extern void (*glsym_glReleaseShaderCompiler)(void);
extern void *(*glsym_glMapBuffer) (GLenum a, GLenum b);
extern GLboolean (*glsym_glUnmapBuffer) (GLenum a);
-extern void (*glsym_glCompressedTexImage2d) (GLenum target,
- GLint level,
- GLenum internalformat,
- GLsizei width,
- GLsizei height,
- GLint border,
- GLsizei imageSize,
- const GLvoid * data);
+
#ifdef GL_GLES
extern void *(*secsym_eglCreateImage) (void *a, void *b, GLenum c, void *d, const int *e);
extern unsigned int (*secsym_eglDestroyImage) (void *a, void *b);
void (*glsym_glStartTiling) (GLuint a, GLuint b, GLuint c, GLuint d, GLuint e) = NULL;
void (*glsym_glEndTiling) (GLuint a) = NULL;
-void (*glsym_glCompressedTexImage2d) (GLenum target, GLint level, GLenum internalformat,
- GLsizei width, GLsizei height, GLint border, GLsizei imageSize,
- const GLvoid * data) = NULL;
-
#ifdef GL_GLES
// just used for finding symbols :)
typedef void (*_eng_fn) (void);
FINDSYM(secsym_eglGetImageAttribSEC, "eglGetImageAttribSEC", secsym_func_uint);
#endif
- FINDSYM(glsym_glCompressedTexImage2d, "glCompressedTexImage2D", glsym_func_void);
- FINDSYM2(glsym_glCompressedTexImage2d, "glCompressedTexImage2D", glsym_func_void);
}
static void shader_array_flush(Evas_Engine_GL_Context *gc);
(strstr((char *)ext, "GL_EXT_texture_format_BGRA8888")))
shared->info.bgra = 1;
#endif
- if (glsym_glCompressedTexImage2d && strstr((char *)ext, "OES_compressed_ETC1_RGB8_texture"))
+ if (strstr((char *)ext, "OES_compressed_ETC1_RGB8_texture"))
shared->info.etc1 = 1;
#ifdef GL_GLES
// FIXME: there should be an extension name/string to check for
#ifdef GL_GLES
// Detect ECT2 support. We need both RGB and RGBA formats.
- if (glsym_glCompressedTexImage2d)
{
GLint texFormatCnt = 0;
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &texFormatCnt);