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(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(); }