/
main.rs
134 lines (127 loc) · 4.42 KB
/
main.rs
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use gl_generator::{Api, Fallbacks, Profile, Registry};
use std::env;
use std::fs::File;
use std::io::Write;
use std::path::Path;
mod textures;
fn main() {
let dest = env::var("OUT_DIR").unwrap();
let dest = Path::new(&dest);
textures::build_texture_file(&mut File::create(&dest.join("textures.rs")).unwrap());
println!("cargo:rerun-if-changed=build/main.rs");
let mut file_output = File::create(&dest.join("gl_bindings.rs")).unwrap();
generate_gl_bindings(&mut file_output);
}
fn generate_gl_bindings<W>(dest: &mut W)
where
W: Write,
{
let gl_registry = Registry::new(
Api::Gl,
(4, 6),
Profile::Compatibility,
Fallbacks::None,
vec![
"GL_AMD_depth_clamp_separate",
"GL_APPLE_vertex_array_object",
"GL_ARB_bindless_texture",
"GL_ARB_blend_func_extended",
"GL_ARB_buffer_storage",
"GL_ARB_compute_shader",
"GL_ARB_copy_buffer",
"GL_ARB_debug_output",
"GL_ARB_depth_texture",
"GL_ARB_direct_state_access",
"GL_ARB_draw_buffers",
"GL_ARB_ES2_compatibility",
"GL_ARB_ES3_compatibility",
"GL_ARB_ES3_1_compatibility",
"GL_ARB_ES3_2_compatibility",
"GL_ARB_framebuffer_sRGB",
"GL_ARB_geometry_shader4",
"GL_ARB_gl_spirv",
"GL_ARB_gpu_shader_fp64",
"GL_ARB_gpu_shader_int64",
"GL_ARB_invalidate_subdata",
"GL_ARB_multi_draw_indirect",
"GL_ARB_occlusion_query",
"GL_ARB_pixel_buffer_object",
"GL_ARB_robustness",
"GL_ARB_seamless_cube_map",
"GL_ARB_shader_image_load_store",
"GL_ARB_shader_objects",
"GL_ARB_texture_buffer_object",
"GL_ARB_texture_float",
"GL_ARB_texture_multisample",
"GL_ARB_texture_rg",
"GL_ARB_texture_rgb10_a2ui",
"GL_ARB_texture_storage",
"GL_ARB_transform_feedback3",
"GL_ARB_vertex_buffer_object",
"GL_ARB_vertex_shader",
"GL_ATI_draw_buffers",
"GL_ATI_meminfo",
"GL_EXT_debug_marker",
"GL_EXT_direct_state_access",
"GL_EXT_memory_object",
"GL_EXT_memory_object_fd",
"GL_EXT_framebuffer_blit",
"GL_EXT_framebuffer_multisample",
"GL_EXT_framebuffer_object",
"GL_EXT_framebuffer_sRGB",
"GL_EXT_gpu_shader4",
"GL_EXT_packed_depth_stencil",
"GL_EXT_provoking_vertex",
"GL_EXT_semaphore",
"GL_EXT_semaphore_fd",
"GL_EXT_texture_array",
"GL_EXT_texture_buffer_object",
"GL_EXT_texture_compression_s3tc",
"GL_EXT_texture_filter_anisotropic",
"GL_EXT_texture_integer",
"GL_EXT_texture_sRGB",
"GL_EXT_transform_feedback",
"GL_GREMEDY_string_marker",
"GL_KHR_robustness",
"GL_NVX_gpu_memory_info",
"GL_NV_conditional_render",
"GL_NV_vertex_attrib_integer_64bit",
],
);
let gles_registry = Registry::new(
Api::Gles2,
(3, 2),
Profile::Compatibility,
Fallbacks::None,
vec![
"GL_ANGLE_framebuffer_multisample",
"GL_APPLE_framebuffer_multisample",
"GL_APPLE_sync",
"GL_ARM_rgba8",
"GL_EXT_buffer_storage",
"GL_EXT_disjoint_timer_query",
"GL_EXT_multi_draw_indirect",
"GL_EXT_multisampled_render_to_texture",
"GL_EXT_occlusion_query_boolean",
"GL_EXT_primitive_bounding_box",
"GL_EXT_robustness",
"GL_KHR_debug",
"GL_NV_copy_buffer",
"GL_NV_framebuffer_multisample",
"GL_NV_internalformat_sample_query",
"GL_NV_pixel_buffer_object",
"GL_OES_depth_texture",
"GL_OES_draw_elements_base_vertex",
"GL_OES_packed_depth_stencil",
"GL_OES_primitive_bounding_box",
"GL_OES_rgb8_rgba8",
"GL_OES_texture_buffer",
"GL_OES_texture_npot",
"GL_OES_vertex_array_object",
"GL_OES_vertex_type_10_10_10_2",
],
);
(gl_registry + gles_registry)
.write_bindings(gl_generator::StructGenerator, dest)
.unwrap();
}