glVertexAttrib4uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttrib4usv (GLuint index, const GLushort *v);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs);
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask);
+typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
+typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
+typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
+typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_VERSION_2_1
+#define GL_VERSION_2_1 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glUniformMatrix2x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix3x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix2x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix4x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix3x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glUniformMatrix4x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+#endif
+
+#ifndef GL_VERSION_3_0
+#define GL_VERSION_3_0 1
+/* OpenGL 3.0 also reuses entry points from these extensions: */
+/* ARB_framebuffer_object */
+/* ARB_map_buffer_range */
+/* ARB_vertex_array_object */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glColorMaski (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+GLAPI void APIENTRY glGetBooleani_v (GLenum target, GLuint index, GLboolean *data);
+GLAPI void APIENTRY glGetIntegeri_v (GLenum target, GLuint index, GLint *data);
+GLAPI void APIENTRY glEnablei (GLenum target, GLuint index);
+GLAPI void APIENTRY glDisablei (GLenum target, GLuint index);
+GLAPI GLboolean APIENTRY glIsEnabledi (GLenum target, GLuint index);
+GLAPI void APIENTRY glBeginTransformFeedback (GLenum primitiveMode);
+GLAPI void APIENTRY glEndTransformFeedback (void);
+GLAPI void APIENTRY glBindBufferRange (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI void APIENTRY glBindBufferBase (GLenum target, GLuint index, GLuint buffer);
+GLAPI void APIENTRY glTransformFeedbackVaryings (GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
+GLAPI void APIENTRY glGetTransformFeedbackVarying (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
+GLAPI void APIENTRY glClampColor (GLenum target, GLenum clamp);
+GLAPI void APIENTRY glBeginConditionalRender (GLuint id, GLenum mode);
+GLAPI void APIENTRY glEndConditionalRender (void);
+GLAPI void APIENTRY glVertexAttribIPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+GLAPI void APIENTRY glGetVertexAttribIiv (GLuint index, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribIuiv (GLuint index, GLenum pname, GLuint *params);
+GLAPI void APIENTRY glVertexAttribI1i (GLuint index, GLint x);
+GLAPI void APIENTRY glVertexAttribI2i (GLuint index, GLint x, GLint y);
+GLAPI void APIENTRY glVertexAttribI3i (GLuint index, GLint x, GLint y, GLint z);
+GLAPI void APIENTRY glVertexAttribI4i (GLuint index, GLint x, GLint y, GLint z, GLint w);
+GLAPI void APIENTRY glVertexAttribI1ui (GLuint index, GLuint x);
+GLAPI void APIENTRY glVertexAttribI2ui (GLuint index, GLuint x, GLuint y);
+GLAPI void APIENTRY glVertexAttribI3ui (GLuint index, GLuint x, GLuint y, GLuint z);
+GLAPI void APIENTRY glVertexAttribI4ui (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+GLAPI void APIENTRY glVertexAttribI1iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttribI2iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttribI3iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttribI4iv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glVertexAttribI1uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttribI2uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttribI3uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttribI4uiv (GLuint index, const GLuint *v);
+GLAPI void APIENTRY glVertexAttribI4bv (GLuint index, const GLbyte *v);
+GLAPI void APIENTRY glVertexAttribI4sv (GLuint index, const GLshort *v);
+GLAPI void APIENTRY glVertexAttribI4ubv (GLuint index, const GLubyte *v);
+GLAPI void APIENTRY glVertexAttribI4usv (GLuint index, const GLushort *v);
+GLAPI void APIENTRY glGetUniformuiv (GLuint program, GLint location, GLuint *params);
+GLAPI void APIENTRY glBindFragDataLocation (GLuint program, GLuint color, const GLchar *name);
+GLAPI GLint APIENTRY glGetFragDataLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glUniform1ui (GLint location, GLuint v0);
+GLAPI void APIENTRY glUniform2ui (GLint location, GLuint v0, GLuint v1);
+GLAPI void APIENTRY glUniform3ui (GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI void APIENTRY glUniform4ui (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI void APIENTRY glUniform1uiv (GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glUniform2uiv (GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glUniform3uiv (GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glUniform4uiv (GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glTexParameterIiv (GLenum target, GLenum pname, const GLint *params);
+GLAPI void APIENTRY glTexParameterIuiv (GLenum target, GLenum pname, const GLuint *params);
+GLAPI void APIENTRY glGetTexParameterIiv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetTexParameterIuiv (GLenum target, GLenum pname, GLuint *params);
+GLAPI void APIENTRY glClearBufferiv (GLenum buffer, GLint drawbuffer, const GLint *value);
+GLAPI void APIENTRY glClearBufferuiv (GLenum buffer, GLint drawbuffer, const GLuint *value);
+GLAPI void APIENTRY glClearBufferfv (GLenum buffer, GLint drawbuffer, const GLfloat *value);
+GLAPI void APIENTRY glClearBufferfi (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+GLAPI const GLubyte * APIENTRY glGetStringi (GLenum name, GLuint index);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORMASKIPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
+typedef void (APIENTRYP PFNGLENABLEIPROC) (GLenum target, GLuint index);
+typedef void (APIENTRYP PFNGLDISABLEIPROC) (GLenum target, GLuint index);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC) (GLenum target, GLuint index);
+typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode);
+typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC) (void);
+typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);
+typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp);
+typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode);
+typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC) (void);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint *params);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint x, GLint y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint x, GLuint y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint *params);
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint color, const GLchar *name);
+typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0);
+typedef void (APIENTRYP PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1);
+typedef void (APIENTRYP PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2);
+typedef void (APIENTRYP PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint *params);
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint *params);
+typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawbuffer, const GLint *value);
+typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawbuffer, const GLuint *value);
+typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawbuffer, const GLfloat *value);
+typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
+#endif
+
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+/* OpenGL 3.1 also reuses entry points from these extensions: */
+/* ARB_copy_buffer */
+/* ARB_uniform_buffer_object */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawArraysInstanced (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+GLAPI void APIENTRY glDrawElementsInstanced (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
+GLAPI void APIENTRY glTexBuffer (GLenum target, GLenum internalformat, GLuint buffer);
+GLAPI void APIENTRY glPrimitiveRestartIndex (GLuint index);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
+typedef void (APIENTRYP PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalformat, GLuint buffer);
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint index);
+#endif
+
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+/* OpenGL 3.2 also reuses entry points from these extensions: */
+/* ARB_draw_elements_base_vertex */
+/* ARB_provoking_vertex */
+/* ARB_sync */
+/* ARB_texture_multisample */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetInteger64i_v (GLenum target, GLuint index, GLint64 *data);
+GLAPI void APIENTRY glGetBufferParameteri64v (GLenum target, GLenum pname, GLint64 *params);
+GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum pname, GLint64 *params);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level);
+#endif
+
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+/* OpenGL 3.3 also reuses entry points from these extensions: */
+/* ARB_blend_func_extended */
+/* ARB_sampler_objects */
+/* ARB_explicit_attrib_location, but it has none */
+/* ARB_occlusion_query2 (no entry points) */
+/* ARB_shader_bit_encoding (no entry points) */
+/* ARB_texture_rgb10_a2ui (no entry points) */
+/* ARB_texture_swizzle (no entry points) */
+/* ARB_timer_query */
+/* ARB_vertex_type_2_10_10_10_rev */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glVertexAttribDivisor (GLuint index, GLuint divisor);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor);
+#endif
+
+#ifndef GL_VERSION_4_0
+#define GL_VERSION_4_0 1
+/* OpenGL 4.0 also reuses entry points from these extensions: */
+/* ARB_texture_query_lod (no entry points) */
+/* ARB_draw_indirect */
+/* ARB_gpu_shader5 (no entry points) */
+/* ARB_gpu_shader_fp64 */
+/* ARB_shader_subroutine */
+/* ARB_tessellation_shader */
+/* ARB_texture_buffer_object_rgb32 (no entry points) */
+/* ARB_texture_cube_map_array (no entry points) */
+/* ARB_texture_gather (no entry points) */
+/* ARB_transform_feedback2 */
+/* ARB_transform_feedback3 */
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glMinSampleShading (GLfloat value);
+GLAPI void APIENTRY glBlendEquationi (GLuint buf, GLenum mode);
+GLAPI void APIENTRY glBlendEquationSeparatei (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glBlendFunci (GLuint buf, GLenum src, GLenum dst);
+GLAPI void APIENTRY glBlendFuncSeparatei (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC) (GLfloat value);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst);
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+#endif
+
+#ifndef GL_VERSION_4_1
+#define GL_VERSION_4_1 1
+/* OpenGL 4.1 reuses entry points from these extensions: */
+/* ARB_ES2_compatibility */
+/* ARB_get_program_binary */
+/* ARB_separate_shader_objects */
+/* ARB_shader_precision (no entry points) */
+/* ARB_vertex_attrib_64bit */
+/* ARB_viewport_array */
+#endif
+
+#ifndef GL_VERSION_4_2
+#define GL_VERSION_4_2 1
+/* OpenGL 4.2 reuses entry points from these extensions: */
+/* ARB_base_instance */
+/* ARB_shading_language_420pack (no entry points) */
+/* ARB_transform_feedback_instanced */
+/* ARB_compressed_texture_pixel_storage (no entry points) */
+/* ARB_conservative_depth (no entry points) */
+/* ARB_internalformat_query */
+/* ARB_map_buffer_alignment (no entry points) */
+/* ARB_shader_atomic_counters */
+/* ARB_shader_image_load_store */
+/* ARB_shading_language_packing (no entry points) */
+/* ARB_texture_storage */
+#endif
+
+#ifndef GL_VERSION_4_3
+#define GL_VERSION_4_3 1
+/* OpenGL 4.3 reuses entry points from these extensions: */
+/* ARB_arrays_of_arrays (no entry points, GLSL only) */
+/* ARB_fragment_layer_viewport (no entry points, GLSL only) */
+/* ARB_shader_image_size (no entry points, GLSL only) */
+/* ARB_ES3_compatibility (no entry points) */
+/* ARB_clear_buffer_object */
+/* ARB_compute_shader */
+/* ARB_copy_image */
+/* KHR_debug (includes ARB_debug_output commands promoted to KHR without suffixes) */
+/* ARB_explicit_uniform_location (no entry points) */
+/* ARB_framebuffer_no_attachments */
+/* ARB_internalformat_query2 */
+/* ARB_invalidate_subdata */
+/* ARB_multi_draw_indirect */
+/* ARB_program_interface_query */
+/* ARB_robust_buffer_access_behavior (no entry points) */
+/* ARB_shader_storage_buffer_object */
+/* ARB_stencil_texturing (no entry points) */
+/* ARB_texture_buffer_range */
+/* ARB_texture_query_levels (no entry points) */
+/* ARB_texture_storage_multisample */
+/* ARB_texture_view */
+/* ARB_vertex_attrib_binding */
+#endif
+
+#ifndef GL_ARB_depth_buffer_float
+#define GL_ARB_depth_buffer_float 1
+#endif
+
+#ifndef GL_ARB_framebuffer_object
+#define GL_ARB_framebuffer_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLboolean APIENTRY glIsRenderbuffer (GLuint renderbuffer);
+GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
+GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
+GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
+GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params);
+GLAPI GLboolean APIENTRY glIsFramebuffer (GLuint framebuffer);
+GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
+GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers);
+GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
+GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target);
+GLAPI void APIENTRY glFramebufferTexture1D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI void APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI void APIENTRY glFramebufferTexture3D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+GLAPI void APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGenerateMipmap (GLenum target);
+GLAPI void APIENTRY glBlitFramebuffer (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLAPI void APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glFramebufferTextureLayer (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers);
+typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers);
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);
+typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);
+typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers);
+typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers);
+typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+#endif
+
+#ifndef GL_ARB_framebuffer_sRGB
+#define GL_ARB_framebuffer_sRGB 1
+#endif
+
+#ifndef GL_ARB_half_float_vertex
+#define GL_ARB_half_float_vertex 1
+#endif
+
+#ifndef GL_ARB_map_buffer_range
+#define GL_ARB_map_buffer_range 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLvoid* APIENTRY glMapBufferRange (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+GLAPI void APIENTRY glFlushMappedBufferRange (GLenum target, GLintptr offset, GLsizeiptr length);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length);
+#endif
+
+#ifndef GL_ARB_texture_compression_rgtc
+#define GL_ARB_texture_compression_rgtc 1
+#endif
+
+#ifndef GL_ARB_texture_rg
+#define GL_ARB_texture_rg 1
+#endif
+
+#ifndef GL_ARB_vertex_array_object
+#define GL_ARB_vertex_array_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindVertexArray (GLuint array);
+GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
+GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
+GLAPI GLboolean APIENTRY glIsVertexArray (GLuint array);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC) (GLuint array);
+#endif
+
+#ifndef GL_ARB_uniform_buffer_object
+#define GL_ARB_uniform_buffer_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetUniformIndices (GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
+GLAPI void APIENTRY glGetActiveUniformsiv (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetActiveUniformName (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+GLAPI GLuint APIENTRY glGetUniformBlockIndex (GLuint program, const GLchar *uniformBlockName);
+GLAPI void APIENTRY glGetActiveUniformBlockiv (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetActiveUniformBlockName (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+GLAPI void APIENTRY glUniformBlockBinding (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar *uniformBlockName);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+#endif
+
+#ifndef GL_ARB_copy_buffer
+#define GL_ARB_copy_buffer 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glCopyBufferSubData (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+#endif
+
+#ifndef GL_ARB_depth_clamp
+#define GL_ARB_depth_clamp 1
+#endif
+
+#ifndef GL_ARB_draw_elements_base_vertex
+#define GL_ARB_draw_elements_base_vertex 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
+GLAPI void APIENTRY glDrawRangeElementsBaseVertex (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
+GLAPI void APIENTRY glDrawElementsInstancedBaseVertex (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
+GLAPI void APIENTRY glMultiDrawElementsBaseVertex (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
+#endif
+
+#ifndef GL_ARB_fragment_coord_conventions
+#define GL_ARB_fragment_coord_conventions 1
+#endif
+
+#ifndef GL_ARB_provoking_vertex
+#define GL_ARB_provoking_vertex 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glProvokingVertex (GLenum mode);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC) (GLenum mode);
+#endif
+
+#ifndef GL_ARB_seamless_cube_map
+#define GL_ARB_seamless_cube_map 1
+#endif
+
+#ifndef GL_ARB_sync
+#define GL_ARB_sync 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLsync APIENTRY glFenceSync (GLenum condition, GLbitfield flags);
+GLAPI GLboolean APIENTRY glIsSync (GLsync sync);
+GLAPI void APIENTRY glDeleteSync (GLsync sync);
+GLAPI GLenum APIENTRY glClientWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI void APIENTRY glWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI void APIENTRY glGetInteger64v (GLenum pname, GLint64 *params);
+GLAPI void APIENTRY glGetSynciv (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC) (GLenum condition, GLbitfield flags);
+typedef GLboolean (APIENTRYP PFNGLISSYNCPROC) (GLsync sync);
+typedef void (APIENTRYP PFNGLDELETESYNCPROC) (GLsync sync);
+typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout);
+typedef void (APIENTRYP PFNGLWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout);
+typedef void (APIENTRYP PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64 *params);
+typedef void (APIENTRYP PFNGLGETSYNCIVPROC) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
+#endif
+
+#ifndef GL_ARB_texture_multisample
+#define GL_ARB_texture_multisample 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTexImage2DMultisample (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glTexImage3DMultisample (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glGetMultisamplefv (GLenum pname, GLuint index, GLfloat *val);
+GLAPI void APIENTRY glSampleMaski (GLuint index, GLbitfield mask);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat *val);
+typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC) (GLuint index, GLbitfield mask);
+#endif
+
+#ifndef GL_ARB_vertex_array_bgra
+#define GL_ARB_vertex_array_bgra 1
+#endif
+
+#ifndef GL_ARB_draw_buffers_blend
+#define GL_ARB_draw_buffers_blend 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationiARB (GLuint buf, GLenum mode);
+GLAPI void APIENTRY glBlendEquationSeparateiARB (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glBlendFunciARB (GLuint buf, GLenum src, GLenum dst);
+GLAPI void APIENTRY glBlendFuncSeparateiARB (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst);
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+#endif
+
+#ifndef GL_ARB_sample_shading
+#define GL_ARB_sample_shading 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glMinSampleShadingARB (GLfloat value);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMINSAMPLESHADINGARBPROC) (GLfloat value);
+#endif
+
+#ifndef GL_ARB_texture_cube_map_array
+#define GL_ARB_texture_cube_map_array 1
+#endif
+
+#ifndef GL_ARB_texture_gather
+#define GL_ARB_texture_gather 1
+#endif
+
+#ifndef GL_ARB_texture_query_lod
+#define GL_ARB_texture_query_lod 1
+#endif
+
+#ifndef GL_ARB_shading_language_include
+#define GL_ARB_shading_language_include 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glNamedStringARB (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string);
+GLAPI void APIENTRY glDeleteNamedStringARB (GLint namelen, const GLchar *name);
+GLAPI void APIENTRY glCompileShaderIncludeARB (GLuint shader, GLsizei count, const GLchar* *path, const GLint *length);
+GLAPI GLboolean APIENTRY glIsNamedStringARB (GLint namelen, const GLchar *name);
+GLAPI void APIENTRY glGetNamedStringARB (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string);
+GLAPI void APIENTRY glGetNamedStringivARB (GLint namelen, const GLchar *name, GLenum pname, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string);
+typedef void (APIENTRYP PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name);
+typedef void (APIENTRYP PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar* *path, const GLint *length);
+typedef GLboolean (APIENTRYP PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string);
+typedef void (APIENTRYP PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar *name, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_ARB_texture_compression_bptc
+#define GL_ARB_texture_compression_bptc 1
+#endif
+
+#ifndef GL_ARB_blend_func_extended
+#define GL_ARB_blend_func_extended 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindFragDataLocationIndexed (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
+GLAPI GLint APIENTRY glGetFragDataIndex (GLuint program, const GLchar *name);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
+typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar *name);
+#endif
+
+#ifndef GL_ARB_explicit_attrib_location
+#define GL_ARB_explicit_attrib_location 1
+#endif
+
+#ifndef GL_ARB_occlusion_query2
+#define GL_ARB_occlusion_query2 1
+#endif
+
+#ifndef GL_ARB_sampler_objects
+#define GL_ARB_sampler_objects 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers);
+GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers);
+GLAPI GLboolean APIENTRY glIsSampler (GLuint sampler);
+GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
+GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param);
+GLAPI void APIENTRY glSamplerParameteriv (GLuint sampler, GLenum pname, const GLint *param);
+GLAPI void APIENTRY glSamplerParameterf (GLuint sampler, GLenum pname, GLfloat param);
+GLAPI void APIENTRY glSamplerParameterfv (GLuint sampler, GLenum pname, const GLfloat *param);
+GLAPI void APIENTRY glSamplerParameterIiv (GLuint sampler, GLenum pname, const GLint *param);
+GLAPI void APIENTRY glSamplerParameterIuiv (GLuint sampler, GLenum pname, const GLuint *param);
+GLAPI void APIENTRY glGetSamplerParameteriv (GLuint sampler, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetSamplerParameterIiv (GLuint sampler, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetSamplerParameterfv (GLuint sampler, GLenum pname, GLfloat *params);
+GLAPI void APIENTRY glGetSamplerParameterIuiv (GLuint sampler, GLenum pname, GLuint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers);
+typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers);
+typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC) (GLuint sampler);
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint *param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat *param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint *param);
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint *param);
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint *params);
+#endif
+
+#ifndef GL_ARB_shader_bit_encoding
+#define GL_ARB_shader_bit_encoding 1
+#endif
+
+#ifndef GL_ARB_texture_rgb10_a2ui
+#define GL_ARB_texture_rgb10_a2ui 1
+#endif
+
+#ifndef GL_ARB_texture_swizzle
+#define GL_ARB_texture_swizzle 1
+#endif
+
+#ifndef GL_ARB_timer_query
+#define GL_ARB_timer_query 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glQueryCounter (GLuint id, GLenum target);
+GLAPI void APIENTRY glGetQueryObjecti64v (GLuint id, GLenum pname, GLint64 *params);
+GLAPI void APIENTRY glGetQueryObjectui64v (GLuint id, GLenum pname, GLuint64 *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64 *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64 *params);
+#endif
+
+#ifndef GL_ARB_vertex_type_2_10_10_10_rev
+#define GL_ARB_vertex_type_2_10_10_10_rev 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glVertexP2ui (GLenum type, GLuint value);
+GLAPI void APIENTRY glVertexP2uiv (GLenum type, const GLuint *value);
+GLAPI void APIENTRY glVertexP3ui (GLenum type, GLuint value);
+GLAPI void APIENTRY glVertexP3uiv (GLenum type, const GLuint *value);
+GLAPI void APIENTRY glVertexP4ui (GLenum type, GLuint value);
+GLAPI void APIENTRY glVertexP4uiv (GLenum type, const GLuint *value);
+GLAPI void APIENTRY glTexCoordP1ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glTexCoordP1uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glTexCoordP2ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glTexCoordP2uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glTexCoordP3ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glTexCoordP3uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glTexCoordP4ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glTexCoordP4uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glMultiTexCoordP1ui (GLenum texture, GLenum type, GLuint coords);
+GLAPI void APIENTRY glMultiTexCoordP1uiv (GLenum texture, GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glMultiTexCoordP2ui (GLenum texture, GLenum type, GLuint coords);
+GLAPI void APIENTRY glMultiTexCoordP2uiv (GLenum texture, GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glMultiTexCoordP3ui (GLenum texture, GLenum type, GLuint coords);
+GLAPI void APIENTRY glMultiTexCoordP3uiv (GLenum texture, GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glMultiTexCoordP4ui (GLenum texture, GLenum type, GLuint coords);
+GLAPI void APIENTRY glMultiTexCoordP4uiv (GLenum texture, GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glNormalP3ui (GLenum type, GLuint coords);
+GLAPI void APIENTRY glNormalP3uiv (GLenum type, const GLuint *coords);
+GLAPI void APIENTRY glColorP3ui (GLenum type, GLuint color);
+GLAPI void APIENTRY glColorP3uiv (GLenum type, const GLuint *color);
+GLAPI void APIENTRY glColorP4ui (GLenum type, GLuint color);
+GLAPI void APIENTRY glColorP4uiv (GLenum type, const GLuint *color);
+GLAPI void APIENTRY glSecondaryColorP3ui (GLenum type, GLuint color);
+GLAPI void APIENTRY glSecondaryColorP3uiv (GLenum type, const GLuint *color);
+GLAPI void APIENTRY glVertexAttribP1ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI void APIENTRY glVertexAttribP1uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI void APIENTRY glVertexAttribP2ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI void APIENTRY glVertexAttribP2uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI void APIENTRY glVertexAttribP3ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI void APIENTRY glVertexAttribP3uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI void APIENTRY glVertexAttribP4ui (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI void APIENTRY glVertexAttribP4uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint *value);
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords);
+typedef void (APIENTRYP PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint *coords);
+typedef void (APIENTRYP PFNGLCOLORP3UIPROC) (GLenum type, GLuint color);
+typedef void (APIENTRYP PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint *color);
+typedef void (APIENTRYP PFNGLCOLORP4UIPROC) (GLenum type, GLuint color);
+typedef void (APIENTRYP PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint *color);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint *color);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+#endif
+
+#ifndef GL_ARB_draw_indirect
+#define GL_ARB_draw_indirect 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawArraysIndirect (GLenum mode, const GLvoid *indirect);
+GLAPI void APIENTRY glDrawElementsIndirect (GLenum mode, GLenum type, const GLvoid *indirect);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const GLvoid *indirect);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const GLvoid *indirect);
+#endif
+
+#ifndef GL_ARB_gpu_shader5
+#define GL_ARB_gpu_shader5 1
+#endif
+
+#ifndef GL_ARB_gpu_shader_fp64
+#define GL_ARB_gpu_shader_fp64 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glUniform1d (GLint location, GLdouble x);
+GLAPI void APIENTRY glUniform2d (GLint location, GLdouble x, GLdouble y);
+GLAPI void APIENTRY glUniform3d (GLint location, GLdouble x, GLdouble y, GLdouble z);
+GLAPI void APIENTRY glUniform4d (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI void APIENTRY glUniform1dv (GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glUniform2dv (GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glUniform3dv (GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glUniform4dv (GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix2x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix2x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix3x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix3x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix4x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glUniformMatrix4x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glGetUniformdv (GLuint program, GLint location, GLdouble *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLUNIFORM1DPROC) (GLint location, GLdouble x);
+typedef void (APIENTRYP PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble *params);
+#endif
+
+#ifndef GL_ARB_shader_subroutine
+#define GL_ARB_shader_subroutine 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLint APIENTRY glGetSubroutineUniformLocation (GLuint program, GLenum shadertype, const GLchar *name);
+GLAPI GLuint APIENTRY glGetSubroutineIndex (GLuint program, GLenum shadertype, const GLchar *name);
+GLAPI void APIENTRY glGetActiveSubroutineUniformiv (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
+GLAPI void APIENTRY glGetActiveSubroutineUniformName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
+GLAPI void APIENTRY glGetActiveSubroutineName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
+GLAPI void APIENTRY glUniformSubroutinesuiv (GLenum shadertype, GLsizei count, const GLuint *indices);
+GLAPI void APIENTRY glGetUniformSubroutineuiv (GLenum shadertype, GLint location, GLuint *params);
+GLAPI void APIENTRY glGetProgramStageiv (GLuint program, GLenum shadertype, GLenum pname, GLint *values);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar *name);
+typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
+typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint *indices);
+typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint *values);
+#endif
+
+#ifndef GL_ARB_tessellation_shader
+#define GL_ARB_tessellation_shader 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glPatchParameteri (GLenum pname, GLint value);
+GLAPI void APIENTRY glPatchParameterfv (GLenum pname, const GLfloat *values);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value);
+typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat *values);
+#endif
+
+#ifndef GL_ARB_texture_buffer_object_rgb32
+#define GL_ARB_texture_buffer_object_rgb32 1
+#endif
+
+#ifndef GL_ARB_transform_feedback2
+#define GL_ARB_transform_feedback2 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindTransformFeedback (GLenum target, GLuint id);
+GLAPI void APIENTRY glDeleteTransformFeedbacks (GLsizei n, const GLuint *ids);
+GLAPI void APIENTRY glGenTransformFeedbacks (GLsizei n, GLuint *ids);
+GLAPI GLboolean APIENTRY glIsTransformFeedback (GLuint id);
+GLAPI void APIENTRY glPauseTransformFeedback (void);
+GLAPI void APIENTRY glResumeTransformFeedback (void);
+GLAPI void APIENTRY glDrawTransformFeedback (GLenum mode, GLuint id);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint *ids);
+typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC) (void);
+typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC) (void);
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id);
+#endif
+
+#ifndef GL_ARB_transform_feedback3
+#define GL_ARB_transform_feedback3 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawTransformFeedbackStream (GLenum mode, GLuint id, GLuint stream);
+GLAPI void APIENTRY glBeginQueryIndexed (GLenum target, GLuint index, GLuint id);
+GLAPI void APIENTRY glEndQueryIndexed (GLenum target, GLuint index);
+GLAPI void APIENTRY glGetQueryIndexediv (GLenum target, GLuint index, GLenum pname, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream);
+typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id);
+typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index);
+typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_ARB_ES2_compatibility
+#define GL_ARB_ES2_compatibility 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glReleaseShaderCompiler (void);
+GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
+GLAPI void APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
+GLAPI void APIENTRY glDepthRangef (GLfloat n, GLfloat f);
+GLAPI void APIENTRY glClearDepthf (GLfloat d);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void);
+typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
+typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
+typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f);
+typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d);
+#endif
+
+#ifndef GL_ARB_get_program_binary
+#define GL_ARB_get_program_binary 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetProgramBinary (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
+GLAPI void APIENTRY glProgramBinary (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
+GLAPI void APIENTRY glProgramParameteri (GLuint program, GLenum pname, GLint value);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
+typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);
+#endif
+
+#ifndef GL_ARB_separate_shader_objects
+#define GL_ARB_separate_shader_objects 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glUseProgramStages (GLuint pipeline, GLbitfield stages, GLuint program);
+GLAPI void APIENTRY glActiveShaderProgram (GLuint pipeline, GLuint program);
+GLAPI GLuint APIENTRY glCreateShaderProgramv (GLenum type, GLsizei count, const GLchar* const *strings);
+GLAPI void APIENTRY glBindProgramPipeline (GLuint pipeline);
+GLAPI void APIENTRY glDeleteProgramPipelines (GLsizei n, const GLuint *pipelines);
+GLAPI void APIENTRY glGenProgramPipelines (GLsizei n, GLuint *pipelines);
+GLAPI GLboolean APIENTRY glIsProgramPipeline (GLuint pipeline);
+GLAPI void APIENTRY glGetProgramPipelineiv (GLuint pipeline, GLenum pname, GLint *params);
+GLAPI void APIENTRY glProgramUniform1i (GLuint program, GLint location, GLint v0);
+GLAPI void APIENTRY glProgramUniform1iv (GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glProgramUniform1f (GLuint program, GLint location, GLfloat v0);
+GLAPI void APIENTRY glProgramUniform1fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniform1d (GLuint program, GLint location, GLdouble v0);
+GLAPI void APIENTRY glProgramUniform1dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniform1ui (GLuint program, GLint location, GLuint v0);
+GLAPI void APIENTRY glProgramUniform1uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glProgramUniform2i (GLuint program, GLint location, GLint v0, GLint v1);
+GLAPI void APIENTRY glProgramUniform2iv (GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glProgramUniform2f (GLuint program, GLint location, GLfloat v0, GLfloat v1);
+GLAPI void APIENTRY glProgramUniform2fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniform2d (GLuint program, GLint location, GLdouble v0, GLdouble v1);
+GLAPI void APIENTRY glProgramUniform2dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniform2ui (GLuint program, GLint location, GLuint v0, GLuint v1);
+GLAPI void APIENTRY glProgramUniform2uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glProgramUniform3i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI void APIENTRY glProgramUniform3iv (GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glProgramUniform3f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI void APIENTRY glProgramUniform3fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniform3d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
+GLAPI void APIENTRY glProgramUniform3dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniform3ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI void APIENTRY glProgramUniform3uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glProgramUniform4i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI void APIENTRY glProgramUniform4iv (GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI void APIENTRY glProgramUniform4f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI void APIENTRY glProgramUniform4fv (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniform4d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+GLAPI void APIENTRY glProgramUniform4dv (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniform4ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI void APIENTRY glProgramUniform4uiv (GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI void APIENTRY glProgramUniformMatrix2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix2x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix3x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix2x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix4x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix3x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix4x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glProgramUniformMatrix2x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix3x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix2x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix4x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix3x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glProgramUniformMatrix4x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI void APIENTRY glValidateProgramPipeline (GLuint pipeline);
+GLAPI void APIENTRY glGetProgramPipelineInfoLog (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program);
+typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar* const *strings);
+typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint *pipelines);
+typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline);
+typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat v0);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble v0);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint v0);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint v0, GLint v1);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline);
+typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+#endif
+
+#ifndef GL_ARB_vertex_attrib_64bit
+#define GL_ARB_vertex_attrib_64bit 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glVertexAttribL1d (GLuint index, GLdouble x);
+GLAPI void APIENTRY glVertexAttribL2d (GLuint index, GLdouble x, GLdouble y);
+GLAPI void APIENTRY glVertexAttribL3d (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+GLAPI void APIENTRY glVertexAttribL4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI void APIENTRY glVertexAttribL1dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttribL2dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttribL3dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttribL4dv (GLuint index, const GLdouble *v);
+GLAPI void APIENTRY glVertexAttribLPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+GLAPI void APIENTRY glGetVertexAttribLdv (GLuint index, GLenum pname, GLdouble *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble *params);
+#endif
+
+#ifndef GL_ARB_viewport_array
+#define GL_ARB_viewport_array 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glViewportArrayv (GLuint first, GLsizei count, const GLfloat *v);
+GLAPI void APIENTRY glViewportIndexedf (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
+GLAPI void APIENTRY glViewportIndexedfv (GLuint index, const GLfloat *v);
+GLAPI void APIENTRY glScissorArrayv (GLuint first, GLsizei count, const GLint *v);
+GLAPI void APIENTRY glScissorIndexed (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glScissorIndexedv (GLuint index, const GLint *v);
+GLAPI void APIENTRY glDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v);
+GLAPI void APIENTRY glDepthRangeIndexed (GLuint index, GLdouble n, GLdouble f);
+GLAPI void APIENTRY glGetFloati_v (GLenum target, GLuint index, GLfloat *data);
+GLAPI void APIENTRY glGetDoublei_v (GLenum target, GLuint index, GLdouble *data);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
+typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint *v);
+typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLdouble n, GLdouble f);
+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
+#endif
+
+#ifndef GL_ARB_cl_event
+#define GL_ARB_cl_event 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLsync APIENTRY glCreateSyncFromCLeventARB (struct _cl_context * context, struct _cl_event * event, GLbitfield flags);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLsync (APIENTRYP PFNGLCREATESYNCFROMCLEVENTARBPROC) (struct _cl_context * context, struct _cl_event * event, GLbitfield flags);
+#endif
+
+#ifndef GL_ARB_debug_output
+#define GL_ARB_debug_output 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDebugMessageControlARB (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+GLAPI void APIENTRY glDebugMessageInsertARB (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+GLAPI void APIENTRY glDebugMessageCallbackARB (GLDEBUGPROCARB callback, const GLvoid *userParam);
+GLAPI GLuint APIENTRY glGetDebugMessageLogARB (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const GLvoid *userParam);
+typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+#endif
+
+#ifndef GL_ARB_robustness
+#define GL_ARB_robustness 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI GLenum APIENTRY glGetGraphicsResetStatusARB (void);
+GLAPI void APIENTRY glGetnTexImageARB (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img);
+GLAPI void APIENTRY glReadnPixelsARB (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
+GLAPI void APIENTRY glGetnCompressedTexImageARB (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img);
+GLAPI void APIENTRY glGetnUniformfvARB (GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
+GLAPI void APIENTRY glGetnUniformivARB (GLuint program, GLint location, GLsizei bufSize, GLint *params);
+GLAPI void APIENTRY glGetnUniformuivARB (GLuint program, GLint location, GLsizei bufSize, GLuint *params);
+GLAPI void APIENTRY glGetnUniformdvARB (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void);
+typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid *img);
+typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
+typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, GLvoid *img);
+typedef void (APIENTRYP PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params);
+typedef void (APIENTRYP PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params);
+typedef void (APIENTRYP PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
+#endif
+
+#ifndef GL_ARB_shader_stencil_export
+#define GL_ARB_shader_stencil_export 1
+#endif
+
+#ifndef GL_ARB_base_instance
+#define GL_ARB_base_instance 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawArraysInstancedBaseInstance (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
+GLAPI void APIENTRY glDrawElementsInstancedBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
+GLAPI void APIENTRY glDrawElementsInstancedBaseVertexBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
+#endif
+
+#ifndef GL_ARB_shading_language_420pack
+#define GL_ARB_shading_language_420pack 1
+#endif
+
+#ifndef GL_ARB_transform_feedback_instanced
+#define GL_ARB_transform_feedback_instanced 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDrawTransformFeedbackInstanced (GLenum mode, GLuint id, GLsizei instancecount);
+GLAPI void APIENTRY glDrawTransformFeedbackStreamInstanced (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei instancecount);
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
+#endif
+
+#ifndef GL_ARB_compressed_texture_pixel_storage
+#define GL_ARB_compressed_texture_pixel_storage 1
+#endif
+
+#ifndef GL_ARB_conservative_depth
+#define GL_ARB_conservative_depth 1
+#endif
+
+#ifndef GL_ARB_internalformat_query
+#define GL_ARB_internalformat_query 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetInternalformativ (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
+#endif
+
+#ifndef GL_ARB_map_buffer_alignment
+#define GL_ARB_map_buffer_alignment 1
+#endif
+
+#ifndef GL_ARB_shader_atomic_counters
+#define GL_ARB_shader_atomic_counters 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetActiveAtomicCounterBufferiv (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_ARB_shader_image_load_store
+#define GL_ARB_shader_image_load_store 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindImageTexture (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+GLAPI void APIENTRY glMemoryBarrier (GLbitfield barriers);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC) (GLbitfield barriers);
+#endif
+
+#ifndef GL_ARB_shading_language_packing
+#define GL_ARB_shading_language_packing 1
+#endif
+
+#ifndef GL_ARB_texture_storage
+#define GL_ARB_texture_storage 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTexStorage1D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+GLAPI void APIENTRY glTexStorage2D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexStorage3D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI void APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+GLAPI void APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+#endif
+
+#ifndef GL_KHR_texture_compression_astc_ldr
+#define GL_KHR_texture_compression_astc_ldr 1
+#endif
+
+#ifndef GL_KHR_debug
+#define GL_KHR_debug 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDebugMessageControl (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+GLAPI void APIENTRY glDebugMessageInsert (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+GLAPI void APIENTRY glDebugMessageCallback (GLDEBUGPROC callback, const void *userParam);
+GLAPI GLuint APIENTRY glGetDebugMessageLog (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+GLAPI void APIENTRY glPushDebugGroup (GLenum source, GLuint id, GLsizei length, const GLchar *message);
+GLAPI void APIENTRY glPopDebugGroup (void);
+GLAPI void APIENTRY glObjectLabel (GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
+GLAPI void APIENTRY glGetObjectLabel (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
+GLAPI void APIENTRY glObjectPtrLabel (const void *ptr, GLsizei length, const GLchar *label);
+GLAPI void APIENTRY glGetObjectPtrLabel (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam);
+typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message);
+typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC) (void);
+typedef void (APIENTRYP PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
+typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
+typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label);
+typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
+#endif
+
+#ifndef GL_ARB_arrays_of_arrays
+#define GL_ARB_arrays_of_arrays 1
+#endif
+
+#ifndef GL_ARB_clear_buffer_object
+#define GL_ARB_clear_buffer_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glClearBufferData (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
+GLAPI void APIENTRY glClearBufferSubData (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
+GLAPI void APIENTRY glClearNamedBufferDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
+GLAPI void APIENTRY glClearNamedBufferSubDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, GLsizeiptr offset, GLsizeiptr size, const void *data);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
+typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
+typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
+typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, GLsizeiptr offset, GLsizeiptr size, const void *data);
+#endif
+
+#ifndef GL_ARB_compute_shader
+#define GL_ARB_compute_shader 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glDispatchCompute (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
+GLAPI void APIENTRY glDispatchComputeIndirect (GLintptr indirect);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
+typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect);
+#endif
+
+#ifndef GL_ARB_copy_image
+#define GL_ARB_copy_image 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glCopyImageSubData (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
+#endif
+
+#ifndef GL_ARB_texture_view
+#define GL_ARB_texture_view 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTextureView (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
+#endif
+
+#ifndef GL_ARB_vertex_attrib_binding
+#define GL_ARB_vertex_attrib_binding 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glBindVertexBuffer (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+GLAPI void APIENTRY glVertexAttribFormat (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexAttribIFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexAttribLFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexAttribBinding (GLuint attribindex, GLuint bindingindex);
+GLAPI void APIENTRY glVertexBindingDivisor (GLuint bindingindex, GLuint divisor);
+GLAPI void APIENTRY glVertexArrayBindVertexBufferEXT (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+GLAPI void APIENTRY glVertexArrayVertexAttribFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexArrayVertexAttribIFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexArrayVertexAttribLFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI void APIENTRY glVertexArrayVertexAttribBindingEXT (GLuint vaobj, GLuint attribindex, GLuint bindingindex);
+GLAPI void APIENTRY glVertexArrayVertexBindingDivisorEXT (GLuint vaobj, GLuint bindingindex, GLuint divisor);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex);
+typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor);
+typedef void (APIENTRYP PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex);
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor);
+#endif
+
+#ifndef GL_ARB_robustness_isolation
+#define GL_ARB_robustness_isolation 1
+#endif
+
+#ifndef GL_ARB_ES3_compatibility
+#define GL_ARB_ES3_compatibility 1
+#endif
+
+#ifndef GL_ARB_explicit_uniform_location
+#define GL_ARB_explicit_uniform_location 1
+#endif
+
+#ifndef GL_ARB_fragment_layer_viewport
+#define GL_ARB_fragment_layer_viewport 1
+#endif
+
+#ifndef GL_ARB_framebuffer_no_attachments
+#define GL_ARB_framebuffer_no_attachments 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glFramebufferParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glGetFramebufferParameteriv (GLenum target, GLenum pname, GLint *params);
+GLAPI void APIENTRY glNamedFramebufferParameteriEXT (GLuint framebuffer, GLenum pname, GLint param);
+GLAPI void APIENTRY glGetNamedFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_ARB_internalformat_query2
+#define GL_ARB_internalformat_query2 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetInternalformati64v (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params);
+#endif
+
+#ifndef GL_ARB_invalidate_subdata
+#define GL_ARB_invalidate_subdata 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glInvalidateTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI void APIENTRY glInvalidateTexImage (GLuint texture, GLint level);
+GLAPI void APIENTRY glInvalidateBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr length);
+GLAPI void APIENTRY glInvalidateBufferData (GLuint buffer);
+GLAPI void APIENTRY glInvalidateFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments);
+GLAPI void APIENTRY glInvalidateSubFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length);
+typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments);
+typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_ARB_multi_draw_indirect
+#define GL_ARB_multi_draw_indirect 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glMultiDrawArraysIndirect (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
+GLAPI void APIENTRY glMultiDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
+#endif
+
+#ifndef GL_ARB_program_interface_query
+#define GL_ARB_program_interface_query 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glGetProgramInterfaceiv (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
+GLAPI GLuint APIENTRY glGetProgramResourceIndex (GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI void APIENTRY glGetProgramResourceName (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+GLAPI void APIENTRY glGetProgramResourceiv (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
+GLAPI GLint APIENTRY glGetProgramResourceLocation (GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI GLint APIENTRY glGetProgramResourceLocationIndex (GLuint program, GLenum programInterface, const GLchar *name);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
+typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
+typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar *name);
+typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name);
+#endif
+
+#ifndef GL_ARB_robust_buffer_access_behavior
+#define GL_ARB_robust_buffer_access_behavior 1
+#endif
+
+#ifndef GL_ARB_shader_image_size
+#define GL_ARB_shader_image_size 1
+#endif
+
+#ifndef GL_ARB_shader_storage_buffer_object
+#define GL_ARB_shader_storage_buffer_object 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glShaderStorageBlockBinding (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
+#endif
+
+#ifndef GL_ARB_stencil_texturing
+#define GL_ARB_stencil_texturing 1
+#endif
+
+#ifndef GL_ARB_texture_buffer_range
+#define GL_ARB_texture_buffer_range 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTexBufferRange (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI void APIENTRY glTextureBufferRangeEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+#endif
+
+#ifndef GL_ARB_texture_query_levels
+#define GL_ARB_texture_query_levels 1
+#endif
+
+#ifndef GL_ARB_texture_storage_multisample
+#define GL_ARB_texture_storage_multisample 1
+#ifdef GLCOREARB_PROTOTYPES
+GLAPI void APIENTRY glTexStorage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glTexStorage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glTextureStorage2DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI void APIENTRY glTextureStorage3DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+#endif /* GLCOREARB_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+#endif
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/3rdparty/imgui/examples/libs/glfw/COPYING.txt b/3rdparty/imgui/examples/libs/glfw/COPYING.txt
new file mode 100644
index 00000000..b30c7015
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/glfw/COPYING.txt
@@ -0,0 +1,22 @@
+Copyright (c) 2002-2006 Marcus Geelnard
+Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would
+ be appreciated but is not required.
+
+2. Altered source versions must be plainly marked as such, and must not
+ be misrepresented as being the original software.
+
+3. This notice may not be removed or altered from any source
+ distribution.
+
diff --git a/3rdparty/imgui/examples/libs/glfw/include/GLFW/glfw3.h b/3rdparty/imgui/examples/libs/glfw/include/GLFW/glfw3.h
new file mode 100644
index 00000000..f8ca3d61
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/glfw/include/GLFW/glfw3.h
@@ -0,0 +1,4227 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ * claim that you wrote the original software. If you use this software
+ * in a product, an acknowledgment in the product documentation would
+ * be appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ * be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ * distribution.
+ *
+ *************************************************************************/
+
+#ifndef _glfw3_h_
+#define _glfw3_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3.h
+ * @brief The header of the GLFW 3 API.
+ *
+ * This is the header file of the GLFW 3 API. It defines all its types and
+ * declares all its functions.
+ *
+ * For more information about how to use this file, see @ref build_include.
+ */
+/*! @defgroup context Context reference
+ *
+ * This is the reference documentation for OpenGL and OpenGL ES context related
+ * functions. For more task-oriented information, see the @ref context_guide.
+ */
+/*! @defgroup vulkan Vulkan reference
+ *
+ * This is the reference documentation for Vulkan related functions and types.
+ * For more task-oriented information, see the @ref vulkan_guide.
+ */
+/*! @defgroup init Initialization, version and error reference
+ *
+ * This is the reference documentation for initialization and termination of
+ * the library, version management and error handling. For more task-oriented
+ * information, see the @ref intro_guide.
+ */
+/*! @defgroup input Input reference
+ *
+ * This is the reference documentation for input related functions and types.
+ * For more task-oriented information, see the @ref input_guide.
+ */
+/*! @defgroup monitor Monitor reference
+ *
+ * This is the reference documentation for monitor related functions and types.
+ * For more task-oriented information, see the @ref monitor_guide.
+ */
+/*! @defgroup window Window reference
+ *
+ * This is the reference documentation for window related functions and types,
+ * including creation, deletion and event polling. For more task-oriented
+ * information, see the @ref window_guide.
+ */
+
+
+/*************************************************************************
+ * Compiler- and platform-specific preprocessor work
+ *************************************************************************/
+
+/* If we are we on Windows, we want a single define for it.
+ */
+#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))
+ #define _WIN32
+#endif /* _WIN32 */
+
+/* It is customary to use APIENTRY for OpenGL function pointer declarations on
+ * all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
+ */
+#ifndef APIENTRY
+ #ifdef _WIN32
+ #define APIENTRY __stdcall
+ #else
+ #define APIENTRY
+ #endif
+#endif /* APIENTRY */
+
+/* Some Windows OpenGL headers need this.
+ */
+#if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #define GLFW_WINGDIAPI_DEFINED
+#endif /* WINGDIAPI */
+
+/* Some Windows GLU headers need this.
+ */
+#if !defined(CALLBACK) && defined(_WIN32)
+ #define CALLBACK __stdcall
+ #define GLFW_CALLBACK_DEFINED
+#endif /* CALLBACK */
+
+/* Most Windows GLU headers need wchar_t.
+ * The OS X OpenGL header blocks the definition of ptrdiff_t by glext.h.
+ * Include it unconditionally to avoid surprising side-effects.
+ */
+#include <stddef.h>
+#include <stdint.h>
+
+/* Include the chosen client API headers.
+ */
+#if defined(__APPLE__)
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+ #include <OpenGL/gl3.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <OpenGL/gl3ext.h>
+ #endif
+ #elif !defined(GLFW_INCLUDE_NONE)
+ #if !defined(GLFW_INCLUDE_GLEXT)
+ #define GL_GLEXT_LEGACY
+ #endif
+ #include <OpenGL/gl.h>
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+ #include <OpenGL/glu.h>
+ #endif
+#else
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+ #include <GL/glcorearb.h>
+ #elif defined(GLFW_INCLUDE_ES1)
+ #include <GLES/gl.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GLES/glext.h>
+ #endif
+ #elif defined(GLFW_INCLUDE_ES2)
+ #include <GLES2/gl2.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GLES2/gl2ext.h>
+ #endif
+ #elif defined(GLFW_INCLUDE_ES3)
+ #include <GLES3/gl3.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GLES2/gl2ext.h>
+ #endif
+ #elif defined(GLFW_INCLUDE_ES31)
+ #include <GLES3/gl31.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GLES2/gl2ext.h>
+ #endif
+ #elif defined(GLFW_INCLUDE_VULKAN)
+ #include <vulkan/vulkan.h>
+ #elif !defined(GLFW_INCLUDE_NONE)
+ #include <GL/gl.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GL/glext.h>
+ #endif
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+ #include <GL/glu.h>
+ #endif
+#endif
+
+#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)
+ /* GLFW_DLL must be defined by applications that are linking against the DLL
+ * version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW
+ * configuration header when compiling the DLL version of the library.
+ */
+ #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined"
+#endif
+
+/* GLFWAPI is used to declare public API functions for export
+ * from the DLL / shared library / dynamic library.
+ */
+#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllexport)
+#elif defined(_WIN32) && defined(GLFW_DLL)
+ /* We are calling GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllimport)
+#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a shared / dynamic library */
+ #define GLFWAPI __attribute__((visibility("default")))
+#else
+ /* We are building or calling GLFW as a static library */
+ #define GLFWAPI
+#endif
+
+
+/*************************************************************************
+ * GLFW API tokens
+ *************************************************************************/
+
+/*! @name GLFW version macros
+ * @{ */
+/*! @brief The major version number of the GLFW library.
+ *
+ * This is incremented when the API is changed in non-compatible ways.
+ * @ingroup init
+ */
+#define GLFW_VERSION_MAJOR 3
+/*! @brief The minor version number of the GLFW library.
+ *
+ * This is incremented when features are added to the API but it remains
+ * backward-compatible.
+ * @ingroup init
+ */
+#define GLFW_VERSION_MINOR 2
+/*! @brief The revision number of the GLFW library.
+ *
+ * This is incremented when a bug fix release is made that does not contain any
+ * API changes.
+ * @ingroup init
+ */
+#define GLFW_VERSION_REVISION 0
+/*! @} */
+
+/*! @name Boolean values
+ * @{ */
+/*! @brief One.
+ *
+ * One. Seriously. You don't _need_ to use this symbol in your code. It's
+ * just semantic sugar for the number 1. You can use `1` or `true` or `_True`
+ * or `GL_TRUE` or whatever you want.
+ */
+#define GLFW_TRUE 1
+/*! @brief Zero.
+ *
+ * Zero. Seriously. You don't _need_ to use this symbol in your code. It's
+ * just just semantic sugar for the number 0. You can use `0` or `false` or
+ * `_False` or `GL_FALSE` or whatever you want.
+ */
+#define GLFW_FALSE 0
+/*! @} */
+
+/*! @name Key and button actions
+ * @{ */
+/*! @brief The key or mouse button was released.
+ *
+ * The key or mouse button was released.
+ *
+ * @ingroup input
+ */
+#define GLFW_RELEASE 0
+/*! @brief The key or mouse button was pressed.
+ *
+ * The key or mouse button was pressed.
+ *
+ * @ingroup input
+ */
+#define GLFW_PRESS 1
+/*! @brief The key was held down until it repeated.
+ *
+ * The key was held down until it repeated.
+ *
+ * @ingroup input
+ */
+#define GLFW_REPEAT 2
+/*! @} */
+
+/*! @defgroup keys Keyboard keys
+ *
+ * See [key input](@ref input_key) for how these are used.
+ *
+ * These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),
+ * but re-arranged to map to 7-bit ASCII for printable keys (function keys are
+ * put in the 256+ range).
+ *
+ * The naming of the key codes follow these rules:
+ * - The US keyboard layout is used
+ * - Names of printable alpha-numeric characters are used (e.g. "A", "R",
+ * "3", etc.)
+ * - For non-alphanumeric characters, Unicode:ish names are used (e.g.
+ * "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not
+ * correspond to the Unicode standard (usually for brevity)
+ * - Keys that lack a clear US mapping are named "WORLD_x"
+ * - For non-printable keys, custom names are used (e.g. "F4",
+ * "BACKSPACE", etc.)
+ *
+ * @ingroup input
+ * @{
+ */
+
+/* The unknown key */
+#define GLFW_KEY_UNKNOWN -1
+
+/* Printable keys */
+#define GLFW_KEY_SPACE 32
+#define GLFW_KEY_APOSTROPHE 39 /* ' */
+#define GLFW_KEY_COMMA 44 /* , */
+#define GLFW_KEY_MINUS 45 /* - */
+#define GLFW_KEY_PERIOD 46 /* . */
+#define GLFW_KEY_SLASH 47 /* / */
+#define GLFW_KEY_0 48
+#define GLFW_KEY_1 49
+#define GLFW_KEY_2 50
+#define GLFW_KEY_3 51
+#define GLFW_KEY_4 52
+#define GLFW_KEY_5 53
+#define GLFW_KEY_6 54
+#define GLFW_KEY_7 55
+#define GLFW_KEY_8 56
+#define GLFW_KEY_9 57
+#define GLFW_KEY_SEMICOLON 59 /* ; */
+#define GLFW_KEY_EQUAL 61 /* = */
+#define GLFW_KEY_A 65
+#define GLFW_KEY_B 66
+#define GLFW_KEY_C 67
+#define GLFW_KEY_D 68
+#define GLFW_KEY_E 69
+#define GLFW_KEY_F 70
+#define GLFW_KEY_G 71
+#define GLFW_KEY_H 72
+#define GLFW_KEY_I 73
+#define GLFW_KEY_J 74
+#define GLFW_KEY_K 75
+#define GLFW_KEY_L 76
+#define GLFW_KEY_M 77
+#define GLFW_KEY_N 78
+#define GLFW_KEY_O 79
+#define GLFW_KEY_P 80
+#define GLFW_KEY_Q 81
+#define GLFW_KEY_R 82
+#define GLFW_KEY_S 83
+#define GLFW_KEY_T 84
+#define GLFW_KEY_U 85
+#define GLFW_KEY_V 86
+#define GLFW_KEY_W 87
+#define GLFW_KEY_X 88
+#define GLFW_KEY_Y 89
+#define GLFW_KEY_Z 90
+#define GLFW_KEY_LEFT_BRACKET 91 /* [ */
+#define GLFW_KEY_BACKSLASH 92 /* \ */
+#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */
+#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */
+#define GLFW_KEY_WORLD_1 161 /* non-US #1 */
+#define GLFW_KEY_WORLD_2 162 /* non-US #2 */
+
+/* Function keys */
+#define GLFW_KEY_ESCAPE 256
+#define GLFW_KEY_ENTER 257
+#define GLFW_KEY_TAB 258
+#define GLFW_KEY_BACKSPACE 259
+#define GLFW_KEY_INSERT 260
+#define GLFW_KEY_DELETE 261
+#define GLFW_KEY_RIGHT 262
+#define GLFW_KEY_LEFT 263
+#define GLFW_KEY_DOWN 264
+#define GLFW_KEY_UP 265
+#define GLFW_KEY_PAGE_UP 266
+#define GLFW_KEY_PAGE_DOWN 267
+#define GLFW_KEY_HOME 268
+#define GLFW_KEY_END 269
+#define GLFW_KEY_CAPS_LOCK 280
+#define GLFW_KEY_SCROLL_LOCK 281
+#define GLFW_KEY_NUM_LOCK 282
+#define GLFW_KEY_PRINT_SCREEN 283
+#define GLFW_KEY_PAUSE 284
+#define GLFW_KEY_F1 290
+#define GLFW_KEY_F2 291
+#define GLFW_KEY_F3 292
+#define GLFW_KEY_F4 293
+#define GLFW_KEY_F5 294
+#define GLFW_KEY_F6 295
+#define GLFW_KEY_F7 296
+#define GLFW_KEY_F8 297
+#define GLFW_KEY_F9 298
+#define GLFW_KEY_F10 299
+#define GLFW_KEY_F11 300
+#define GLFW_KEY_F12 301
+#define GLFW_KEY_F13 302
+#define GLFW_KEY_F14 303
+#define GLFW_KEY_F15 304
+#define GLFW_KEY_F16 305
+#define GLFW_KEY_F17 306
+#define GLFW_KEY_F18 307
+#define GLFW_KEY_F19 308
+#define GLFW_KEY_F20 309
+#define GLFW_KEY_F21 310
+#define GLFW_KEY_F22 311
+#define GLFW_KEY_F23 312
+#define GLFW_KEY_F24 313
+#define GLFW_KEY_F25 314
+#define GLFW_KEY_KP_0 320
+#define GLFW_KEY_KP_1 321
+#define GLFW_KEY_KP_2 322
+#define GLFW_KEY_KP_3 323
+#define GLFW_KEY_KP_4 324
+#define GLFW_KEY_KP_5 325
+#define GLFW_KEY_KP_6 326
+#define GLFW_KEY_KP_7 327
+#define GLFW_KEY_KP_8 328
+#define GLFW_KEY_KP_9 329
+#define GLFW_KEY_KP_DECIMAL 330
+#define GLFW_KEY_KP_DIVIDE 331
+#define GLFW_KEY_KP_MULTIPLY 332
+#define GLFW_KEY_KP_SUBTRACT 333
+#define GLFW_KEY_KP_ADD 334
+#define GLFW_KEY_KP_ENTER 335
+#define GLFW_KEY_KP_EQUAL 336
+#define GLFW_KEY_LEFT_SHIFT 340
+#define GLFW_KEY_LEFT_CONTROL 341
+#define GLFW_KEY_LEFT_ALT 342
+#define GLFW_KEY_LEFT_SUPER 343
+#define GLFW_KEY_RIGHT_SHIFT 344
+#define GLFW_KEY_RIGHT_CONTROL 345
+#define GLFW_KEY_RIGHT_ALT 346
+#define GLFW_KEY_RIGHT_SUPER 347
+#define GLFW_KEY_MENU 348
+
+#define GLFW_KEY_LAST GLFW_KEY_MENU
+
+/*! @} */
+
+/*! @defgroup mods Modifier key flags
+ *
+ * See [key input](@ref input_key) for how these are used.
+ *
+ * @ingroup input
+ * @{ */
+
+/*! @brief If this bit is set one or more Shift keys were held down.
+ */
+#define GLFW_MOD_SHIFT 0x0001
+/*! @brief If this bit is set one or more Control keys were held down.
+ */
+#define GLFW_MOD_CONTROL 0x0002
+/*! @brief If this bit is set one or more Alt keys were held down.
+ */
+#define GLFW_MOD_ALT 0x0004
+/*! @brief If this bit is set one or more Super keys were held down.
+ */
+#define GLFW_MOD_SUPER 0x0008
+
+/*! @} */
+
+/*! @defgroup buttons Mouse buttons
+ *
+ * See [mouse button input](@ref input_mouse_button) for how these are used.
+ *
+ * @ingroup input
+ * @{ */
+#define GLFW_MOUSE_BUTTON_1 0
+#define GLFW_MOUSE_BUTTON_2 1
+#define GLFW_MOUSE_BUTTON_3 2
+#define GLFW_MOUSE_BUTTON_4 3
+#define GLFW_MOUSE_BUTTON_5 4
+#define GLFW_MOUSE_BUTTON_6 5
+#define GLFW_MOUSE_BUTTON_7 6
+#define GLFW_MOUSE_BUTTON_8 7
+#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
+#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
+#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
+#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
+/*! @} */
+
+/*! @defgroup joysticks Joysticks
+ *
+ * See [joystick input](@ref joystick) for how these are used.
+ *
+ * @ingroup input
+ * @{ */
+#define GLFW_JOYSTICK_1 0
+#define GLFW_JOYSTICK_2 1
+#define GLFW_JOYSTICK_3 2
+#define GLFW_JOYSTICK_4 3
+#define GLFW_JOYSTICK_5 4
+#define GLFW_JOYSTICK_6 5
+#define GLFW_JOYSTICK_7 6
+#define GLFW_JOYSTICK_8 7
+#define GLFW_JOYSTICK_9 8
+#define GLFW_JOYSTICK_10 9
+#define GLFW_JOYSTICK_11 10
+#define GLFW_JOYSTICK_12 11
+#define GLFW_JOYSTICK_13 12
+#define GLFW_JOYSTICK_14 13
+#define GLFW_JOYSTICK_15 14
+#define GLFW_JOYSTICK_16 15
+#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16
+/*! @} */
+
+/*! @defgroup errors Error codes
+ *
+ * See [error handling](@ref error_handling) for how these are used.
+ *
+ * @ingroup init
+ * @{ */
+/*! @brief GLFW has not been initialized.
+ *
+ * This occurs if a GLFW function was called that must not be called unless the
+ * library is [initialized](@ref intro_init).
+ *
+ * @analysis Application programmer error. Initialize GLFW before calling any
+ * function that requires initialization.
+ */
+#define GLFW_NOT_INITIALIZED 0x00010001
+/*! @brief No context is current for this thread.
+ *
+ * This occurs if a GLFW function was called that needs and operates on the
+ * current OpenGL or OpenGL ES context but no context is current on the calling
+ * thread. One such function is @ref glfwSwapInterval.
+ *
+ * @analysis Application programmer error. Ensure a context is current before
+ * calling functions that require a current context.
+ */
+#define GLFW_NO_CURRENT_CONTEXT 0x00010002
+/*! @brief One of the arguments to the function was an invalid enum value.
+ *
+ * One of the arguments to the function was an invalid enum value, for example
+ * requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref
+ * glfwGetWindowAttrib.
+ *
+ * @analysis Application programmer error. Fix the offending call.
+ */
+#define GLFW_INVALID_ENUM 0x00010003
+/*! @brief One of the arguments to the function was an invalid value.
+ *
+ * One of the arguments to the function was an invalid value, for example
+ * requesting a non-existent OpenGL or OpenGL ES version like 2.7.
+ *
+ * Requesting a valid but unavailable OpenGL or OpenGL ES version will instead
+ * result in a @ref GLFW_VERSION_UNAVAILABLE error.
+ *
+ * @analysis Application programmer error. Fix the offending call.
+ */
+#define GLFW_INVALID_VALUE 0x00010004
+/*! @brief A memory allocation failed.
+ *
+ * A memory allocation failed.
+ *
+ * @analysis A bug in GLFW or the underlying operating system. Report the bug
+ * to our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_OUT_OF_MEMORY 0x00010005
+/*! @brief GLFW could not find support for the requested API on the system.
+ *
+ * GLFW could not find support for the requested API on the system.
+ *
+ * @analysis The installed graphics driver does not support the requested
+ * API, or does not support it via the chosen context creation backend.
+ * Below are a few examples.
+ *
+ * @par
+ * Some pre-installed Windows graphics drivers do not support OpenGL. AMD only
+ * supports OpenGL ES via EGL, while Nvidia and Intel only support it via
+ * a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa
+ * EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
+ * driver. Older graphics drivers do not support Vulkan.
+ */
+#define GLFW_API_UNAVAILABLE 0x00010006
+/*! @brief The requested OpenGL or OpenGL ES version is not available.
+ *
+ * The requested OpenGL or OpenGL ES version (including any requested context
+ * or framebuffer hints) is not available on this machine.
+ *
+ * @analysis The machine does not support your requirements. If your
+ * application is sufficiently flexible, downgrade your requirements and try
+ * again. Otherwise, inform the user that their machine does not match your
+ * requirements.
+ *
+ * @par
+ * Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0
+ * comes out before the 4.x series gets that far, also fail with this error and
+ * not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions
+ * will exist.
+ */
+#define GLFW_VERSION_UNAVAILABLE 0x00010007
+/*! @brief A platform-specific error occurred that does not match any of the
+ * more specific categories.
+ *
+ * A platform-specific error occurred that does not match any of the more
+ * specific categories.
+ *
+ * @analysis A bug or configuration error in GLFW, the underlying operating
+ * system or its drivers, or a lack of required resources. Report the issue to
+ * our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_PLATFORM_ERROR 0x00010008
+/*! @brief The requested format is not supported or available.
+ *
+ * If emitted during window creation, the requested pixel format is not
+ * supported.
+ *
+ * If emitted when querying the clipboard, the contents of the clipboard could
+ * not be converted to the requested format.
+ *
+ * @analysis If emitted during window creation, one or more
+ * [hard constraints](@ref window_hints_hard) did not match any of the
+ * available pixel formats. If your application is sufficiently flexible,
+ * downgrade your requirements and try again. Otherwise, inform the user that
+ * their machine does not match your requirements.
+ *
+ * @par
+ * If emitted when querying the clipboard, ignore the error or report it to
+ * the user, as appropriate.
+ */
+#define GLFW_FORMAT_UNAVAILABLE 0x00010009
+/*! @brief The specified window does not have an OpenGL or OpenGL ES context.
+ *
+ * A window that does not have an OpenGL or OpenGL ES context was passed to
+ * a function that requires it to have one.
+ *
+ * @analysis Application programmer error. Fix the offending call.
+ */
+#define GLFW_NO_WINDOW_CONTEXT 0x0001000A
+/*! @} */
+
+#define GLFW_FOCUSED 0x00020001
+#define GLFW_ICONIFIED 0x00020002
+#define GLFW_RESIZABLE 0x00020003
+#define GLFW_VISIBLE 0x00020004
+#define GLFW_DECORATED 0x00020005
+#define GLFW_AUTO_ICONIFY 0x00020006
+#define GLFW_FLOATING 0x00020007
+#define GLFW_MAXIMIZED 0x00020008
+
+#define GLFW_RED_BITS 0x00021001
+#define GLFW_GREEN_BITS 0x00021002
+#define GLFW_BLUE_BITS 0x00021003
+#define GLFW_ALPHA_BITS 0x00021004
+#define GLFW_DEPTH_BITS 0x00021005
+#define GLFW_STENCIL_BITS 0x00021006
+#define GLFW_ACCUM_RED_BITS 0x00021007
+#define GLFW_ACCUM_GREEN_BITS 0x00021008
+#define GLFW_ACCUM_BLUE_BITS 0x00021009
+#define GLFW_ACCUM_ALPHA_BITS 0x0002100A
+#define GLFW_AUX_BUFFERS 0x0002100B
+#define GLFW_STEREO 0x0002100C
+#define GLFW_SAMPLES 0x0002100D
+#define GLFW_SRGB_CAPABLE 0x0002100E
+#define GLFW_REFRESH_RATE 0x0002100F
+#define GLFW_DOUBLEBUFFER 0x00021010
+
+#define GLFW_CLIENT_API 0x00022001
+#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002
+#define GLFW_CONTEXT_VERSION_MINOR 0x00022003
+#define GLFW_CONTEXT_REVISION 0x00022004
+#define GLFW_CONTEXT_ROBUSTNESS 0x00022005
+#define GLFW_OPENGL_FORWARD_COMPAT 0x00022006
+#define GLFW_OPENGL_DEBUG_CONTEXT 0x00022007
+#define GLFW_OPENGL_PROFILE 0x00022008
+#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009
+#define GLFW_CONTEXT_NO_ERROR 0x0002200A
+
+#define GLFW_NO_API 0
+#define GLFW_OPENGL_API 0x00030001
+#define GLFW_OPENGL_ES_API 0x00030002
+
+#define GLFW_NO_ROBUSTNESS 0
+#define GLFW_NO_RESET_NOTIFICATION 0x00031001
+#define GLFW_LOSE_CONTEXT_ON_RESET 0x00031002
+
+#define GLFW_OPENGL_ANY_PROFILE 0
+#define GLFW_OPENGL_CORE_PROFILE 0x00032001
+#define GLFW_OPENGL_COMPAT_PROFILE 0x00032002
+
+#define GLFW_CURSOR 0x00033001
+#define GLFW_STICKY_KEYS 0x00033002
+#define GLFW_STICKY_MOUSE_BUTTONS 0x00033003
+
+#define GLFW_CURSOR_NORMAL 0x00034001
+#define GLFW_CURSOR_HIDDEN 0x00034002
+#define GLFW_CURSOR_DISABLED 0x00034003
+
+#define GLFW_ANY_RELEASE_BEHAVIOR 0
+#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001
+#define GLFW_RELEASE_BEHAVIOR_NONE 0x00035002
+
+/*! @defgroup shapes Standard cursor shapes
+ *
+ * See [standard cursor creation](@ref cursor_standard) for how these are used.
+ *
+ * @ingroup input
+ * @{ */
+
+/*! @brief The regular arrow cursor shape.
+ *
+ * The regular arrow cursor.
+ */
+#define GLFW_ARROW_CURSOR 0x00036001
+/*! @brief The text input I-beam cursor shape.
+ *
+ * The text input I-beam cursor shape.
+ */
+#define GLFW_IBEAM_CURSOR 0x00036002
+/*! @brief The crosshair shape.
+ *
+ * The crosshair shape.
+ */
+#define GLFW_CROSSHAIR_CURSOR 0x00036003
+/*! @brief The hand shape.
+ *
+ * The hand shape.
+ */
+#define GLFW_HAND_CURSOR 0x00036004
+/*! @brief The horizontal resize arrow shape.
+ *
+ * The horizontal resize arrow shape.
+ */
+#define GLFW_HRESIZE_CURSOR 0x00036005
+/*! @brief The vertical resize arrow shape.
+ *
+ * The vertical resize arrow shape.
+ */
+#define GLFW_VRESIZE_CURSOR 0x00036006
+/*! @} */
+
+#define GLFW_CONNECTED 0x00040001
+#define GLFW_DISCONNECTED 0x00040002
+
+#define GLFW_DONT_CARE -1
+
+
+/*************************************************************************
+ * GLFW API types
+ *************************************************************************/
+
+/*! @brief Client API function pointer type.
+ *
+ * Generic function pointer used for returning client API function pointers
+ * without forcing a cast from a regular pointer.
+ *
+ * @sa @ref context_glext
+ * @sa glfwGetProcAddress
+ *
+ * @since Added in version 3.0.
+
+ * @ingroup context
+ */
+typedef void (*GLFWglproc)(void);
+
+/*! @brief Vulkan API function pointer type.
+ *
+ * Generic function pointer used for returning Vulkan API function pointers
+ * without forcing a cast from a regular pointer.
+ *
+ * @sa @ref vulkan_proc
+ * @sa glfwGetInstanceProcAddress
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+typedef void (*GLFWvkproc)(void);
+
+/*! @brief Opaque monitor object.
+ *
+ * Opaque monitor object.
+ *
+ * @see @ref monitor_object
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+typedef struct GLFWmonitor GLFWmonitor;
+
+/*! @brief Opaque window object.
+ *
+ * Opaque window object.
+ *
+ * @see @ref window_object
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef struct GLFWwindow GLFWwindow;
+
+/*! @brief Opaque cursor object.
+ *
+ * Opaque cursor object.
+ *
+ * @see @ref cursor_object
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup cursor
+ */
+typedef struct GLFWcursor GLFWcursor;
+
+/*! @brief The function signature for error callbacks.
+ *
+ * This is the function signature for error callback functions.
+ *
+ * @param[in] error An [error code](@ref errors).
+ * @param[in] description A UTF-8 encoded string describing the error.
+ *
+ * @sa @ref error_handling
+ * @sa glfwSetErrorCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup init
+ */
+typedef void (* GLFWerrorfun)(int,const char*);
+
+/*! @brief The function signature for window position callbacks.
+ *
+ * This is the function signature for window position callback functions.
+ *
+ * @param[in] window The window that was moved.
+ * @param[in] xpos The new x-coordinate, in screen coordinates, of the
+ * upper-left corner of the client area of the window.
+ * @param[in] ypos The new y-coordinate, in screen coordinates, of the
+ * upper-left corner of the client area of the window.
+ *
+ * @sa @ref window_pos
+ * @sa glfwSetWindowPosCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window resize callbacks.
+ *
+ * This is the function signature for window size callback functions.
+ *
+ * @param[in] window The window that was resized.
+ * @param[in] width The new width, in screen coordinates, of the window.
+ * @param[in] height The new height, in screen coordinates, of the window.
+ *
+ * @sa @ref window_size
+ * @sa glfwSetWindowSizeCallback
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window close callbacks.
+ *
+ * This is the function signature for window close callback functions.
+ *
+ * @param[in] window The window that the user attempted to close.
+ *
+ * @sa @ref window_close
+ * @sa glfwSetWindowCloseCallback
+ *
+ * @since Added in version 2.5.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowclosefun)(GLFWwindow*);
+
+/*! @brief The function signature for window content refresh callbacks.
+ *
+ * This is the function signature for window refresh callback functions.
+ *
+ * @param[in] window The window whose content needs to be refreshed.
+ *
+ * @sa @ref window_refresh
+ * @sa glfwSetWindowRefreshCallback
+ *
+ * @since Added in version 2.5.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowrefreshfun)(GLFWwindow*);
+
+/*! @brief The function signature for window focus/defocus callbacks.
+ *
+ * This is the function signature for window focus callback functions.
+ *
+ * @param[in] window The window that gained or lost input focus.
+ * @param[in] focused `GLFW_TRUE` if the window was given input focus, or
+ * `GLFW_FALSE` if it lost it.
+ *
+ * @sa @ref window_focus
+ * @sa glfwSetWindowFocusCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for window iconify/restore callbacks.
+ *
+ * This is the function signature for window iconify/restore callback
+ * functions.
+ *
+ * @param[in] window The window that was iconified or restored.
+ * @param[in] iconified `GLFW_TRUE` if the window was iconified, or
+ * `GLFW_FALSE` if it was restored.
+ *
+ * @sa @ref window_iconify
+ * @sa glfwSetWindowIconifyCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for framebuffer resize callbacks.
+ *
+ * This is the function signature for framebuffer resize callback
+ * functions.
+ *
+ * @param[in] window The window whose framebuffer was resized.
+ * @param[in] width The new width, in pixels, of the framebuffer.
+ * @param[in] height The new height, in pixels, of the framebuffer.
+ *
+ * @sa @ref window_fbsize
+ * @sa glfwSetFramebufferSizeCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for mouse button callbacks.
+ *
+ * This is the function signature for mouse button callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] button The [mouse button](@ref buttons) that was pressed or
+ * released.
+ * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ * @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ * held down.
+ *
+ * @sa @ref input_mouse_button
+ * @sa glfwSetMouseButtonCallback
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle and modifier mask parameters.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
+
+/*! @brief The function signature for cursor position callbacks.
+ *
+ * This is the function signature for cursor position callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] xpos The new cursor x-coordinate, relative to the left edge of
+ * the client area.
+ * @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
+ * client area.
+ *
+ * @sa @ref cursor_pos
+ * @sa glfwSetCursorPosCallback
+ *
+ * @since Added in version 3.0. Replaces `GLFWmouseposfun`.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for cursor enter/leave callbacks.
+ *
+ * This is the function signature for cursor enter/leave callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] entered `GLFW_TRUE` if the cursor entered the window's client
+ * area, or `GLFW_FALSE` if it left it.
+ *
+ * @sa @ref cursor_enter
+ * @sa glfwSetCursorEnterCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWcursorenterfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for scroll callbacks.
+ *
+ * This is the function signature for scroll callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] xoffset The scroll offset along the x-axis.
+ * @param[in] yoffset The scroll offset along the y-axis.
+ *
+ * @sa @ref scrolling
+ * @sa glfwSetScrollCallback
+ *
+ * @since Added in version 3.0. Replaces `GLFWmousewheelfun`.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for keyboard key callbacks.
+ *
+ * This is the function signature for keyboard key callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] key The [keyboard key](@ref keys) that was pressed or released.
+ * @param[in] scancode The system-specific scancode of the key.
+ * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.
+ * @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ * held down.
+ *
+ * @sa @ref input_key
+ * @sa glfwSetKeyCallback
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle, scancode and modifier mask parameters.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
+
+/*! @brief The function signature for Unicode character callbacks.
+ *
+ * This is the function signature for Unicode character callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] codepoint The Unicode code point of the character.
+ *
+ * @sa @ref input_char
+ * @sa glfwSetCharCallback
+ *
+ * @since Added in version 2.4.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
+
+/*! @brief The function signature for Unicode character with modifiers
+ * callbacks.
+ *
+ * This is the function signature for Unicode character with modifiers callback
+ * functions. It is called for each input character, regardless of what
+ * modifier keys are held down.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] codepoint The Unicode code point of the character.
+ * @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ * held down.
+ *
+ * @sa @ref input_char
+ * @sa glfwSetCharModsCallback
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int);
+
+/*! @brief The function signature for file drop callbacks.
+ *
+ * This is the function signature for file drop callbacks.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] count The number of dropped files.
+ * @param[in] paths The UTF-8 encoded file and/or directory path names.
+ *
+ * @sa @ref path_drop
+ * @sa glfwSetDropCallback
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**);
+
+/*! @brief The function signature for monitor configuration callbacks.
+ *
+ * This is the function signature for monitor configuration callback functions.
+ *
+ * @param[in] monitor The monitor that was connected or disconnected.
+ * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ * @sa @ref monitor_event
+ * @sa glfwSetMonitorCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+typedef void (* GLFWmonitorfun)(GLFWmonitor*,int);
+
+/*! @brief The function signature for joystick configuration callbacks.
+ *
+ * This is the function signature for joystick configuration callback
+ * functions.
+ *
+ * @param[in] joy The joystick that was connected or disconnected.
+ * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ * @sa @ref joystick_event
+ * @sa glfwSetJoystickCallback
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWjoystickfun)(int,int);
+
+/*! @brief Video mode type.
+ *
+ * This describes a single video mode.
+ *
+ * @sa @ref monitor_modes
+ * @sa glfwGetVideoMode glfwGetVideoModes
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added refresh rate member.
+ *
+ * @ingroup monitor
+ */
+typedef struct GLFWvidmode
+{
+ /*! The width, in screen coordinates, of the video mode.
+ */
+ int width;
+ /*! The height, in screen coordinates, of the video mode.
+ */
+ int height;
+ /*! The bit depth of the red channel of the video mode.
+ */
+ int redBits;
+ /*! The bit depth of the green channel of the video mode.
+ */
+ int greenBits;
+ /*! The bit depth of the blue channel of the video mode.
+ */
+ int blueBits;
+ /*! The refresh rate, in Hz, of the video mode.
+ */
+ int refreshRate;
+} GLFWvidmode;
+
+/*! @brief Gamma ramp.
+ *
+ * This describes the gamma ramp for a monitor.
+ *
+ * @sa @ref monitor_gamma
+ * @sa glfwGetGammaRamp glfwSetGammaRamp
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+typedef struct GLFWgammaramp
+{
+ /*! An array of value describing the response of the red channel.
+ */
+ unsigned short* red;
+ /*! An array of value describing the response of the green channel.
+ */
+ unsigned short* green;
+ /*! An array of value describing the response of the blue channel.
+ */
+ unsigned short* blue;
+ /*! The number of elements in each array.
+ */
+ unsigned int size;
+} GLFWgammaramp;
+
+/*! @brief Image data.
+ *
+ * @sa @ref cursor_custom
+ *
+ * @since Added in version 2.1.
+ * @glfw3 Removed format and bytes-per-pixel members.
+ */
+typedef struct GLFWimage
+{
+ /*! The width, in pixels, of this image.
+ */
+ int width;
+ /*! The height, in pixels, of this image.
+ */
+ int height;
+ /*! The pixel data of this image, arranged left-to-right, top-to-bottom.
+ */
+ unsigned char* pixels;
+} GLFWimage;
+
+
+/*************************************************************************
+ * GLFW API functions
+ *************************************************************************/
+
+/*! @brief Initializes the GLFW library.
+ *
+ * This function initializes the GLFW library. Before most GLFW functions can
+ * be used, GLFW must be initialized, and before an application terminates GLFW
+ * should be terminated in order to free any resources allocated during or
+ * after initialization.
+ *
+ * If this function fails, it calls @ref glfwTerminate before returning. If it
+ * succeeds, you should call @ref glfwTerminate before the application exits.
+ *
+ * Additional calls to this function after successful initialization but before
+ * termination will return `GLFW_TRUE` immediately.
+ *
+ * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark @osx This function will change the current directory of the
+ * application to the `Contents/Resources` subdirectory of the application's
+ * bundle, if present. This can be disabled with a
+ * [compile-time option](@ref compile_options_osx).
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref intro_init
+ * @sa glfwTerminate
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI int glfwInit(void);
+
+/*! @brief Terminates the GLFW library.
+ *
+ * This function destroys all remaining windows and cursors, restores any
+ * modified gamma ramps and frees any other allocated resources. Once this
+ * function is called, you must again call @ref glfwInit successfully before
+ * you will be able to use most GLFW functions.
+ *
+ * If GLFW has been successfully initialized, this function should be called
+ * before the application exits. If initialization fails, there is no need to
+ * call this function, as it is called by @ref glfwInit before it returns
+ * failure.
+ *
+ * @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark This function may be called before @ref glfwInit.
+ *
+ * @warning The contexts of any remaining windows must not be current on any
+ * other thread when this function is called.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref intro_init
+ * @sa glfwInit
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI void glfwTerminate(void);
+
+/*! @brief Retrieves the version of the GLFW library.
+ *
+ * This function retrieves the major, minor and revision numbers of the GLFW
+ * library. It is intended for when you are using GLFW as a shared library and
+ * want to ensure that you are using the minimum required version.
+ *
+ * Any or all of the version arguments may be `NULL`.
+ *
+ * @param[out] major Where to store the major version number, or `NULL`.
+ * @param[out] minor Where to store the minor version number, or `NULL`.
+ * @param[out] rev Where to store the revision number, or `NULL`.
+ *
+ * @errors None.
+ *
+ * @remark This function may be called before @ref glfwInit.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref intro_version
+ * @sa glfwGetVersionString
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);
+
+/*! @brief Returns a string describing the compile-time configuration.
+ *
+ * This function returns the compile-time generated
+ * [version string](@ref intro_version_string) of the GLFW library binary. It
+ * describes the version, platform, compiler and any platform-specific
+ * compile-time options. It should not be confused with the OpenGL or OpenGL
+ * ES version string, queried with `glGetString`.
+ *
+ * __Do not use the version string__ to parse the GLFW library version. The
+ * @ref glfwGetVersion function provides the version of the running library
+ * binary in numerical format.
+ *
+ * @return The ASCII encoded GLFW version string.
+ *
+ * @errors None.
+ *
+ * @remark This function may be called before @ref glfwInit.
+ *
+ * @pointer_lifetime The returned string is static and compile-time generated.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref intro_version
+ * @sa glfwGetVersion
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI const char* glfwGetVersionString(void);
+
+/*! @brief Sets the error callback.
+ *
+ * This function sets the error callback, which is called with an error code
+ * and a human-readable description each time a GLFW error occurs.
+ *
+ * The error callback is called on the thread where the error occurred. If you
+ * are using GLFW from multiple threads, your error callback needs to be
+ * written accordingly.
+ *
+ * Because the description string may have been generated specifically for that
+ * error, it is not guaranteed to be valid after the callback has returned. If
+ * you wish to use it after the callback returns, you need to make a copy.
+ *
+ * Once set, the error callback remains set even after the library has been
+ * terminated.
+ *
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set.
+ *
+ * @errors None.
+ *
+ * @remark This function may be called before @ref glfwInit.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref error_handling
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun);
+
+/*! @brief Returns the currently connected monitors.
+ *
+ * This function returns an array of handles for all currently connected
+ * monitors. The primary monitor is always first in the returned array. If no
+ * monitors were found, this function returns `NULL`.
+ *
+ * @param[out] count Where to store the number of monitors in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of monitor handles, or `NULL` if no monitors were found or
+ * if an [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is guaranteed to be valid only until the
+ * monitor configuration changes or the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_monitors
+ * @sa @ref monitor_event
+ * @sa glfwGetPrimaryMonitor
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI GLFWmonitor** glfwGetMonitors(int* count);
+
+/*! @brief Returns the primary monitor.
+ *
+ * This function returns the primary monitor. This is usually the monitor
+ * where elements like the task bar or global menu bar are located.
+ *
+ * @return The primary monitor, or `NULL` if no monitors were found or if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @remark The primary monitor is always first in the array returned by @ref
+ * glfwGetMonitors.
+ *
+ * @sa @ref monitor_monitors
+ * @sa glfwGetMonitors
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void);
+
+/*! @brief Returns the position of the monitor's viewport on the virtual screen.
+ *
+ * This function returns the position, in screen coordinates, of the upper-left
+ * corner of the specified monitor.
+ *
+ * Any or all of the position arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` position arguments will be set to zero.
+ *
+ * @param[in] monitor The monitor to query.
+ * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.
+ * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_properties
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
+
+/*! @brief Returns the physical size of the monitor.
+ *
+ * This function returns the size, in millimetres, of the display area of the
+ * specified monitor.
+ *
+ * Some systems do not provide accurate monitor size information, either
+ * because the monitor
+ * [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)
+ * data is incorrect or because the driver does not report it accurately.
+ *
+ * Any or all of the size arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` size arguments will be set to zero.
+ *
+ * @param[in] monitor The monitor to query.
+ * @param[out] widthMM Where to store the width, in millimetres, of the
+ * monitor's display area, or `NULL`.
+ * @param[out] heightMM Where to store the height, in millimetres, of the
+ * monitor's display area, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @remark @win32 calculates the returned physical size from the
+ * current resolution and system DPI instead of querying the monitor EDID data.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_properties
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);
+
+/*! @brief Returns the name of the specified monitor.
+ *
+ * This function returns a human-readable name, encoded as UTF-8, of the
+ * specified monitor. The name typically reflects the make and model of the
+ * monitor and is not guaranteed to be unique among the connected monitors.
+ *
+ * @param[in] monitor The monitor to query.
+ * @return The UTF-8 encoded name of the monitor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @pointer_lifetime The returned string is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified monitor is
+ * disconnected or the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_properties
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);
+
+/*! @brief Sets the monitor configuration callback.
+ *
+ * This function sets the monitor configuration callback, or removes the
+ * currently set callback. This is called when a monitor is connected to or
+ * disconnected from the system.
+ *
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_event
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun);
+
+/*! @brief Returns the available video modes for the specified monitor.
+ *
+ * This function returns an array of all video modes supported by the specified
+ * monitor. The returned array is sorted in ascending order, first by color
+ * bit depth (the sum of all channel depths) and then by resolution area (the
+ * product of width and height).
+ *
+ * @param[in] monitor The monitor to query.
+ * @param[out] count Where to store the number of video modes in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of video modes, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified monitor is
+ * disconnected, this function is called again for that monitor or the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_modes
+ * @sa glfwGetVideoMode
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Changed to return an array of modes for a specific monitor.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);
+
+/*! @brief Returns the current mode of the specified monitor.
+ *
+ * This function returns the current video mode of the specified monitor. If
+ * you have created a full screen window for that monitor, the return value
+ * will depend on whether that window is iconified.
+ *
+ * @param[in] monitor The monitor to query.
+ * @return The current mode of the monitor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified monitor is
+ * disconnected or the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_modes
+ * @sa glfwGetVideoModes
+ *
+ * @since Added in version 3.0. Replaces `glfwGetDesktopMode`.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);
+
+/*! @brief Generates a gamma ramp and sets it for the specified monitor.
+ *
+ * This function generates a 256-element gamma ramp from the specified exponent
+ * and then calls @ref glfwSetGammaRamp with it. The value must be a finite
+ * number greater than zero.
+ *
+ * @param[in] monitor The monitor whose gamma ramp to set.
+ * @param[in] gamma The desired exponent.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_gamma
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);
+
+/*! @brief Returns the current gamma ramp for the specified monitor.
+ *
+ * This function returns the current gamma ramp of the specified monitor.
+ *
+ * @param[in] monitor The monitor to query.
+ * @return The current gamma ramp, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned structure and its arrays are allocated and
+ * freed by GLFW. You should not free them yourself. They are valid until the
+ * specified monitor is disconnected, this function is called again for that
+ * monitor or the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_gamma
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);
+
+/*! @brief Sets the current gamma ramp for the specified monitor.
+ *
+ * This function sets the current gamma ramp for the specified monitor. The
+ * original gamma ramp for that monitor is saved by GLFW the first time this
+ * function is called and is restored by @ref glfwTerminate.
+ *
+ * @param[in] monitor The monitor whose gamma ramp to set.
+ * @param[in] ramp The gamma ramp to use.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark Gamma ramp sizes other than 256 are not supported by all platforms
+ * or graphics hardware.
+ *
+ * @remark @win32 The gamma ramp size must be 256.
+ *
+ * @pointer_lifetime The specified gamma ramp is copied before this function
+ * returns.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_gamma
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);
+
+/*! @brief Resets all window hints to their default values.
+ *
+ * This function resets all window hints to their
+ * [default values](@ref window_hints_values).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_hints
+ * @sa glfwWindowHint
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwDefaultWindowHints(void);
+
+/*! @brief Sets the specified window hint to the desired value.
+ *
+ * This function sets hints for the next call to @ref glfwCreateWindow. The
+ * hints, once set, retain their values until changed by a call to @ref
+ * glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is
+ * terminated.
+ *
+ * This function does not check whether the specified hint values are valid.
+ * If you set hints to invalid values this will instead be reported by the next
+ * call to @ref glfwCreateWindow.
+ *
+ * @param[in] hint The [window hint](@ref window_hints) to set.
+ * @param[in] value The new value of the window hint.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_ENUM.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_hints
+ * @sa glfwDefaultWindowHints
+ *
+ * @since Added in version 3.0. Replaces `glfwOpenWindowHint`.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwWindowHint(int hint, int value);
+
+/*! @brief Creates a window and its associated context.
+ *
+ * This function creates a window and its associated OpenGL or OpenGL ES
+ * context. Most of the options controlling how the window and its context
+ * should be created are specified with [window hints](@ref window_hints).
+ *
+ * Successful creation does not change which context is current. Before you
+ * can use the newly created context, you need to
+ * [make it current](@ref context_current). For information about the `share`
+ * parameter, see @ref context_sharing.
+ *
+ * The created window, framebuffer and context may differ from what you
+ * requested, as not all parameters and hints are
+ * [hard constraints](@ref window_hints_hard). This includes the size of the
+ * window, especially for full screen windows. To query the actual attributes
+ * of the created window, framebuffer and context, see @ref
+ * glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.
+ *
+ * To create a full screen window, you need to specify the monitor the window
+ * will cover. If no monitor is specified, the window will be windowed mode.
+ * Unless you have a way for the user to choose a specific monitor, it is
+ * recommended that you pick the primary monitor. For more information on how
+ * to query connected monitors, see @ref monitor_monitors.
+ *
+ * For full screen windows, the specified size becomes the resolution of the
+ * window's _desired video mode_. As long as a full screen window is not
+ * iconified, the supported video mode most closely matching the desired video
+ * mode is set for the specified monitor. For more information about full
+ * screen windows, including the creation of so called _windowed full screen_
+ * or _borderless full screen_ windows, see @ref window_windowed_full_screen.
+ *
+ * By default, newly created windows use the placement recommended by the
+ * window system. To create the window at a specific position, make it
+ * initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window
+ * hint, set its [position](@ref window_pos) and then [show](@ref window_hide)
+ * it.
+ *
+ * As long as at least one full screen window is not iconified, the screensaver
+ * is prohibited from starting.
+ *
+ * Window systems put limits on window sizes. Very large or very small window
+ * dimensions may be overridden by the window system on creation. Check the
+ * actual [size](@ref window_size) after creation.
+ *
+ * The [swap interval](@ref buffer_swap) is not set during window creation and
+ * the initial value may vary depending on driver settings and defaults.
+ *
+ * @param[in] width The desired width, in screen coordinates, of the window.
+ * This must be greater than zero.
+ * @param[in] height The desired height, in screen coordinates, of the window.
+ * This must be greater than zero.
+ * @param[in] title The initial, UTF-8 encoded window title.
+ * @param[in] monitor The monitor to use for full screen mode, or `NULL` for
+ * windowed mode.
+ * @param[in] share The window whose context to share resources with, or `NULL`
+ * to not share resources.
+ * @return The handle of the created window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref
+ * GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark @win32 Window creation will fail if the Microsoft GDI software
+ * OpenGL implementation is the only one available.
+ *
+ * @remark @win32 If the executable has an icon resource named `GLFW_ICON,`
+ * it will be set as the icon for the window. If no such icon is present, the
+ * `IDI_WINLOGO` icon will be used instead.
+ *
+ * @remark @win32 The context to share resources with must not be current on
+ * any other thread.
+ *
+ * @remark @osx The GLFW window has no icon, as it is not a document
+ * window, but the dock icon will be the same as the application bundle's icon.
+ * For more information on bundles, see the
+ * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ * in the Mac Developer Library.
+ *
+ * @remark @osx The first time a window is created the menu bar is populated
+ * with common commands like Hide, Quit and About. The About entry opens
+ * a minimal about dialog with information from the application's bundle. The
+ * menu bar can be disabled with a
+ * [compile-time option](@ref compile_options_osx).
+ *
+ * @remark @osx On OS X 10.10 and later the window frame will not be rendered
+ * at full resolution on Retina displays unless the `NSHighResolutionCapable`
+ * key is enabled in the application bundle's `Info.plist`. For more
+ * information, see
+ * [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
+ * in the Mac Developer Library. The GLFW test and example programs use
+ * a custom `Info.plist` template for this, which can be found as
+ * `CMake/MacOSXBundleInfo.plist.in` in the source tree.
+ *
+ * @remark @x11 There is no mechanism for setting the window icon yet.
+ *
+ * @remark @x11 Some window managers will not respect the placement of
+ * initially hidden windows.
+ *
+ * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ * a window to reach its requested state. This means you may not be able to
+ * query the final size, position or other attributes directly after window
+ * creation.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_creation
+ * @sa glfwDestroyWindow
+ *
+ * @since Added in version 3.0. Replaces `glfwOpenWindow`.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);
+
+/*! @brief Destroys the specified window and its context.
+ *
+ * This function destroys the specified window and its context. On calling
+ * this function, no further callbacks will be called for that window.
+ *
+ * If the context of the specified window is current on the main thread, it is
+ * detached before being destroyed.
+ *
+ * @param[in] window The window to destroy.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @note The context of the specified window must not be current on any other
+ * thread when this function is called.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_creation
+ * @sa glfwCreateWindow
+ *
+ * @since Added in version 3.0. Replaces `glfwCloseWindow`.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwDestroyWindow(GLFWwindow* window);
+
+/*! @brief Checks the close flag of the specified window.
+ *
+ * This function returns the value of the close flag of the specified window.
+ *
+ * @param[in] window The window to query.
+ * @return The value of the close flag.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @sa @ref window_close
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI int glfwWindowShouldClose(GLFWwindow* window);
+
+/*! @brief Sets the close flag of the specified window.
+ *
+ * This function sets the value of the close flag of the specified window.
+ * This can be used to override the user's attempt to close the window, or
+ * to signal that it should be closed.
+ *
+ * @param[in] window The window whose flag to change.
+ * @param[in] value The new value.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @sa @ref window_close
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
+
+/*! @brief Sets the title of the specified window.
+ *
+ * This function sets the window title, encoded as UTF-8, of the specified
+ * window.
+ *
+ * @param[in] window The window whose title to change.
+ * @param[in] title The UTF-8 encoded window title.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark @osx The window title will not be updated until the next time you
+ * process events.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_title
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
+
+/*! @brief Sets the icon for the specified window.
+ *
+ * This function sets the icon of the specified window. If passed an array of
+ * candidate images, those of or closest to the sizes desired by the system are
+ * selected. If no images are specified, the window reverts to its default
+ * icon.
+ *
+ * The desired image sizes varies depending on platform and system settings.
+ * The selected images will be rescaled as needed. Good sizes include 16x16,
+ * 32x32 and 48x48.
+ *
+ * @param[in] window The window whose icon to set.
+ * @param[in] count The number of images in the specified array, or zero to
+ * revert to the default window icon.
+ * @param[in] images The images to create the icon from. This is ignored if
+ * count is zero.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The specified image data is copied before this function
+ * returns.
+ *
+ * @remark @osx The GLFW window has no icon, as it is not a document
+ * window, but the dock icon will be the same as the application bundle's icon.
+ * For more information on bundles, see the
+ * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ * in the Mac Developer Library.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_icon
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);
+
+/*! @brief Retrieves the position of the client area of the specified window.
+ *
+ * This function retrieves the position, in screen coordinates, of the
+ * upper-left corner of the client area of the specified window.
+ *
+ * Any or all of the position arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` position arguments will be set to zero.
+ *
+ * @param[in] window The window to query.
+ * @param[out] xpos Where to store the x-coordinate of the upper-left corner of
+ * the client area, or `NULL`.
+ * @param[out] ypos Where to store the y-coordinate of the upper-left corner of
+ * the client area, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_pos
+ * @sa glfwSetWindowPos
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
+
+/*! @brief Sets the position of the client area of the specified window.
+ *
+ * This function sets the position, in screen coordinates, of the upper-left
+ * corner of the client area of the specified windowed mode window. If the
+ * window is a full screen window, this function does nothing.
+ *
+ * __Do not use this function__ to move an already visible window unless you
+ * have very good reasons for doing so, as it will confuse and annoy the user.
+ *
+ * The window manager may put limits on what positions are allowed. GLFW
+ * cannot and should not override these limits.
+ *
+ * @param[in] window The window to query.
+ * @param[in] xpos The x-coordinate of the upper-left corner of the client area.
+ * @param[in] ypos The y-coordinate of the upper-left corner of the client area.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_pos
+ * @sa glfwGetWindowPos
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);
+
+/*! @brief Retrieves the size of the client area of the specified window.
+ *
+ * This function retrieves the size, in screen coordinates, of the client area
+ * of the specified window. If you wish to retrieve the size of the
+ * framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.
+ *
+ * Any or all of the size arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` size arguments will be set to zero.
+ *
+ * @param[in] window The window whose size to retrieve.
+ * @param[out] width Where to store the width, in screen coordinates, of the
+ * client area, or `NULL`.
+ * @param[out] height Where to store the height, in screen coordinates, of the
+ * client area, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_size
+ * @sa glfwSetWindowSize
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Sets the size limits of the specified window.
+ *
+ * This function sets the size limits of the client area of the specified
+ * window. If the window is full screen, the size limits only take effect if
+ * once it is made windowed. If the window is not resizable, this function
+ * does nothing.
+ *
+ * The size limits are applied immediately to a windowed mode window and may
+ * cause it to be resized.
+ *
+ * @param[in] window The window to set limits for.
+ * @param[in] minwidth The minimum width, in screen coordinates, of the client
+ * area, or `GLFW_DONT_CARE`.
+ * @param[in] minheight The minimum height, in screen coordinates, of the
+ * client area, or `GLFW_DONT_CARE`.
+ * @param[in] maxwidth The maximum width, in screen coordinates, of the client
+ * area, or `GLFW_DONT_CARE`.
+ * @param[in] maxheight The maximum height, in screen coordinates, of the
+ * client area, or `GLFW_DONT_CARE`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark If you set size limits and an aspect ratio that conflict, the
+ * results are undefined.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_sizelimits
+ * @sa glfwSetWindowAspectRatio
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);
+
+/*! @brief Sets the aspect ratio of the specified window.
+ *
+ * This function sets the required aspect ratio of the client area of the
+ * specified window. If the window is full screen, the aspect ratio only takes
+ * effect once it is made windowed. If the window is not resizable, this
+ * function does nothing.
+ *
+ * The aspect ratio is specified as a numerator and a denominator and both
+ * values must be greater than zero. For example, the common 16:9 aspect ratio
+ * is specified as 16 and 9, respectively.
+ *
+ * If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect
+ * ratio limit is disabled.
+ *
+ * The aspect ratio is applied immediately to a windowed mode window and may
+ * cause it to be resized.
+ *
+ * @param[in] window The window to set limits for.
+ * @param[in] numer The numerator of the desired aspect ratio, or
+ * `GLFW_DONT_CARE`.
+ * @param[in] denom The denominator of the desired aspect ratio, or
+ * `GLFW_DONT_CARE`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark If you set size limits and an aspect ratio that conflict, the
+ * results are undefined.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_sizelimits
+ * @sa glfwSetWindowSizeLimits
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);
+
+/*! @brief Sets the size of the client area of the specified window.
+ *
+ * This function sets the size, in screen coordinates, of the client area of
+ * the specified window.
+ *
+ * For full screen windows, this function updates the resolution of its desired
+ * video mode and switches to the video mode closest to it, without affecting
+ * the window's context. As the context is unaffected, the bit depths of the
+ * framebuffer remain unchanged.
+ *
+ * If you wish to update the refresh rate of the desired video mode in addition
+ * to its resolution, see @ref glfwSetWindowMonitor.
+ *
+ * The window manager may put limits on what sizes are allowed. GLFW cannot
+ * and should not override these limits.
+ *
+ * @param[in] window The window to resize.
+ * @param[in] width The desired width, in screen coordinates, of the window
+ * client area.
+ * @param[in] height The desired height, in screen coordinates, of the window
+ * client area.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_size
+ * @sa glfwGetWindowSize
+ * @sa glfwSetWindowMonitor
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);
+
+/*! @brief Retrieves the size of the framebuffer of the specified window.
+ *
+ * This function retrieves the size, in pixels, of the framebuffer of the
+ * specified window. If you wish to retrieve the size of the window in screen
+ * coordinates, see @ref glfwGetWindowSize.
+ *
+ * Any or all of the size arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` size arguments will be set to zero.
+ *
+ * @param[in] window The window whose framebuffer to query.
+ * @param[out] width Where to store the width, in pixels, of the framebuffer,
+ * or `NULL`.
+ * @param[out] height Where to store the height, in pixels, of the framebuffer,
+ * or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_fbsize
+ * @sa glfwSetFramebufferSizeCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Retrieves the size of the frame of the window.
+ *
+ * This function retrieves the size, in screen coordinates, of each edge of the
+ * frame of the specified window. This size includes the title bar, if the
+ * window has one. The size of the frame may vary depending on the
+ * [window-related hints](@ref window_hints_wnd) used to create it.
+ *
+ * Because this function retrieves the size of each window frame edge and not
+ * the offset along a particular coordinate axis, the retrieved values will
+ * always be zero or positive.
+ *
+ * Any or all of the size arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` size arguments will be set to zero.
+ *
+ * @param[in] window The window whose frame size to query.
+ * @param[out] left Where to store the size, in screen coordinates, of the left
+ * edge of the window frame, or `NULL`.
+ * @param[out] top Where to store the size, in screen coordinates, of the top
+ * edge of the window frame, or `NULL`.
+ * @param[out] right Where to store the size, in screen coordinates, of the
+ * right edge of the window frame, or `NULL`.
+ * @param[out] bottom Where to store the size, in screen coordinates, of the
+ * bottom edge of the window frame, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_size
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);
+
+/*! @brief Iconifies the specified window.
+ *
+ * This function iconifies (minimizes) the specified window if it was
+ * previously restored. If the window is already iconified, this function does
+ * nothing.
+ *
+ * If the specified window is a full screen window, the original monitor
+ * resolution is restored until the window is restored.
+ *
+ * @param[in] window The window to iconify.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_iconify
+ * @sa glfwRestoreWindow
+ * @sa glfwMaximizeWindow
+ *
+ * @since Added in version 2.1.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwIconifyWindow(GLFWwindow* window);
+
+/*! @brief Restores the specified window.
+ *
+ * This function restores the specified window if it was previously iconified
+ * (minimized) or maximized. If the window is already restored, this function
+ * does nothing.
+ *
+ * If the specified window is a full screen window, the resolution chosen for
+ * the window is restored on the selected monitor.
+ *
+ * @param[in] window The window to restore.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_iconify
+ * @sa glfwIconifyWindow
+ * @sa glfwMaximizeWindow
+ *
+ * @since Added in version 2.1.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwRestoreWindow(GLFWwindow* window);
+
+/*! @brief Maximizes the specified window.
+ *
+ * This function maximizes the specified window if it was previously not
+ * maximized. If the window is already maximized, this function does nothing.
+ *
+ * If the specified window is a full screen window, this function does nothing.
+ *
+ * @param[in] window The window to maximize.
+ *
+ * @par Thread Safety
+ * This function may only be called from the main thread.
+ *
+ * @sa @ref window_iconify
+ * @sa glfwIconifyWindow
+ * @sa glfwRestoreWindow
+ *
+ * @since Added in GLFW 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwMaximizeWindow(GLFWwindow* window);
+
+/*! @brief Makes the specified window visible.
+ *
+ * This function makes the specified window visible if it was previously
+ * hidden. If the window is already visible or is in full screen mode, this
+ * function does nothing.
+ *
+ * @param[in] window The window to make visible.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_hide
+ * @sa glfwHideWindow
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwShowWindow(GLFWwindow* window);
+
+/*! @brief Hides the specified window.
+ *
+ * This function hides the specified window if it was previously visible. If
+ * the window is already hidden or is in full screen mode, this function does
+ * nothing.
+ *
+ * @param[in] window The window to hide.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_hide
+ * @sa glfwShowWindow
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwHideWindow(GLFWwindow* window);
+
+/*! @brief Brings the specified window to front and sets input focus.
+ *
+ * This function brings the specified window to front and sets input focus.
+ * The window should already be visible and not iconified.
+ *
+ * By default, both windowed and full screen mode windows are focused when
+ * initially created. Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable
+ * this behavior.
+ *
+ * __Do not use this function__ to steal focus from other applications unless
+ * you are certain that is what the user wants. Focus stealing can be
+ * extremely disruptive.
+ *
+ * @param[in] window The window to give input focus.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_focus
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwFocusWindow(GLFWwindow* window);
+
+/*! @brief Returns the monitor that the window uses for full screen mode.
+ *
+ * This function returns the handle of the monitor that the specified window is
+ * in full screen on.
+ *
+ * @param[in] window The window to query.
+ * @return The monitor, or `NULL` if the window is in windowed mode or an error
+ * occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_monitor
+ * @sa glfwSetWindowMonitor
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
+
+/*! @brief Sets the mode, monitor, video mode and placement of a window.
+ *
+ * This function sets the monitor that the window uses for full screen mode or,
+ * if the monitor is `NULL`, makes it windowed mode.
+ *
+ * When setting a monitor, this function updates the width, height and refresh
+ * rate of the desired video mode and switches to the video mode closest to it.
+ * The window position is ignored when setting a monitor.
+ *
+ * When the monitor is `NULL`, the position, width and height are used to
+ * place the window client area. The refresh rate is ignored when no monitor
+ * is specified.
+ *
+ * If you only wish to update the resolution of a full screen window or the
+ * size of a windowed mode window, see @ref glfwSetWindowSize.
+ *
+ * When a window transitions from full screen to windowed mode, this function
+ * restores any previous window settings such as whether it is decorated,
+ * floating, resizable, has size or aspect ratio limits, etc..
+ *
+ * @param[in] window The window whose monitor, size or video mode to set.
+ * @param[in] monitor The desired monitor, or `NULL` to set windowed mode.
+ * @param[in] xpos The desired x-coordinate of the upper-left corner of the
+ * client area.
+ * @param[in] ypos The desired y-coordinate of the upper-left corner of the
+ * client area.
+ * @param[in] width The desired with, in screen coordinates, of the client area
+ * or video mode.
+ * @param[in] height The desired height, in screen coordinates, of the client
+ * area or video mode.
+ * @param[in] refreshRate The desired refresh rate, in Hz, of the video mode.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_monitor
+ * @sa @ref window_full_screen
+ * @sa glfwGetWindowMonitor
+ * @sa glfwSetWindowSize
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
+
+/*! @brief Returns an attribute of the specified window.
+ *
+ * This function returns the value of an attribute of the specified window or
+ * its OpenGL or OpenGL ES context.
+ *
+ * @param[in] window The window to query.
+ * @param[in] attrib The [window attribute](@ref window_attribs) whose value to
+ * return.
+ * @return The value of the attribute, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark Framebuffer related hints are not window attributes. See @ref
+ * window_attribs_fb for more information.
+ *
+ * @remark Zero is a valid value for many window and context related
+ * attributes so you cannot use a return value of zero as an indication of
+ * errors. However, this function should not fail as long as it is passed
+ * valid arguments and the library has been [initialized](@ref intro_init).
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_attribs
+ *
+ * @since Added in version 3.0. Replaces `glfwGetWindowParam` and
+ * `glfwGetGLVersion`.
+ *
+ * @ingroup window
+ */
+GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
+
+/*! @brief Sets the user pointer of the specified window.
+ *
+ * This function sets the user-defined pointer of the specified window. The
+ * current value is retained until the window is destroyed. The initial value
+ * is `NULL`.
+ *
+ * @param[in] window The window whose pointer to set.
+ * @param[in] pointer The new value.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @sa @ref window_userptr
+ * @sa glfwGetWindowUserPointer
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
+
+/*! @brief Returns the user pointer of the specified window.
+ *
+ * This function returns the current value of the user-defined pointer of the
+ * specified window. The initial value is `NULL`.
+ *
+ * @param[in] window The window whose pointer to return.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @sa @ref window_userptr
+ * @sa glfwSetWindowUserPointer
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
+
+/*! @brief Sets the position callback for the specified window.
+ *
+ * This function sets the position callback of the specified window, which is
+ * called when the window is moved. The callback is provided with the screen
+ * position of the upper-left corner of the client area of the window.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_pos
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun);
+
+/*! @brief Sets the size callback for the specified window.
+ *
+ * This function sets the size callback of the specified window, which is
+ * called when the window is resized. The callback is provided with the size,
+ * in screen coordinates, of the client area of the window.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_size
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun);
+
+/*! @brief Sets the close callback for the specified window.
+ *
+ * This function sets the close callback of the specified window, which is
+ * called when the user attempts to close the window, for example by clicking
+ * the close widget in the title bar.
+ *
+ * The close flag is set before this callback is called, but you can modify it
+ * at any time with @ref glfwSetWindowShouldClose.
+ *
+ * The close callback is not triggered by @ref glfwDestroyWindow.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @remark @osx Selecting Quit from the application menu will trigger the close
+ * callback for all windows.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_close
+ *
+ * @since Added in version 2.5.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun);
+
+/*! @brief Sets the refresh callback for the specified window.
+ *
+ * This function sets the refresh callback of the specified window, which is
+ * called when the client area of the window needs to be redrawn, for example
+ * if the window has been exposed after having been covered by another window.
+ *
+ * On compositing window systems such as Aero, Compiz or Aqua, where the window
+ * contents are saved off-screen, this callback may be called only very
+ * infrequently or never at all.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_refresh
+ *
+ * @since Added in version 2.5.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun);
+
+/*! @brief Sets the focus callback for the specified window.
+ *
+ * This function sets the focus callback of the specified window, which is
+ * called when the window gains or loses input focus.
+ *
+ * After the focus callback is called for a window that lost input focus,
+ * synthetic key and mouse button release events will be generated for all such
+ * that had been pressed. For more information, see @ref glfwSetKeyCallback
+ * and @ref glfwSetMouseButtonCallback.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_focus
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun);
+
+/*! @brief Sets the iconify callback for the specified window.
+ *
+ * This function sets the iconification callback of the specified window, which
+ * is called when the window is iconified or restored.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_iconify
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun);
+
+/*! @brief Sets the framebuffer resize callback for the specified window.
+ *
+ * This function sets the framebuffer resize callback of the specified window,
+ * which is called when the framebuffer of the specified window is resized.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_fbsize
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun);
+
+/*! @brief Processes all pending events.
+ *
+ * This function processes only those events that are already in the event
+ * queue and then returns immediately. Processing events will cause the window
+ * and input callbacks associated with those events to be called.
+ *
+ * On some platforms, a window move, resize or menu operation will cause event
+ * processing to block. This is due to how event processing is designed on
+ * those platforms. You can use the
+ * [window refresh callback](@ref window_refresh) to redraw the contents of
+ * your window when necessary during such operations.
+ *
+ * On some platforms, certain events are sent directly to the application
+ * without going through the event queue, causing callbacks to be called
+ * outside of a call to one of the event processing functions.
+ *
+ * Event processing is not required for joystick input to work.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref events
+ * @sa glfwWaitEvents
+ * @sa glfwWaitEventsTimeout
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwPollEvents(void);
+
+/*! @brief Waits until events are queued and processes them.
+ *
+ * This function puts the calling thread to sleep until at least one event is
+ * available in the event queue. Once one or more events are available,
+ * it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
+ * are processed and the function then returns immediately. Processing events
+ * will cause the window and input callbacks associated with those events to be
+ * called.
+ *
+ * Since not all events are associated with callbacks, this function may return
+ * without a callback having been called even if you are monitoring all
+ * callbacks.
+ *
+ * On some platforms, a window move, resize or menu operation will cause event
+ * processing to block. This is due to how event processing is designed on
+ * those platforms. You can use the
+ * [window refresh callback](@ref window_refresh) to redraw the contents of
+ * your window when necessary during such operations.
+ *
+ * On some platforms, certain callbacks may be called outside of a call to one
+ * of the event processing functions.
+ *
+ * If no windows exist, this function returns immediately. For synchronization
+ * of threads in applications that do not create windows, use your threading
+ * library of choice.
+ *
+ * Event processing is not required for joystick input to work.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref events
+ * @sa glfwPollEvents
+ * @sa glfwWaitEventsTimeout
+ *
+ * @since Added in version 2.5.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwWaitEvents(void);
+
+/*! @brief Waits with timeout until events are queued and processes them.
+ *
+ * This function puts the calling thread to sleep until at least one event is
+ * available in the event queue, or until the specified timeout is reached. If
+ * one or more events are available, it behaves exactly like @ref
+ * glfwPollEvents, i.e. the events in the queue are processed and the function
+ * then returns immediately. Processing events will cause the window and input
+ * callbacks associated with those events to be called.
+ *
+ * The timeout value must be a positive finite number.
+ *
+ * Since not all events are associated with callbacks, this function may return
+ * without a callback having been called even if you are monitoring all
+ * callbacks.
+ *
+ * On some platforms, a window move, resize or menu operation will cause event
+ * processing to block. This is due to how event processing is designed on
+ * those platforms. You can use the
+ * [window refresh callback](@ref window_refresh) to redraw the contents of
+ * your window when necessary during such operations.
+ *
+ * On some platforms, certain callbacks may be called outside of a call to one
+ * of the event processing functions.
+ *
+ * If no windows exist, this function returns immediately. For synchronization
+ * of threads in applications that do not create windows, use your threading
+ * library of choice.
+ *
+ * Event processing is not required for joystick input to work.
+ *
+ * @param[in] timeout The maximum amount of time, in seconds, to wait.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref events
+ * @sa glfwPollEvents
+ * @sa glfwWaitEvents
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwWaitEventsTimeout(double timeout);
+
+/*! @brief Posts an empty event to the event queue.
+ *
+ * This function posts an empty event from the current thread to the event
+ * queue, causing @ref glfwWaitEvents to return.
+ *
+ * If no windows exist, this function returns immediately. For synchronization
+ * of threads in applications that do not create windows, use your threading
+ * library of choice.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref events
+ * @sa glfwWaitEvents
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwPostEmptyEvent(void);
+
+/*! @brief Returns the value of an input option for the specified window.
+ *
+ * This function returns the value of an input option for the specified window.
+ * The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ * `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ * @param[in] window The window to query.
+ * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ * `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_ENUM.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa glfwSetInputMode
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
+
+/*! @brief Sets an input option for the specified window.
+ *
+ * This function sets an input mode option for the specified window. The mode
+ * must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ * `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ * If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
+ * modes:
+ * - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
+ * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client
+ * area of the window but does not restrict the cursor from leaving.
+ * - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
+ * and unlimited cursor movement. This is useful for implementing for
+ * example 3D camera controls.
+ *
+ * If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
+ * enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are
+ * enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
+ * the next time it is called even if the key had been released before the
+ * call. This is useful when you are only interested in whether keys have been
+ * pressed but not when or in which order.
+ *
+ * If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
+ * `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
+ * If sticky mouse buttons are enabled, a mouse button press will ensure that
+ * @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
+ * if the mouse button had been released before the call. This is useful when
+ * you are only interested in whether mouse buttons have been pressed but not
+ * when or in which order.
+ *
+ * @param[in] window The window whose input mode to set.
+ * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ * `GLFW_STICKY_MOUSE_BUTTONS`.
+ * @param[in] value The new value of the specified input mode.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa glfwGetInputMode
+ *
+ * @since Added in version 3.0. Replaces `glfwEnable` and `glfwDisable`.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
+
+/*! @brief Returns the localized name of the specified printable key.
+ *
+ * This function returns the localized name of the specified printable key.
+ * This is intended for displaying key bindings to the user.
+ *
+ * If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise
+ * the scancode is ignored. If a non-printable key or (if the key is
+ * `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is
+ * specified, this function returns `NULL`.
+ *
+ * This behavior allows you to pass in the arguments passed to the
+ * [key callback](@ref input_key) without modification.
+ *
+ * The printable keys are:
+ * - `GLFW_KEY_APOSTROPHE`
+ * - `GLFW_KEY_COMMA`
+ * - `GLFW_KEY_MINUS`
+ * - `GLFW_KEY_PERIOD`
+ * - `GLFW_KEY_SLASH`
+ * - `GLFW_KEY_SEMICOLON`
+ * - `GLFW_KEY_EQUAL`
+ * - `GLFW_KEY_LEFT_BRACKET`
+ * - `GLFW_KEY_RIGHT_BRACKET`
+ * - `GLFW_KEY_BACKSLASH`
+ * - `GLFW_KEY_WORLD_1`
+ * - `GLFW_KEY_WORLD_2`
+ * - `GLFW_KEY_0` to `GLFW_KEY_9`
+ * - `GLFW_KEY_A` to `GLFW_KEY_Z`
+ * - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
+ * - `GLFW_KEY_KP_DECIMAL`
+ * - `GLFW_KEY_KP_DIVIDE`
+ * - `GLFW_KEY_KP_MULTIPLY`
+ * - `GLFW_KEY_KP_SUBTRACT`
+ * - `GLFW_KEY_KP_ADD`
+ * - `GLFW_KEY_KP_EQUAL`
+ *
+ * @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
+ * @param[in] scancode The scancode of the key to query.
+ * @return The localized name of the key, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned string is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the next call to @ref
+ * glfwGetKeyName, or until the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_key_name
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI const char* glfwGetKeyName(int key, int scancode);
+
+/*! @brief Returns the last reported state of a keyboard key for the specified
+ * window.
+ *
+ * This function returns the last state reported for the specified key to the
+ * specified window. The returned state is one of `GLFW_PRESS` or
+ * `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to
+ * the key callback.
+ *
+ * If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns
+ * `GLFW_PRESS` the first time you call it for a key that was pressed, even if
+ * that key has already been released.
+ *
+ * The key functions deal with physical keys, with [key tokens](@ref keys)
+ * named after their use on the standard US keyboard layout. If you want to
+ * input text, use the Unicode character callback instead.
+ *
+ * The [modifier key bit masks](@ref mods) are not key tokens and cannot be
+ * used with this function.
+ *
+ * __Do not use this function__ to implement [text input](@ref input_char).
+ *
+ * @param[in] window The desired window.
+ * @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is
+ * not a valid key for this function.
+ * @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_ENUM.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_key
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup input
+ */
+GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
+
+/*! @brief Returns the last reported state of a mouse button for the specified
+ * window.
+ *
+ * This function returns the last state reported for the specified mouse button
+ * to the specified window. The returned state is one of `GLFW_PRESS` or
+ * `GLFW_RELEASE`.
+ *
+ * If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function
+ * `GLFW_PRESS` the first time you call it for a mouse button that was pressed,
+ * even if that mouse button has already been released.
+ *
+ * @param[in] window The desired window.
+ * @param[in] button The desired [mouse button](@ref buttons).
+ * @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_ENUM.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_mouse_button
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup input
+ */
+GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
+
+/*! @brief Retrieves the position of the cursor relative to the client area of
+ * the window.
+ *
+ * This function returns the position of the cursor, in screen coordinates,
+ * relative to the upper-left corner of the client area of the specified
+ * window.
+ *
+ * If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
+ * position is unbounded and limited only by the minimum and maximum values of
+ * a `double`.
+ *
+ * The coordinate can be converted to their integer equivalents with the
+ * `floor` function. Casting directly to an integer type works for positive
+ * coordinates, but fails for negative ones.
+ *
+ * Any or all of the position arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` position arguments will be set to zero.
+ *
+ * @param[in] window The desired window.
+ * @param[out] xpos Where to store the cursor x-coordinate, relative to the
+ * left edge of the client area, or `NULL`.
+ * @param[out] ypos Where to store the cursor y-coordinate, relative to the to
+ * top edge of the client area, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_pos
+ * @sa glfwSetCursorPos
+ *
+ * @since Added in version 3.0. Replaces `glfwGetMousePos`.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
+
+/*! @brief Sets the position of the cursor, relative to the client area of the
+ * window.
+ *
+ * This function sets the position, in screen coordinates, of the cursor
+ * relative to the upper-left corner of the client area of the specified
+ * window. The window must have input focus. If the window does not have
+ * input focus when this function is called, it fails silently.
+ *
+ * __Do not use this function__ to implement things like camera controls. GLFW
+ * already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
+ * cursor, transparently re-centers it and provides unconstrained cursor
+ * motion. See @ref glfwSetInputMode for more information.
+ *
+ * If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
+ * unconstrained and limited only by the minimum and maximum values of
+ * a `double`.
+ *
+ * @param[in] window The desired window.
+ * @param[in] xpos The desired x-coordinate, relative to the left edge of the
+ * client area.
+ * @param[in] ypos The desired y-coordinate, relative to the top edge of the
+ * client area.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ * the window focus event to arrive. This means you may not be able to set the
+ * cursor position directly after window creation.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_pos
+ * @sa glfwGetCursorPos
+ *
+ * @since Added in version 3.0. Replaces `glfwSetMousePos`.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
+
+/*! @brief Creates a custom cursor.
+ *
+ * Creates a new custom cursor image that can be set for a window with @ref
+ * glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor.
+ * Any remaining cursors are destroyed by @ref glfwTerminate.
+ *
+ * The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
+ * bits per channel. They are arranged canonically as packed sequential rows,
+ * starting from the top-left corner.
+ *
+ * The cursor hotspot is specified in pixels, relative to the upper-left corner
+ * of the cursor image. Like all other coordinate systems in GLFW, the X-axis
+ * points to the right and the Y-axis points down.
+ *
+ * @param[in] image The desired cursor image.
+ * @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
+ * @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
+ * @return The handle of the created cursor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The specified image data is copied before this function
+ * returns.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_object
+ * @sa glfwDestroyCursor
+ * @sa glfwCreateStandardCursor
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
+
+/*! @brief Creates a cursor with a standard shape.
+ *
+ * Returns a cursor with a [standard shape](@ref shapes), that can be set for
+ * a window with @ref glfwSetCursor.
+ *
+ * @param[in] shape One of the [standard shapes](@ref shapes).
+ * @return A new cursor ready to use or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_object
+ * @sa glfwCreateCursor
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);
+
+/*! @brief Destroys a cursor.
+ *
+ * This function destroys a cursor previously created with @ref
+ * glfwCreateCursor. Any remaining cursors will be destroyed by @ref
+ * glfwTerminate.
+ *
+ * @param[in] cursor The cursor object to destroy.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_object
+ * @sa glfwCreateCursor
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
+
+/*! @brief Sets the cursor for the window.
+ *
+ * This function sets the cursor image to be used when the cursor is over the
+ * client area of the specified window. The set cursor will only be visible
+ * when the [cursor mode](@ref cursor_mode) of the window is
+ * `GLFW_CURSOR_NORMAL`.
+ *
+ * On some platforms, the set cursor may not be visible unless the window also
+ * has input focus.
+ *
+ * @param[in] window The window to set the cursor for.
+ * @param[in] cursor The cursor to set, or `NULL` to switch back to the default
+ * arrow cursor.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_object
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
+
+/*! @brief Sets the key callback.
+ *
+ * This function sets the key callback of the specified window, which is called
+ * when a key is pressed, repeated or released.
+ *
+ * The key functions deal with physical keys, with layout independent
+ * [key tokens](@ref keys) named after their values in the standard US keyboard
+ * layout. If you want to input text, use the
+ * [character callback](@ref glfwSetCharCallback) instead.
+ *
+ * When a window loses input focus, it will generate synthetic key release
+ * events for all pressed keys. You can tell these events from user-generated
+ * events by the fact that the synthetic ones are generated after the focus
+ * loss event has been processed, i.e. after the
+ * [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ * The scancode of a key is specific to that platform or sometimes even to that
+ * machine. Scancodes are intended to allow users to bind keys that don't have
+ * a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
+ * state is not saved and so it cannot be queried with @ref glfwGetKey.
+ *
+ * Sometimes GLFW needs to generate synthetic key events, in which case the
+ * scancode may be zero.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new key callback, or `NULL` to remove the currently
+ * set callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_key
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun);
+
+/*! @brief Sets the Unicode character callback.
+ *
+ * This function sets the character callback of the specified window, which is
+ * called when a Unicode character is input.
+ *
+ * The character callback is intended for Unicode text input. As it deals with
+ * characters, it is keyboard layout dependent, whereas the
+ * [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1
+ * to physical keys, as a key may produce zero, one or more characters. If you
+ * want to know whether a specific physical key was pressed or released, see
+ * the key callback instead.
+ *
+ * The character callback behaves as system text input normally does and will
+ * not be called if modifier keys are held down that would prevent normal text
+ * input on that platform, for example a Super (Command) key on OS X or Alt key
+ * on Windows. There is a
+ * [character with modifiers callback](@ref glfwSetCharModsCallback) that
+ * receives these events.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_char
+ *
+ * @since Added in version 2.4.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun);
+
+/*! @brief Sets the Unicode character with modifiers callback.
+ *
+ * This function sets the character with modifiers callback of the specified
+ * window, which is called when a Unicode character is input regardless of what
+ * modifier keys are used.
+ *
+ * The character with modifiers callback is intended for implementing custom
+ * Unicode character input. For regular Unicode text input, see the
+ * [character callback](@ref glfwSetCharCallback). Like the character
+ * callback, the character with modifiers callback deals with characters and is
+ * keyboard layout dependent. Characters do not map 1:1 to physical keys, as
+ * a key may produce zero, one or more characters. If you want to know whether
+ * a specific physical key was pressed or released, see the
+ * [key callback](@ref glfwSetKeyCallback) instead.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or an
+ * error occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_char
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun);
+
+/*! @brief Sets the mouse button callback.
+ *
+ * This function sets the mouse button callback of the specified window, which
+ * is called when a mouse button is pressed or released.
+ *
+ * When a window loses input focus, it will generate synthetic mouse button
+ * release events for all pressed mouse buttons. You can tell these events
+ * from user-generated events by the fact that the synthetic ones are generated
+ * after the focus loss event has been processed, i.e. after the
+ * [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_mouse_button
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun);
+
+/*! @brief Sets the cursor position callback.
+ *
+ * This function sets the cursor position callback of the specified window,
+ * which is called when the cursor is moved. The callback is provided with the
+ * position, in screen coordinates, relative to the upper-left corner of the
+ * client area of the window.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_pos
+ *
+ * @since Added in version 3.0. Replaces `glfwSetMousePosCallback`.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun);
+
+/*! @brief Sets the cursor enter/exit callback.
+ *
+ * This function sets the cursor boundary crossing callback of the specified
+ * window, which is called when the cursor enters or leaves the client area of
+ * the window.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_enter
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun);
+
+/*! @brief Sets the scroll callback.
+ *
+ * This function sets the scroll callback of the specified window, which is
+ * called when a scrolling device is used, such as a mouse wheel or scrolling
+ * area of a touchpad.
+ *
+ * The scroll callback receives all scrolling input, like that from a mouse
+ * wheel or a touchpad scrolling area.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new scroll callback, or `NULL` to remove the currently
+ * set callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref scrolling
+ *
+ * @since Added in version 3.0. Replaces `glfwSetMouseWheelCallback`.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun);
+
+/*! @brief Sets the file drop callback.
+ *
+ * This function sets the file drop callback of the specified window, which is
+ * called when one or more dragged files are dropped on the window.
+ *
+ * Because the path array and its strings may have been generated specifically
+ * for that event, they are not guaranteed to be valid after the callback has
+ * returned. If you wish to use them after the callback returns, you need to
+ * make a deep copy.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new file drop callback, or `NULL` to remove the
+ * currently set callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref path_drop
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun);
+
+/*! @brief Returns whether the specified joystick is present.
+ *
+ * This function returns whether the specified joystick is present.
+ *
+ * @param[in] joy The [joystick](@ref joysticks) to query.
+ * @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick
+ *
+ * @since Added in version 3.0. Replaces `glfwGetJoystickParam`.
+ *
+ * @ingroup input
+ */
+GLFWAPI int glfwJoystickPresent(int joy);
+
+/*! @brief Returns the values of all axes of the specified joystick.
+ *
+ * This function returns the values of all axes of the specified joystick.
+ * Each element in the array is a value between -1.0 and 1.0.
+ *
+ * Querying a joystick slot with no device present is not an error, but will
+ * cause this function to return `NULL`. Call @ref glfwJoystickPresent to
+ * check device presence.
+ *
+ * @param[in] joy The [joystick](@ref joysticks) to query.
+ * @param[out] count Where to store the number of axis values in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of axis values, or `NULL` if the joystick is not present.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified joystick is
+ * disconnected, this function is called again for that joystick or the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick_axis
+ *
+ * @since Added in version 3.0. Replaces `glfwGetJoystickPos`.
+ *
+ * @ingroup input
+ */
+GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count);
+
+/*! @brief Returns the state of all buttons of the specified joystick.
+ *
+ * This function returns the state of all buttons of the specified joystick.
+ * Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ * Querying a joystick slot with no device present is not an error, but will
+ * cause this function to return `NULL`. Call @ref glfwJoystickPresent to
+ * check device presence.
+ *
+ * @param[in] joy The [joystick](@ref joysticks) to query.
+ * @param[out] count Where to store the number of button states in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of button states, or `NULL` if the joystick is not present.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified joystick is
+ * disconnected, this function is called again for that joystick or the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick_button
+ *
+ * @since Added in version 2.2.
+ * @glfw3 Changed to return a dynamic array.
+ *
+ * @ingroup input
+ */
+GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count);
+
+/*! @brief Returns the name of the specified joystick.
+ *
+ * This function returns the name, encoded as UTF-8, of the specified joystick.
+ * The returned string is allocated and freed by GLFW. You should not free it
+ * yourself.
+ *
+ * Querying a joystick slot with no device present is not an error, but will
+ * cause this function to return `NULL`. Call @ref glfwJoystickPresent to
+ * check device presence.
+ *
+ * @param[in] joy The [joystick](@ref joysticks) to query.
+ * @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick
+ * is not present.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned string is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified joystick is
+ * disconnected, this function is called again for that joystick or the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick_name
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI const char* glfwGetJoystickName(int joy);
+
+/*! @brief Sets the joystick configuration callback.
+ *
+ * This function sets the joystick configuration callback, or removes the
+ * currently set callback. This is called when a joystick is connected to or
+ * disconnected from the system.
+ *
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick_event
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun);
+
+/*! @brief Sets the clipboard to the specified string.
+ *
+ * This function sets the system clipboard to the specified, UTF-8 encoded
+ * string.
+ *
+ * @param[in] window The window that will own the clipboard contents.
+ * @param[in] string A UTF-8 encoded string.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The specified string is copied before this function
+ * returns.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref clipboard
+ * @sa glfwGetClipboardString
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
+
+/*! @brief Returns the contents of the clipboard as a string.
+ *
+ * This function returns the contents of the system clipboard, if it contains
+ * or is convertible to a UTF-8 encoded string. If the clipboard is empty or
+ * if its contents cannot be converted, `NULL` is returned and a @ref
+ * GLFW_FORMAT_UNAVAILABLE error is generated.
+ *
+ * @param[in] window The window that will request the clipboard contents.
+ * @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`
+ * if an [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned string is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the next call to @ref
+ * glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref clipboard
+ * @sa glfwSetClipboardString
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
+
+/*! @brief Returns the value of the GLFW timer.
+ *
+ * This function returns the value of the GLFW timer. Unless the timer has
+ * been set using @ref glfwSetTime, the timer measures time elapsed since GLFW
+ * was initialized.
+ *
+ * The resolution of the timer is system dependent, but is usually on the order
+ * of a few micro- or nanoseconds. It uses the highest-resolution monotonic
+ * time source on each supported platform.
+ *
+ * @return The current value, in seconds, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Reading of the
+ * internal timer offset is not atomic.
+ *
+ * @sa @ref time
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI double glfwGetTime(void);
+
+/*! @brief Sets the GLFW timer.
+ *
+ * This function sets the value of the GLFW timer. It then continues to count
+ * up from that value. The value must be a positive finite number less than
+ * or equal to 18446744073.0, which is approximately 584.5 years.
+ *
+ * @param[in] time The new value, in seconds.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_VALUE.
+ *
+ * @remark The upper limit of the timer is calculated as
+ * floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations
+ * storing nanoseconds in 64 bits. The limit may be increased in the future.
+ *
+ * @thread_safety This function may be called from any thread. Writing of the
+ * internal timer offset is not atomic.
+ *
+ * @sa @ref time
+ *
+ * @since Added in version 2.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetTime(double time);
+
+/*! @brief Returns the current value of the raw timer.
+ *
+ * This function returns the current value of the raw timer, measured in
+ * 1&nbsp;/&nbsp;frequency seconds. To get the frequency, call @ref
+ * glfwGetTimerFrequency.
+ *
+ * @return The value of the timer, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref time
+ * @sa glfwGetTimerFrequency
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerValue(void);
+
+/*! @brief Returns the frequency, in Hz, of the raw timer.
+ *
+ * This function returns the frequency, in Hz, of the raw timer.
+ *
+ * @return The frequency of the timer, in Hz, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref time
+ * @sa glfwGetTimerValue
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerFrequency(void);
+
+/*! @brief Makes the context of the specified window current for the calling
+ * thread.
+ *
+ * This function makes the OpenGL or OpenGL ES context of the specified window
+ * current on the calling thread. A context can only be made current on
+ * a single thread at a time and each thread can have only a single current
+ * context at a time.
+ *
+ * By default, making a context non-current implicitly forces a pipeline flush.
+ * On machines that support `GL_KHR_context_flush_control`, you can control
+ * whether a context performs this flush by setting the
+ * [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint.
+ *
+ * The specified window must have an OpenGL or OpenGL ES context. Specifying
+ * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ * error.
+ *
+ * @param[in] window The window whose context to make current, or `NULL` to
+ * detach the current context.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref context_current
+ * @sa glfwGetCurrentContext
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);
+
+/*! @brief Returns the window whose context is current on the calling thread.
+ *
+ * This function returns the window whose OpenGL or OpenGL ES context is
+ * current on the calling thread.
+ *
+ * @return The window whose context is current, or `NULL` if no window's
+ * context is current.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref context_current
+ * @sa glfwMakeContextCurrent
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
+
+/*! @brief Swaps the front and back buffers of the specified window.
+ *
+ * This function swaps the front and back buffers of the specified window when
+ * rendering with OpenGL or OpenGL ES. If the swap interval is greater than
+ * zero, the GPU driver waits the specified number of screen updates before
+ * swapping the buffers.
+ *
+ * The specified window must have an OpenGL or OpenGL ES context. Specifying
+ * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ * error.
+ *
+ * This function does not apply to Vulkan. If you are rendering with Vulkan,
+ * see `vkQueuePresentKHR` instead.
+ *
+ * @param[in] window The window whose buffers to swap.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark __EGL:__ The context of the specified window must be current on the
+ * calling thread.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref buffer_swap
+ * @sa glfwSwapInterval
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
+
+/*! @brief Sets the swap interval for the current context.
+ *
+ * This function sets the swap interval for the current OpenGL or OpenGL ES
+ * context, i.e. the number of screen updates to wait from the time @ref
+ * glfwSwapBuffers was called before swapping the buffers and returning. This
+ * is sometimes called _vertical synchronization_, _vertical retrace
+ * synchronization_ or just _vsync_.
+ *
+ * Contexts that support either of the `WGL_EXT_swap_control_tear` and
+ * `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals,
+ * which allow the driver to swap even if a frame arrives a little bit late.
+ * You can check for the presence of these extensions using @ref
+ * glfwExtensionSupported. For more information about swap tearing, see the
+ * extension specifications.
+ *
+ * A context must be current on the calling thread. Calling this function
+ * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ * This function does not apply to Vulkan. If you are rendering with Vulkan,
+ * see the present mode of your swapchain instead.
+ *
+ * @param[in] interval The minimum number of screen updates to wait for
+ * until the buffers are swapped by @ref glfwSwapBuffers.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark This function is not called during context creation, leaving the
+ * swap interval set to whatever is the default on that platform. This is done
+ * because some swap interval extensions used by GLFW do not allow the swap
+ * interval to be reset to zero once it has been set to a non-zero value.
+ *
+ * @remark Some GPU drivers do not honor the requested swap interval, either
+ * because of a user setting that overrides the application's request or due to
+ * bugs in the driver.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref buffer_swap
+ * @sa glfwSwapBuffers
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI void glfwSwapInterval(int interval);
+
+/*! @brief Returns whether the specified extension is available.
+ *
+ * This function returns whether the specified
+ * [API extension](@ref context_glext) is supported by the current OpenGL or
+ * OpenGL ES context. It searches both for client API extension and context
+ * creation API extensions.
+ *
+ * A context must be current on the calling thread. Calling this function
+ * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ * As this functions retrieves and searches one or more extension strings each
+ * call, it is recommended that you cache its results if it is going to be used
+ * frequently. The extension strings will not change during the lifetime of
+ * a context, so there is no danger in doing this.
+ *
+ * This function does not apply to Vulkan. If you are using Vulkan, see @ref
+ * glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
+ * and `vkEnumerateDeviceExtensionProperties` instead.
+ *
+ * @param[in] extension The ASCII encoded name of the extension.
+ * @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
+ * otherwise.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref context_glext
+ * @sa glfwGetProcAddress
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI int glfwExtensionSupported(const char* extension);
+
+/*! @brief Returns the address of the specified function for the current
+ * context.
+ *
+ * This function returns the address of the specified OpenGL or OpenGL ES
+ * [core or extension function](@ref context_glext), if it is supported
+ * by the current context.
+ *
+ * A context must be current on the calling thread. Calling this function
+ * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ * This function does not apply to Vulkan. If you are rendering with Vulkan,
+ * see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
+ * `vkGetDeviceProcAddr` instead.
+ *
+ * @param[in] procname The ASCII encoded name of the function.
+ * @return The address of the function, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark The address of a given function is not guaranteed to be the same
+ * between contexts.
+ *
+ * @remark This function may return a non-`NULL` address despite the
+ * associated version or extension not being available. Always check the
+ * context version or extension string first.
+ *
+ * @pointer_lifetime The returned function pointer is valid until the context
+ * is destroyed or the library is terminated.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref context_glext
+ * @sa glfwExtensionSupported
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
+
+/*! @brief Returns whether the Vulkan loader has been found.
+ *
+ * This function returns whether the Vulkan loader has been found. This check
+ * is performed by @ref glfwInit.
+ *
+ * The availability of a Vulkan loader does not by itself guarantee that window
+ * surface creation or even device creation is possible. Call @ref
+ * glfwGetRequiredInstanceExtensions to check whether the extensions necessary
+ * for Vulkan surface creation are available and @ref
+ * glfwGetPhysicalDevicePresentationSupport to check whether a queue family of
+ * a physical device supports image presentation.
+ *
+ * @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref vulkan_support
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI int glfwVulkanSupported(void);
+
+/*! @brief Returns the Vulkan instance extensions required by GLFW.
+ *
+ * This function returns an array of names of Vulkan instance extensions required
+ * by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the
+ * list will always contains `VK_KHR_surface`, so if you don't require any
+ * additional extensions you can pass this list directly to the
+ * `VkInstanceCreateInfo` struct.
+ *
+ * If Vulkan is not available on the machine, this function returns `NULL` and
+ * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
+ * to check whether Vulkan is available.
+ *
+ * If Vulkan is available but no set of extensions allowing window surface
+ * creation was found, this function returns `NULL`. You may still use Vulkan
+ * for off-screen rendering and compute work.
+ *
+ * @param[out] count Where to store the number of extensions in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of ASCII encoded extension names, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_API_UNAVAILABLE.
+ *
+ * @remarks Additional extensions may be required by future versions of GLFW.
+ * You should check if any extensions you wish to enable are already in the
+ * returned array, as it is an error to specify an extension more than once in
+ * the `VkInstanceCreateInfo` struct.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is guaranteed to be valid only until the
+ * library is terminated.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref vulkan_ext
+ * @sa glfwCreateWindowSurface
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
+
+#if defined(VK_VERSION_1_0)
+
+/*! @brief Returns the address of the specified Vulkan instance function.
+ *
+ * This function returns the address of the specified Vulkan core or extension
+ * function for the specified instance. If instance is set to `NULL` it can
+ * return any function exported from the Vulkan loader, including at least the
+ * following functions:
+ *
+ * - `vkEnumerateInstanceExtensionProperties`
+ * - `vkEnumerateInstanceLayerProperties`
+ * - `vkCreateInstance`
+ * - `vkGetInstanceProcAddr`
+ *
+ * If Vulkan is not available on the machine, this function returns `NULL` and
+ * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
+ * to check whether Vulkan is available.
+ *
+ * This function is equivalent to calling `vkGetInstanceProcAddr` with
+ * a platform-specific query of the Vulkan loader as a fallback.
+ *
+ * @param[in] instance The Vulkan instance to query, or `NULL` to retrieve
+ * functions related to instance creation.
+ * @param[in] procname The ASCII encoded name of the function.
+ * @return The address of the function, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_API_UNAVAILABLE.
+ *
+ * @pointer_lifetime The returned function pointer is valid until the library
+ * is terminated.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref vulkan_proc
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
+
+/*! @brief Returns whether the specified queue family can present images.
+ *
+ * This function returns whether the specified queue family of the specified
+ * physical device supports presentation to the platform GLFW was built for.
+ *
+ * If Vulkan or the required window surface creation instance extensions are
+ * not available on the machine, or if the specified instance was not created
+ * with the required extensions, this function returns `GLFW_FALSE` and
+ * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
+ * to check whether Vulkan is available and @ref
+ * glfwGetRequiredInstanceExtensions to check what instance extensions are
+ * required.
+ *
+ * @param[in] instance The instance that the physical device belongs to.
+ * @param[in] device The physical device that the queue family belongs to.
+ * @param[in] queuefamily The index of the queue family to query.
+ * @return `GLFW_TRUE` if the queue family supports presentation, or
+ * `GLFW_FALSE` otherwise.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function may be called from any thread. For
+ * synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ * @sa @ref vulkan_present
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
+
+/*! @brief Creates a Vulkan surface for the specified window.
+ *
+ * This function creates a Vulkan surface for the specified window.
+ *
+ * If the Vulkan loader was not found at initialization, this function returns
+ * `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE
+ * error. Call @ref glfwVulkanSupported to check whether the Vulkan loader was
+ * found.
+ *
+ * If the required window surface creation instance extensions are not
+ * available or if the specified instance was not created with these extensions
+ * enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and
+ * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref
+ * glfwGetRequiredInstanceExtensions to check what instance extensions are
+ * required.
+ *
+ * The window surface must be destroyed before the specified Vulkan instance.
+ * It is the responsibility of the caller to destroy the window surface. GLFW
+ * does not destroy it for you. Call `vkDestroySurfaceKHR` to destroy the
+ * surface.
+ *
+ * @param[in] instance The Vulkan instance to create the surface in.
+ * @param[in] window The window to create the surface for.
+ * @param[in] allocator The allocator to use, or `NULL` to use the default
+ * allocator.
+ * @param[out] surface Where to store the handle of the surface. This is set
+ * to `VK_NULL_HANDLE` if an error occurred.
+ * @return `VK_SUCCESS` if successful, or a Vulkan error code if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remarks If an error occurs before the creation call is made, GLFW returns
+ * the Vulkan error code most appropriate for the error. Appropriate use of
+ * @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should
+ * eliminate almost all occurrences of these errors.
+ *
+ * @thread_safety This function may be called from any thread. For
+ * synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ * @sa @ref vulkan_surface
+ * @sa glfwGetRequiredInstanceExtensions
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
+
+#endif /*VK_VERSION_1_0*/
+
+
+/*************************************************************************
+ * Global definition cleanup
+ *************************************************************************/
+
+/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */
+
+#ifdef GLFW_WINGDIAPI_DEFINED
+ #undef WINGDIAPI
+ #undef GLFW_WINGDIAPI_DEFINED
+#endif
+
+#ifdef GLFW_CALLBACK_DEFINED
+ #undef CALLBACK
+ #undef GLFW_CALLBACK_DEFINED
+#endif
+
+/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_h_ */
+
diff --git a/3rdparty/imgui/examples/libs/glfw/include/GLFW/glfw3native.h b/3rdparty/imgui/examples/libs/glfw/include/GLFW/glfw3native.h
new file mode 100644
index 00000000..9fa955e9
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/glfw/include/GLFW/glfw3native.h
@@ -0,0 +1,456 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ * claim that you wrote the original software. If you use this software
+ * in a product, an acknowledgment in the product documentation would
+ * be appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ * be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ * distribution.
+ *
+ *************************************************************************/
+
+#ifndef _glfw3_native_h_
+#define _glfw3_native_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3native.h
+ * @brief The header of the native access functions.
+ *
+ * This is the header file of the native access functions. See @ref native for
+ * more information.
+ */
+/*! @defgroup native Native access
+ *
+ * **By using the native access functions you assert that you know what you're
+ * doing and how to fix problems caused by using them. If you don't, you
+ * shouldn't be using them.**
+ *
+ * Before the inclusion of @ref glfw3native.h, you may define exactly one
+ * window system API macro and zero or more context creation API macros.
+ *
+ * The chosen backends must match those the library was compiled for. Failure
+ * to do this will cause a link-time error.
+ *
+ * The available window API macros are:
+ * * `GLFW_EXPOSE_NATIVE_WIN32`
+ * * `GLFW_EXPOSE_NATIVE_COCOA`
+ * * `GLFW_EXPOSE_NATIVE_X11`
+ * * `GLFW_EXPOSE_NATIVE_WAYLAND`
+ * * `GLFW_EXPOSE_NATIVE_MIR`
+ *
+ * The available context API macros are:
+ * * `GLFW_EXPOSE_NATIVE_WGL`
+ * * `GLFW_EXPOSE_NATIVE_NSGL`
+ * * `GLFW_EXPOSE_NATIVE_GLX`
+ * * `GLFW_EXPOSE_NATIVE_EGL`
+ *
+ * These macros select which of the native access functions that are declared
+ * and which platform-specific headers to include. It is then up your (by
+ * definition platform-specific) code to handle which of these should be
+ * defined.
+ */
+
+
+/*************************************************************************
+ * System headers and types
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+ // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
+ // example to allow applications to correctly declare a GL_ARB_debug_output
+ // callback) but windows.h assumes no one will define APIENTRY before it does
+ #undef APIENTRY
+ #include <windows.h>
+#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
+ #include <ApplicationServices/ApplicationServices.h>
+ #if defined(__OBJC__)
+ #import <Cocoa/Cocoa.h>
+ #else
+ typedef void* id;
+ #endif
+#elif defined(GLFW_EXPOSE_NATIVE_X11)
+ #include <X11/Xlib.h>
+ #include <X11/extensions/Xrandr.h>
+#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+ #include <wayland-client.h>
+#elif defined(GLFW_EXPOSE_NATIVE_MIR)
+ #include <mir_toolkit/mir_client_library.h>
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+ /* WGL is declared by windows.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+ /* NSGL is declared by Cocoa.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+ #include <GL/glx.h>
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+ #include <EGL/egl.h>
+#endif
+
+
+/*************************************************************************
+ * Functions
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+/*! @brief Returns the adapter device name of the specified monitor.
+ *
+ * @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
+ * of the specified monitor, or `NULL` if an [error](@ref error_handling)
+ * occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the display device name of the specified monitor.
+ *
+ * @return The UTF-8 encoded display device name (for example
+ * `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `HWND` of the specified window.
+ *
+ * @return The `HWND` of the specified window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+/*! @brief Returns the `HGLRC` of the specified window.
+ *
+ * @return The `HGLRC` of the specified window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_COCOA)
+/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
+ *
+ * @return The `CGDirectDisplayID` of the specified monitor, or
+ * `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `NSWindow` of the specified window.
+ *
+ * @return The `NSWindow` of the specified window, or `nil` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+/*! @brief Returns the `NSOpenGLContext` of the specified window.
+ *
+ * @return The `NSOpenGLContext` of the specified window, or `nil` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_X11)
+/*! @brief Returns the `Display` used by GLFW.
+ *
+ * @return The `Display` used by GLFW, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI Display* glfwGetX11Display(void);
+
+/*! @brief Returns the `RRCrtc` of the specified monitor.
+ *
+ * @return The `RRCrtc` of the specified monitor, or `None` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the `RROutput` of the specified monitor.
+ *
+ * @return The `RROutput` of the specified monitor, or `None` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `Window` of the specified window.
+ *
+ * @return The `Window` of the specified window, or `None` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+/*! @brief Returns the `GLXContext` of the specified window.
+ *
+ * @return The `GLXContext` of the specified window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
+
+/*! @brief Returns the `GLXWindow` of the specified window.
+ *
+ * @return The `GLXWindow` of the specified window, or `None` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+/*! @brief Returns the `struct wl_display*` used by GLFW.
+ *
+ * @return The `struct wl_display*` used by GLFW, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
+
+/*! @brief Returns the `struct wl_output*` of the specified monitor.
+ *
+ * @return The `struct wl_output*` of the specified monitor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the main `struct wl_surface*` of the specified window.
+ *
+ * @return The main `struct wl_surface*` of the specified window, or `NULL` if
+ * an [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_MIR)
+/*! @brief Returns the `MirConnection*` used by GLFW.
+ *
+ * @return The `MirConnection*` used by GLFW, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI MirConnection* glfwGetMirDisplay(void);
+
+/*! @brief Returns the Mir output ID of the specified monitor.
+ *
+ * @return The Mir output ID of the specified monitor, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `MirSurface*` of the specified window.
+ *
+ * @return The `MirSurface*` of the specified window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+/*! @brief Returns the `EGLDisplay` used by GLFW.
+ *
+ * @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
+
+/*! @brief Returns the `EGLContext` of the specified window.
+ *
+ * @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
+
+/*! @brief Returns the `EGLSurface` of the specified window.
+ *
+ * @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_native_h_ */
+
diff --git a/3rdparty/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib b/3rdparty/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib
new file mode 100644
index 00000000..348abecf
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib
Binary files differ
diff --git a/3rdparty/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib b/3rdparty/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib
new file mode 100644
index 00000000..768f3083
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib
Binary files differ
diff --git a/3rdparty/imgui/examples/libs/usynergy/README.txt b/3rdparty/imgui/examples/libs/usynergy/README.txt
new file mode 100644
index 00000000..c86b9096
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/usynergy/README.txt
@@ -0,0 +1,8 @@
+
+uSynergy client -- Implementation for the embedded Synergy client library
+version 1.0.0, July 7th, 2012
+Copyright (c) 2012 Alex Evans
+
+This is a copy of the files once found at:
+ https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro
+
diff --git a/3rdparty/imgui/examples/libs/usynergy/uSynergy.c b/3rdparty/imgui/examples/libs/usynergy/uSynergy.c
new file mode 100644
index 00000000..a8d01da4
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/usynergy/uSynergy.c
@@ -0,0 +1,636 @@
+/*
+uSynergy client -- Implementation for the embedded Synergy client library
+ version 1.0.0, July 7th, 2012
+
+Copyright (c) 2012 Alex Evans
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+
+ 3. This notice may not be removed or altered from any source
+ distribution.
+*/
+#include "uSynergy.h"
+#include <stdio.h>
+#include <string.h>
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Internal helpers
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Read 16 bit integer in network byte order and convert to native byte order
+**/
+static int16_t sNetToNative16(const unsigned char *value)
+{
+#ifdef USYNERGY_LITTLE_ENDIAN
+ return value[1] | (value[0] << 8);
+#else
+ return value[0] | (value[1] << 8);
+#endif
+}
+
+
+
+/**
+@brief Read 32 bit integer in network byte order and convert to native byte order
+**/
+static int32_t sNetToNative32(const unsigned char *value)
+{
+#ifdef USYNERGY_LITTLE_ENDIAN
+ return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24);
+#else
+ return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24);
+#endif
+}
+
+
+
+/**
+@brief Trace text to client
+**/
+static void sTrace(uSynergyContext *context, const char* text)
+{
+ // Don't trace if we don't have a trace function
+ if (context->m_traceFunc != 0L)
+ context->m_traceFunc(context->m_cookie, text);
+}
+
+
+
+/**
+@brief Add string to reply packet
+**/
+static void sAddString(uSynergyContext *context, const char *string)
+{
+ size_t len = strlen(string);
+ memcpy(context->m_replyCur, string, len);
+ context->m_replyCur += len;
+}
+
+
+
+/**
+@brief Add uint8 to reply packet
+**/
+static void sAddUInt8(uSynergyContext *context, uint8_t value)
+{
+ *context->m_replyCur++ = value;
+}
+
+
+
+/**
+@brief Add uint16 to reply packet
+**/
+static void sAddUInt16(uSynergyContext *context, uint16_t value)
+{
+ uint8_t *reply = context->m_replyCur;
+ *reply++ = (uint8_t)(value >> 8);
+ *reply++ = (uint8_t)value;
+ context->m_replyCur = reply;
+}
+
+
+
+/**
+@brief Add uint32 to reply packet
+**/
+static void sAddUInt32(uSynergyContext *context, uint32_t value)
+{
+ uint8_t *reply = context->m_replyCur;
+ *reply++ = (uint8_t)(value >> 24);
+ *reply++ = (uint8_t)(value >> 16);
+ *reply++ = (uint8_t)(value >> 8);
+ *reply++ = (uint8_t)value;
+ context->m_replyCur = reply;
+}
+
+
+
+/**
+@brief Send reply packet
+**/
+static uSynergyBool sSendReply(uSynergyContext *context)
+{
+ // Set header size
+ uint8_t *reply_buf = context->m_replyBuffer;
+ uint32_t reply_len = (uint32_t)(context->m_replyCur - reply_buf); /* Total size of reply */
+ uint32_t body_len = reply_len - 4; /* Size of body */
+ uSynergyBool ret;
+ reply_buf[0] = (uint8_t)(body_len >> 24);
+ reply_buf[1] = (uint8_t)(body_len >> 16);
+ reply_buf[2] = (uint8_t)(body_len >> 8);
+ reply_buf[3] = (uint8_t)body_len;
+
+ // Send reply
+ ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len);
+
+ // Reset reply buffer write pointer
+ context->m_replyCur = context->m_replyBuffer+4;
+ return ret;
+}
+
+
+
+/**
+@brief Call mouse callback after a mouse event
+**/
+static void sSendMouseCallback(uSynergyContext *context)
+{
+ // Skip if no callback is installed
+ if (context->m_mouseCallback == 0L)
+ return;
+
+ // Send callback
+ context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX,
+ context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle);
+}
+
+
+
+/**
+@brief Send keyboard callback when a key has been pressed or released
+**/
+static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
+{
+ // Skip if no callback is installed
+ if (context->m_keyboardCallback == 0L)
+ return;
+
+ // Send callback
+ context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat);
+}
+
+
+
+/**
+@brief Send joystick callback
+**/
+static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum)
+{
+ int8_t *sticks;
+
+ // Skip if no callback is installed
+ if (context->m_joystickCallback == 0L)
+ return;
+
+ // Send callback
+ sticks = context->m_joystickSticks[joyNum];
+ context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]);
+}
+
+
+
+/**
+@brief Parse a single client message, update state, send callbacks and send replies
+**/
+#define USYNERGY_IS_PACKET(pkt_id) memcmp(message+4, pkt_id, 4)==0
+static void sProcessMessage(uSynergyContext *context, const uint8_t *message)
+{
+ // We have a packet!
+ if (memcmp(message+4, "Synergy", 7)==0)
+ {
+ // Welcome message
+ // kMsgHello = "Synergy%2i%2i"
+ // kMsgHelloBack = "Synergy%2i%2i%s"
+ sAddString(context, "Synergy");
+ sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR);
+ sAddUInt16(context, USYNERGY_PROTOCOL_MINOR);
+ sAddUInt32(context, (uint32_t)strlen(context->m_clientName));
+ sAddString(context, context->m_clientName);
+ if (!sSendReply(context))
+ {
+ // Send reply failed, let's try to reconnect
+ sTrace(context, "SendReply failed, trying to reconnect in a second");
+ context->m_connected = USYNERGY_FALSE;
+ context->m_sleepFunc(context->m_cookie, 1000);
+ }
+ else
+ {
+ // Let's assume we're connected
+ char buffer[256+1];
+ sprintf(buffer, "Connected as client \"%s\"", context->m_clientName);
+ sTrace(context, buffer);
+ context->m_hasReceivedHello = USYNERGY_TRUE;
+ }
+ return;
+ }
+ else if (USYNERGY_IS_PACKET("QINF"))
+ {
+ // Screen info. Reply with DINF
+ // kMsgQInfo = "QINF"
+ // kMsgDInfo = "DINF%2i%2i%2i%2i%2i%2i%2i"
+ uint16_t x = 0, y = 0, warp = 0;
+ sAddString(context, "DINF");
+ sAddUInt16(context, x);
+ sAddUInt16(context, y);
+ sAddUInt16(context, context->m_clientWidth);
+ sAddUInt16(context, context->m_clientHeight);
+ sAddUInt16(context, warp);
+ sAddUInt16(context, 0); // mx?
+ sAddUInt16(context, 0); // my?
+ sSendReply(context);
+ return;
+ }
+ else if (USYNERGY_IS_PACKET("CIAK"))
+ {
+ // Do nothing?
+ // kMsgCInfoAck = "CIAK"
+ return;
+ }
+ else if (USYNERGY_IS_PACKET("CROP"))
+ {
+ // Do nothing?
+ // kMsgCResetOptions = "CROP"
+ return;
+ }
+ else if (USYNERGY_IS_PACKET("CINN"))
+ {
+ // Screen enter. Reply with CNOP
+ // kMsgCEnter = "CINN%2i%2i%4i%2i"
+
+ // Obtain the Synergy sequence number
+ context->m_sequenceNumber = sNetToNative32(message + 12);
+ context->m_isCaptured = USYNERGY_TRUE;
+
+ // Call callback
+ if (context->m_screenActiveCallback != 0L)
+ context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE);
+ }
+ else if (USYNERGY_IS_PACKET("COUT"))
+ {
+ // Screen leave
+ // kMsgCLeave = "COUT"
+ context->m_isCaptured = USYNERGY_FALSE;
+
+ // Call callback
+ if (context->m_screenActiveCallback != 0L)
+ context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE);
+ }
+ else if (USYNERGY_IS_PACKET("DMDN"))
+ {
+ // Mouse down
+ // kMsgDMouseDown = "DMDN%1i"
+ char btn = message[8]-1;
+ if (btn==2)
+ context->m_mouseButtonRight = USYNERGY_TRUE;
+ else if (btn==1)
+ context->m_mouseButtonMiddle = USYNERGY_TRUE;
+ else
+ context->m_mouseButtonLeft = USYNERGY_TRUE;
+ sSendMouseCallback(context);
+ }
+ else if (USYNERGY_IS_PACKET("DMUP"))
+ {
+ // Mouse up
+ // kMsgDMouseUp = "DMUP%1i"
+ char btn = message[8]-1;
+ if (btn==2)
+ context->m_mouseButtonRight = USYNERGY_FALSE;
+ else if (btn==1)
+ context->m_mouseButtonMiddle = USYNERGY_FALSE;
+ else
+ context->m_mouseButtonLeft = USYNERGY_FALSE;
+ sSendMouseCallback(context);
+ }
+ else if (USYNERGY_IS_PACKET("DMMV"))
+ {
+ // Mouse move. Reply with CNOP
+ // kMsgDMouseMove = "DMMV%2i%2i"
+ context->m_mouseX = sNetToNative16(message+8);
+ context->m_mouseY = sNetToNative16(message+10);
+ sSendMouseCallback(context);
+ }
+ else if (USYNERGY_IS_PACKET("DMWM"))
+ {
+ // Mouse wheel
+ // kMsgDMouseWheel = "DMWM%2i%2i"
+ // kMsgDMouseWheel1_0 = "DMWM%2i"
+ context->m_mouseWheelX += sNetToNative16(message+8);
+ context->m_mouseWheelY += sNetToNative16(message+10);
+ sSendMouseCallback(context);
+ }
+ else if (USYNERGY_IS_PACKET("DKDN"))
+ {
+ // Key down
+ // kMsgDKeyDown = "DKDN%2i%2i%2i"
+ // kMsgDKeyDown1_0 = "DKDN%2i%2i"
+ //uint16_t id = sNetToNative16(message+8);
+ uint16_t mod = sNetToNative16(message+10);
+ uint16_t key = sNetToNative16(message+12);
+ sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE);
+ }
+ else if (USYNERGY_IS_PACKET("DKRP"))
+ {
+ // Key repeat
+ // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i"
+ // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i"
+ uint16_t mod = sNetToNative16(message+10);
+// uint16_t count = sNetToNative16(message+12);
+ uint16_t key = sNetToNative16(message+14);
+ sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE);
+ }
+ else if (USYNERGY_IS_PACKET("DKUP"))
+ {
+ // Key up
+ // kMsgDKeyUp = "DKUP%2i%2i%2i"
+ // kMsgDKeyUp1_0 = "DKUP%2i%2i"
+ //uint16 id=Endian::sNetToNative(sbuf[4]);
+ uint16_t mod = sNetToNative16(message+10);
+ uint16_t key = sNetToNative16(message+12);
+ sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE);
+ }
+ else if (USYNERGY_IS_PACKET("DGBT"))
+ {
+ // Joystick buttons
+ // kMsgDGameButtons = "DGBT%1i%2i";
+ uint8_t joy_num = message[8];
+ if (joy_num<USYNERGY_NUM_JOYSTICKS)
+ {
+ // Copy button state, then send callback
+ context->m_joystickButtons[joy_num] = (message[9] << 8) | message[10];
+ sSendJoystickCallback(context, joy_num);
+ }
+ }
+ else if (USYNERGY_IS_PACKET("DGST"))
+ {
+ // Joystick sticks
+ // kMsgDGameSticks = "DGST%1i%1i%1i%1i%1i";
+ uint8_t joy_num = message[8];
+ if (joy_num<USYNERGY_NUM_JOYSTICKS)
+ {
+ // Copy stick state, then send callback
+ memcpy(context->m_joystickSticks[joy_num], message+9, 4);
+ sSendJoystickCallback(context, joy_num);
+ }
+ }
+ else if (USYNERGY_IS_PACKET("DSOP"))
+ {
+ // Set options
+ // kMsgDSetOptions = "DSOP%4I"
+ }
+ else if (USYNERGY_IS_PACKET("CALV"))
+ {
+ // Keepalive, reply with CALV and then CNOP
+ // kMsgCKeepAlive = "CALV"
+ sAddString(context, "CALV");
+ sSendReply(context);
+ // now reply with CNOP
+ }
+ else if (USYNERGY_IS_PACKET("DCLP"))
+ {
+ // Clipboard message
+ // kMsgDClipboard = "DCLP%1i%4i%s"
+ //
+ // The clipboard message contains:
+ // 1 uint32: The size of the message
+ // 4 chars: The identifier ("DCLP")
+ // 1 uint8: The clipboard index
+ // 1 uint32: The sequence number. It's zero, because this message is always coming from the server?
+ // 1 uint32: The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)).
+ // 1 uint32: The number of formats present in the message
+ // And then 'number of formats' times the following:
+ // 1 uint32: The format of the clipboard data
+ // 1 uint32: The size n of the clipboard data
+ // n uint8: The clipboard data
+ const uint8_t * parse_msg = message+17;
+ uint32_t num_formats = sNetToNative32(parse_msg);
+ parse_msg += 4;
+ for (; num_formats; num_formats--)
+ {
+ // Parse clipboard format header
+ uint32_t format = sNetToNative32(parse_msg);
+ uint32_t size = sNetToNative32(parse_msg+4);
+ parse_msg += 8;
+
+ // Call callback
+ if (context->m_clipboardCallback)
+ context->m_clipboardCallback(context->m_cookie, format, parse_msg, size);
+
+ parse_msg += size;
+ }
+ }
+ else
+ {
+ // Unknown packet, could be any of these
+ // kMsgCNoop = "CNOP"
+ // kMsgCClose = "CBYE"
+ // kMsgCClipboard = "CCLP%1i%4i"
+ // kMsgCScreenSaver = "CSEC%1i"
+ // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i"
+ // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i"
+ // kMsgDMouseRelMove = "DMRM%2i%2i"
+ // kMsgEIncompatible = "EICV%2i%2i"
+ // kMsgEBusy = "EBSY"
+ // kMsgEUnknown = "EUNK"
+ // kMsgEBad = "EBAD"
+ char buffer[64];
+ sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]);
+ sTrace(context, buffer);
+ return;
+ }
+
+ // Reply with CNOP maybe?
+ sAddString(context, "CNOP");
+ sSendReply(context);
+}
+#undef USYNERGY_IS_PACKET
+
+
+
+/**
+@brief Mark context as being disconnected
+**/
+static void sSetDisconnected(uSynergyContext *context)
+{
+ context->m_connected = USYNERGY_FALSE;
+ context->m_hasReceivedHello = USYNERGY_FALSE;
+ context->m_isCaptured = USYNERGY_FALSE;
+ context->m_replyCur = context->m_replyBuffer + 4;
+ context->m_sequenceNumber = 0;
+}
+
+
+
+/**
+@brief Update a connected context
+**/
+static void sUpdateContext(uSynergyContext *context)
+{
+ /* Receive data (blocking) */
+ int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs;
+ int num_received = 0;
+ int packlen = 0;
+ if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE)
+ {
+ /* Receive failed, let's try to reconnect */
+ char buffer[128];
+ sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received);
+ sTrace(context, buffer);
+ sSetDisconnected(context);
+ context->m_sleepFunc(context->m_cookie, 1000);
+ return;
+ }
+ context->m_receiveOfs += num_received;
+
+ /* If we didn't receive any data then we're probably still polling to get connected and
+ therefore not getting any data back. To avoid overloading the system with a Synergy
+ thread that would hammer on polling, we let it rest for a bit if there's no data. */
+ if (num_received == 0)
+ context->m_sleepFunc(context->m_cookie, 500);
+
+ /* Check for timeouts */
+ if (context->m_hasReceivedHello)
+ {
+ uint32_t cur_time = context->m_getTimeFunc();
+ if (num_received == 0)
+ {
+ /* Timeout after 2 secs of inactivity (we received no CALV) */
+ if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT)
+ sSetDisconnected(context);
+ }
+ else
+ context->m_lastMessageTime = cur_time;
+ }
+
+ /* Eat packets */
+ for (;;)
+ {
+ /* Grab packet length and bail out if the packet goes beyond the end of the buffer */
+ packlen = sNetToNative32(context->m_receiveBuffer);
+ if (packlen+4 > context->m_receiveOfs)
+ break;
+
+ /* Process message */
+ sProcessMessage(context, context->m_receiveBuffer);
+
+ /* Move packet to front of buffer */
+ memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4);
+ context->m_receiveOfs -= packlen+4;
+ }
+
+ /* Throw away over-sized packets */
+ if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE)
+ {
+ /* Oversized packet, ditch tail end */
+ char buffer[128];
+ sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen);
+ sTrace(context, buffer);
+ num_received = context->m_receiveOfs-4; // 4 bytes for the size field
+ while (num_received != packlen)
+ {
+ int buffer_left = packlen - num_received;
+ int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE;
+ int ditch_received = 0;
+ if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE)
+ {
+ /* Receive failed, let's try to reconnect */
+ sTrace(context, "Receive failed, trying to reconnect in a second");
+ sSetDisconnected(context);
+ context->m_sleepFunc(context->m_cookie, 1000);
+ break;
+ }
+ else
+ {
+ num_received += ditch_received;
+ }
+ }
+ context->m_receiveOfs = 0;
+ }
+}
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Public interface
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Initialize uSynergy context
+**/
+void uSynergyInit(uSynergyContext *context)
+{
+ /* Zero memory */
+ memset(context, 0, sizeof(uSynergyContext));
+
+ /* Initialize to default state */
+ sSetDisconnected(context);
+}
+
+
+/**
+@brief Update uSynergy
+**/
+void uSynergyUpdate(uSynergyContext *context)
+{
+ if (context->m_connected)
+ {
+ /* Update context, receive data, call callbacks */
+ sUpdateContext(context);
+ }
+ else
+ {
+ /* Try to connect */
+ if (context->m_connectFunc(context->m_cookie))
+ context->m_connected = USYNERGY_TRUE;
+ }
+}
+
+
+
+/**
+@brief Send clipboard data
+**/
+void uSynergySendClipboard(uSynergyContext *context, const char *text)
+{
+ // Calculate maximum size that will fit in a reply packet
+ uint32_t overhead_size = 4 + /* Message size */
+ 4 + /* Message ID */
+ 1 + /* Clipboard index */
+ 4 + /* Sequence number */
+ 4 + /* Rest of message size (because it's a Synergy string from here on) */
+ 4 + /* Number of clipboard formats */
+ 4 + /* Clipboard format */
+ 4; /* Clipboard data length */
+ uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size;
+
+ // Clip text to max length
+ uint32_t text_length = (uint32_t)strlen(text);
+ if (text_length > max_length)
+ {
+ char buffer[128];
+ sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length);
+ sTrace(context, buffer);
+ text_length = max_length;
+ }
+
+ // Assemble packet
+ sAddString(context, "DCLP");
+ sAddUInt8(context, 0); /* Clipboard index */
+ sAddUInt32(context, context->m_sequenceNumber);
+ sAddUInt32(context, 4+4+4+text_length); /* Rest of message size: numFormats, format, length, data */
+ sAddUInt32(context, 1); /* Number of formats (only text for now) */
+ sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT);
+ sAddUInt32(context, text_length);
+ sAddString(context, text);
+ sSendReply(context);
+}
diff --git a/3rdparty/imgui/examples/libs/usynergy/uSynergy.h b/3rdparty/imgui/examples/libs/usynergy/uSynergy.h
new file mode 100644
index 00000000..cedc3878
--- /dev/null
+++ b/3rdparty/imgui/examples/libs/usynergy/uSynergy.h
@@ -0,0 +1,420 @@
+/*
+uSynergy client -- Interface for the embedded Synergy client library
+ version 1.0.0, July 7th, 2012
+
+Copyright (C) 2012 Synergy Si Ltd.
+Copyright (c) 2012 Alex Evans
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+
+ 3. This notice may not be removed or altered from any source
+ distribution.
+*/
+#include <stdint.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Configuration
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Determine endianness
+**/
+#if defined(USYNERGY_LITTLE_ENDIAN) && defined(USYNERGY_BIG_ENDIAN)
+ /* Ambiguous: both endians specified */
+ #error "Can't define both USYNERGY_LITTLE_ENDIAN and USYNERGY_BIG_ENDIAN"
+#elif !defined(USYNERGY_LITTLE_ENDIAN) && !defined(USYNERGY_BIG_ENDIAN)
+ /* Attempt to auto detect */
+ #if defined(__LITTLE_ENDIAN__) || defined(LITTLE_ENDIAN) || (_BYTE_ORDER == _LITTLE_ENDIAN)
+ #define USYNERGY_LITTLE_ENDIAN
+ #elif defined(__BIG_ENDIAN__) || defined(BIG_ENDIAN) || (_BYTE_ORDER == _BIG_ENDIAN)
+ #define USYNERGY_BIG_ENDIAN
+ #else
+ #error "Can't detect endian-nes, please defined either USYNERGY_LITTLE_ENDIAN or USYNERGY_BIG_ENDIAN";
+ #endif
+#else
+ /* User-specified endian-nes, nothing to do for us */
+#endif
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Types and Constants
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Boolean type
+**/
+typedef int uSynergyBool;
+#define USYNERGY_FALSE 0 /* False value */
+#define USYNERGY_TRUE 1 /* True value */
+
+
+/**
+@brief User context type
+
+The uSynergyCookie type is an opaque type that is used by uSynergy to communicate to the client. It is passed along to
+callback functions as context.
+**/
+typedef struct { int ignored; } * uSynergyCookie;
+
+
+
+/**
+@brief Clipboard types
+**/
+enum uSynergyClipboardFormat
+{
+ USYNERGY_CLIPBOARD_FORMAT_TEXT = 0, /* Text format, UTF-8, newline is LF */
+ USYNERGY_CLIPBOARD_FORMAT_BITMAP = 1, /* Bitmap format, BMP 24/32bpp, BI_RGB */
+ USYNERGY_CLIPBOARD_FORMAT_HTML = 2, /* HTML format, HTML fragment, UTF-8, newline is LF */
+};
+
+
+
+/**
+@brief Constants and limits
+**/
+#define USYNERGY_NUM_JOYSTICKS 4 /* Maximum number of supported joysticks */
+
+#define USYNERGY_PROTOCOL_MAJOR 1 /* Major protocol version */
+#define USYNERGY_PROTOCOL_MINOR 4 /* Minor protocol version */
+
+#define USYNERGY_IDLE_TIMEOUT 2000 /* Timeout in milliseconds before reconnecting */
+
+#define USYNERGY_TRACE_BUFFER_SIZE 1024 /* Maximum length of traced message */
+#define USYNERGY_REPLY_BUFFER_SIZE 1024 /* Maximum size of a reply packet */
+#define USYNERGY_RECEIVE_BUFFER_SIZE 4096 /* Maximum size of an incoming packet */
+
+
+
+/**
+@brief Keyboard constants
+**/
+#define USYNERGY_MODIFIER_SHIFT 0x0001 /* Shift key modifier */
+#define USYNERGY_MODIFIER_CTRL 0x0002 /* Ctrl key modifier */
+#define USYNERGY_MODIFIER_ALT 0x0004 /* Alt key modifier */
+#define USYNERGY_MODIFIER_META 0x0008 /* Meta key modifier */
+#define USYNERGY_MODIFIER_WIN 0x0010 /* Windows key modifier */
+#define USYNERGY_MODIFIER_ALT_GR 0x0020 /* AltGr key modifier */
+#define USYNERGY_MODIFIER_LEVEL5LOCK 0x0040 /* Level5Lock key modifier */
+#define USYNERGY_MODIFIER_CAPSLOCK 0x1000 /* CapsLock key modifier */
+#define USYNERGY_MODIFIER_NUMLOCK 0x2000 /* NumLock key modifier */
+#define USYNERGY_MODIFIER_SCROLLOCK 0x4000 /* ScrollLock key modifier */
+
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Functions and Callbacks
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Connect function
+
+This function is called when uSynergy needs to connect to the host. It doesn't imply a network implementation or
+destination address, that must all be handled on the user side. The function should return USYNERGY_TRUE if a
+connection was established or USYNERGY_FALSE if it could not connect.
+
+When network errors occur (e.g. uSynergySend or uSynergyReceive fail) then the connect call will be called again
+so the implementation of the function must close any old connections and clean up resources before retrying.
+
+@param cookie Cookie supplied in the Synergy context
+**/
+typedef uSynergyBool (*uSynergyConnectFunc)(uSynergyCookie cookie);
+
+
+
+/**
+@brief Send function
+
+This function is called when uSynergy needs to send something over the default connection. It should return
+USYNERGY_TRUE if sending succeeded and USYNERGY_FALSE otherwise. This function should block until the send
+operation is completed.
+
+@param cookie Cookie supplied in the Synergy context
+@param buffer Address of buffer to send
+@param length Length of buffer to send
+**/
+typedef uSynergyBool (*uSynergySendFunc)(uSynergyCookie cookie, const uint8_t *buffer, int length);
+
+
+
+/**
+@brief Receive function
+
+This function is called when uSynergy needs to receive data from the default connection. It should return
+USYNERGY_TRUE if receiving data succeeded and USYNERGY_FALSE otherwise. This function should block until data
+has been received and wait for data to become available. If @a outLength is set to 0 upon completion it is
+assumed that the connection is alive, but still in a connecting state and needs time to settle.
+
+@param cookie Cookie supplied in the Synergy context
+@param buffer Address of buffer to receive data into
+@param maxLength Maximum amount of bytes to write into the receive buffer
+@param outLength Address of integer that receives the actual amount of bytes written into @a buffer
+**/
+typedef uSynergyBool (*uSynergyReceiveFunc)(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength);
+
+
+
+/**
+@brief Thread sleep function
+
+This function is called when uSynergy wants to suspend operation for a while before retrying an operation. It
+is mostly used when a socket times out or disconnect occurs to prevent uSynergy from continuously hammering a
+network connection in case the network is down.
+
+@param cookie Cookie supplied in the Synergy context
+@param timeMs Time to sleep the current thread (in milliseconds)
+**/
+typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
+
+
+
+/**
+@brief Get time function
+
+This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
+have occured. The time base should be a cyclic millisecond time value.
+
+@returns Time value in milliseconds
+**/
+typedef uint32_t (*uSynergyGetTimeFunc)();
+
+
+
+/**
+@brief Trace function
+
+This function is called when uSynergy wants to trace something. It is optional to show these messages, but they
+are often useful when debugging. uSynergy only traces major events like connecting and disconnecting. Usually
+only a single trace is shown when the connection is established and no more trace are called.
+
+@param cookie Cookie supplied in the Synergy context
+@param text Text to be traced
+**/
+typedef void (*uSynergyTraceFunc)(uSynergyCookie cookie, const char *text);
+
+
+
+/**
+@brief Screen active callback
+
+This callback is called when Synergy makes the screen active or inactive. This
+callback is usually sent when the mouse enters or leaves the screen.
+
+@param cookie Cookie supplied in the Synergy context
+@param active Activation flag, 1 if the screen has become active, 0 if the screen has become inactive
+**/
+typedef void (*uSynergyScreenActiveCallback)(uSynergyCookie cookie, uSynergyBool active);
+
+
+
+/**
+@brief Mouse callback
+
+This callback is called when a mouse events happens. The mouse X and Y position,
+wheel and button state is communicated in the message. It's up to the user to
+interpret if this is a mouse up, down, double-click or other message.
+
+@param cookie Cookie supplied in the Synergy context
+@param x Mouse X position
+@param y Mouse Y position
+@param wheelX Mouse wheel X position
+@param wheelY Mouse wheel Y position
+@param buttonLeft Left button pressed status, 0 for released, 1 for pressed
+@param buttonMiddle Middle button pressed status, 0 for released, 1 for pressed
+@param buttonRight Right button pressed status, 0 for released, 1 for pressed
+**/
+typedef void (*uSynergyMouseCallback)(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle);
+
+
+
+/**
+@brief Key event callback
+
+This callback is called when a key is pressed or released.
+
+@param cookie Cookie supplied in the Synergy context
+@param key Key code of key that was pressed or released
+@param modifiers Status of modifier keys (alt, shift, etc.)
+@param down Down or up status, 1 is key is pressed down, 0 if key is released (up)
+@param repeat Repeat flag, 1 if the key is down because the key is repeating, 0 if the key is initially pressed by the user
+**/
+typedef void (*uSynergyKeyboardCallback)(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat);
+
+
+
+/**
+@brief Joystick event callback
+
+This callback is called when a joystick stick or button changes. It is possible that multiple callbacks are
+fired when different sticks or buttons change as these are individual messages in the packet stream. Each
+callback will contain all the valid state for the different axes and buttons. The last callback received will
+represent the most current joystick state.
+
+@param cookie Cookie supplied in the Synergy context
+@param joyNum Joystick number, always in the range [0 ... USYNERGY_NUM_JOYSTICKS>
+@param buttons Button pressed mask
+@param leftStickX Left stick X position, in range [-127 ... 127]
+@param leftStickY Left stick Y position, in range [-127 ... 127]
+@param rightStickX Right stick X position, in range [-127 ... 127]
+@param rightStickY Right stick Y position, in range [-127 ... 127]
+**/
+typedef void (*uSynergyJoystickCallback)(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY);
+
+
+
+/**
+@brief Clipboard event callback
+
+This callback is called when something is placed on the clipboard. Multiple callbacks may be fired for
+multiple clipboard formats if they are supported. The data provided is read-only and may not be modified
+by the application.
+
+@param cookie Cookie supplied in the Synergy context
+@param format Clipboard format
+@param data Memory area containing the clipboard raw data
+@param size Size of clipboard data
+**/
+typedef void (*uSynergyClipboardCallback)(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size);
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Context
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief uSynergy context
+**/
+typedef struct
+{
+ /* Mandatory configuration data, filled in by client */
+ uSynergyConnectFunc m_connectFunc; /* Connect function */
+ uSynergySendFunc m_sendFunc; /* Send data function */
+ uSynergyReceiveFunc m_receiveFunc; /* Receive data function */
+ uSynergySleepFunc m_sleepFunc; /* Thread sleep function */
+ uSynergyGetTimeFunc m_getTimeFunc; /* Get current time function */
+ const char* m_clientName; /* Name of Synergy Screen / Client */
+ uint16_t m_clientWidth; /* Width of screen */
+ uint16_t m_clientHeight; /* Height of screen */
+
+ /* Optional configuration data, filled in by client */
+ uSynergyCookie m_cookie; /* Cookie pointer passed to callback functions (can be NULL) */
+ uSynergyTraceFunc m_traceFunc; /* Function for tracing status (can be NULL) */
+ uSynergyScreenActiveCallback m_screenActiveCallback; /* Callback for entering and leaving screen */
+ uSynergyMouseCallback m_mouseCallback; /* Callback for mouse events */
+ uSynergyKeyboardCallback m_keyboardCallback; /* Callback for keyboard events */
+ uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */
+ uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */
+
+ /* State data, used internall by client, initialized by uSynergyInit() */
+ uSynergyBool m_connected; /* Is our socket connected? */
+ uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */
+ uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */
+ uint32_t m_lastMessageTime; /* Time at which last message was received */
+ uint32_t m_sequenceNumber; /* Packet sequence number */
+ uint8_t m_receiveBuffer[USYNERGY_RECEIVE_BUFFER_SIZE]; /* Receive buffer */
+ int m_receiveOfs; /* Receive buffer offset */
+ uint8_t m_replyBuffer[USYNERGY_REPLY_BUFFER_SIZE]; /* Reply buffer */
+ uint8_t* m_replyCur; /* Write offset into reply buffer */
+ uint16_t m_mouseX; /* Mouse X position */
+ uint16_t m_mouseY; /* Mouse Y position */
+ int16_t m_mouseWheelX; /* Mouse wheel X position */
+ int16_t m_mouseWheelY; /* Mouse wheel Y position */
+ uSynergyBool m_mouseButtonLeft; /* Mouse left button */
+ uSynergyBool m_mouseButtonRight; /* Mouse right button */
+ uSynergyBool m_mouseButtonMiddle; /* Mouse middle button */
+ int8_t m_joystickSticks[USYNERGY_NUM_JOYSTICKS][4]; /* Joystick stick position in 2 axes for 2 sticks */
+ uint16_t m_joystickButtons[USYNERGY_NUM_JOYSTICKS]; /* Joystick button state */
+} uSynergyContext;
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Interface
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Initialize uSynergy context
+
+This function initializes @a context for use. Call this function directly after
+creating the context, before filling in any configuration data in it. Not calling
+this function will cause undefined behavior.
+
+@param context Context to be initialized
+**/
+extern void uSynergyInit(uSynergyContext *context);
+
+
+
+/**
+@brief Update uSynergy
+
+This function updates uSynergy and does the bulk of the work. It does connection management,
+receiving data, reconnecting after errors or timeouts and so on. It assumes that networking
+operations are blocking and it can suspend the current thread if it needs to wait. It is
+best practice to call uSynergyUpdate from a background thread so it is responsive.
+
+Because uSynergy relies mostly on blocking calls it will mostly stay in thread sleep state
+waiting for system mutexes and won't eat much memory.
+
+uSynergyUpdate doesn't do any memory allocations or have any side effects beyond those of
+the callbacks it calls.
+
+@param context Context to be updated
+**/
+extern void uSynergyUpdate(uSynergyContext *context);
+
+
+
+/**
+@brief Send clipboard data
+
+This function sets new clipboard data and sends it to the server. Use this function if
+your client cuts or copies data onto the clipboard that it needs to share with the
+server.
+
+Currently there is only support for plaintext, but HTML and image data could be
+supported with some effort.
+
+@param context Context to send clipboard data to
+@param text Text to set to the clipboard
+**/
+extern void uSynergySendClipboard(uSynergyContext *context, const char *text);
+
+
+
+#ifdef __cplusplus
+};
+#endif