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Automatic Code Generation

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Starting from release 1.1.0, the source code and parts of the
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documentation are automatically generated from the extension
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specifications in a two-step process.  In the first step,
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specification files from the OpenGL registry are downloaded and
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parsed. Skeleton descriptors are created for each extension.  These
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descriptors contain all necessary information for creating the source
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code and documentation in a simple and compact format, including the
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name of the extension, url link to the specification, tokens, function
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declarations, typedefs and struct definitions.  In the second step,
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the header files as well as the library and glewinfo source are
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generated from the descriptor files.  The code generation scripts are
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located in the <tt>auto</tt> subdirectory.
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The code generation scripts require GNU make, wget, and perl. On
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Windows, the simplest way to get access to these tools is to install
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Cygwin, but make sure that the
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root directory is mounted in binary mode. The makefile in the
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<tt>auto</tt> directory provides the following build targets:
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<tt>make</tt>
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Create the source files from the descriptors.
If the
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descriptors do not exist, create them from the spec files.
If the spec
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files do not exist, download them from the OpenGL repository.
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<tt>make clean</tt>
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Delete the source files.
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<tt>make clobber</tt>
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Delete the source files and the descriptors.
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<tt>make destroy</tt>
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Delete the source files, the descriptors, and the spec files.
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<tt>make custom</tt>
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Create the source files for the extensions
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listed in <tt>auto/custom.txt</tt>.
See "Custom Code
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Generation" below for more details.
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Adding a New Extension

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To add a new extension, create a descriptor file for the extension in
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<tt>auto/core</tt> and rerun the code generation scripts by typing
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<tt>make clean; make</tt> in the <tt>auto</tt> directory.
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The format of the descriptor file is given below. Items in
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brackets are optional.
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<Extension Name>
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[<URL of Specification File>]
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    [<Token Name> <Token Value>]
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    [<Token Name> <Token Value>]
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    ...
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    [<Typedef>]
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    [<Typedef>]
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    ...
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    [<Function Signature>]
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    [<Function Signature>]
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    ...
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    [<Function Definition>]
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    ...
-->
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Note that <tt>Function Definitions</tt> are copied to the header files
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without changes and have to be terminated with a semicolon. In
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contrast, <tt>Tokens</tt>, <tt>Function signatures</tt>, and
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<tt>Typedefs</tt> should not be terminated with a semicolon.
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-->
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Take a look at one of the files in <tt>auto/core</tt> for an
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example. Note that typedefs and function signatures should not be
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terminated with a semicolon.
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Custom Code Generation

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Starting from GLEW 1.3.0, it is possible to control which extensions
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to include in the libarary by specifying a list in
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<tt>auto/custom.txt</tt>. This is useful when you do not need all the
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extensions and would like to reduce the size of the source files.
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Type <tt>make clean; make custom</tt> in the <tt>auto</tt> directory
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to rerun the scripts with the custom list of extensions.
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For example, the following is the list of extensions needed to get GLEW and the
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utilities to compile.
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WGL_ARB_extensions_string
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WGL_ARB_multisample
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WGL_ARB_pixel_format
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WGL_ARB_pbuffer
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WGL_EXT_extensions_string
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WGL_ATI_pixel_format_float
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WGL_NV_float_buffer
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Multiple Rendering Contexts (GLEW MX)

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Starting with release 1.2.0, thread-safe support for multiple

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rendering contexts, possibly with different capabilities, is
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available. Since this is not required by most users, it is not added
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to the binary releases to maintain compatibility between different
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versions. To include multi-context support, you have to do the
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following:

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  1. Compile and use GLEW with the <tt>GLEW_MX</tt> preprocessor token
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    defined.
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  3. For each rendering context, create a <tt>GLEWContext</tt> object
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    that will be available as long as the rendering context exists.
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  5. Define a macro or function called <tt>glewGetContext()</tt> that
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    returns a pointer to the <tt>GLEWContext</tt> object associated with
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    the rendering context from which OpenGL/WGL/GLX calls are issued. This
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    dispatch mechanism is primitive, but generic.
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  7. Make sure that you call <tt>glewInit()</tt> after creating the
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    <tt>GLEWContext</tt> object in each rendering context.  Note, that the
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    <tt>GLEWContext</tt> pointer returned by <tt>glewGetContext()</tt> has
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    to reside in global or thread-local memory.
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    Note that according to the

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    href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6yer.asp">MSDN
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    WGL documentation, you have to initialize the entry points for
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    every rendering context that use pixel formats with different
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    capabilities For example, the pixel formats provided by the generic
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    software OpenGL implementation by Microsoft vs. the hardware
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    accelerated pixel formats have different capabilities.  GLEW by
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    default ignores this requirement, and does not define per-context
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    entry points (you can however do this using the steps described
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    above). Assuming a global namespace for the entry points works in
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    most situations, because typically all hardware accelerated pixel
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    formats provide the same entry points and capabilities. This means
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    that unless you use the multi-context version of GLEW, you need to
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    call <tt>glewInit()</tt> only once in your program, or more precisely,
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    once per process.

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    Separate Namespace

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    To avoid name clashes when linking with libraries that include the
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    same symbols, extension entry points are declared in a separate
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    namespace (release 1.1.0 and up). This is achieved by aliasing OpenGL
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    function names to their GLEW equivalents. For instance,
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    <tt>glFancyFunction</tt> is simply an alias to
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    <tt>glewFancyFunction</tt>.  The separate namespace does not effect
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    token and function pointer definitions.
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    Known Issues

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    GLEW requires GLX 1.2 for compatibility with GLUT.
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