use gl_generator::{Api, Fallbacks, Profile, Registry, StaticGenerator}; use std::env; use std::fs::File; use std::path::Path; fn main() { // EGL let dest = env::var("OUT_DIR").unwrap(); let mut file = File::create(&Path::new(&dest).join("egl_bindings.rs")).unwrap(); Registry::new( Api::Egl, (1, 5), Profile::Core, Fallbacks::All, [ "EGL_EXT_platform_base", "EGL_EXT_device_base", // This allows getting OpenGL APIs via eglGetProcAddress() "EGL_KHR_get_all_proc_addresses", "EGL_KHR_client_get_all_proc_addresses", "EGL_EXT_platform_device", ], ) .write_bindings(StaticGenerator, &mut file) .unwrap(); }