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Update glsm
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26e171cfbc
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@ -31,6 +31,8 @@ struct gl_cached_state
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GLuint ids[MAX_TEXTURE];
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} bind_textures;
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GLenum colorlogicop;
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struct
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{
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bool enabled[MAX_ATTRIB];
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@ -516,6 +518,17 @@ void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params)
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glGetProgramiv(shader, pname, params);
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}
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void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
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const GLfloat *value)
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{
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glUniformMatrix4fv(location, count, transpose, value);
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}
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void rglDetachShader(GLuint program, GLuint shader)
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{
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glDetachShader(program, shader);
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}
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void rglGetShaderiv(GLuint shader, GLenum pname, GLint *params)
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{
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glGetShaderiv(shader, pname, params);
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@ -526,6 +539,11 @@ void rglAttachShader(GLuint program, GLuint shader)
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glAttachShader(program, shader);
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}
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GLint rglGetAttribLocation(GLuint program, const GLchar *name)
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{
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return glGetAttribLocation(program, name);
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}
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void rglShaderSource(GLuint shader, GLsizei count,
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const GLchar **string, const GLint *length)
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{
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@ -706,6 +724,7 @@ static void glsm_state_setup(void)
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gl_state.cap_translate[SGL_ALPHA_TEST] = GL_ALPHA_TEST;
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gl_state.cap_translate[SGL_SCISSOR_TEST] = GL_SCISSOR_TEST;
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gl_state.cap_translate[SGL_STENCIL_TEST] = GL_STENCIL_TEST;
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gl_state.cap_translate[SGL_COLOR_LOGIC_OP] = GL_COLOR_LOGIC_OP;
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for (i = 0; i < MAX_ATTRIB; i++)
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gl_state.vertex_attrib_pointer.enabled[i] = 0;
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@ -732,6 +751,8 @@ static void glsm_state_setup(void)
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gl_state.depthfunc.func = GL_LESS;
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gl_state.colorlogicop = GL_COPY;
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#ifdef CORE
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glGenVertexArrays(1, &gl_state.vao);
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#endif
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@ -812,8 +833,6 @@ static void glsm_state_bind(void)
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{
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if (gl_state.cap_state[i])
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glEnable(gl_state.cap_translate[i]);
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else
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glDisable(gl_state.cap_translate[i]);
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}
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if (gl_state.frontface.used)
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@ -851,7 +870,10 @@ static void glsm_state_unbind(void)
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glBindVertexArray(0);
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#endif
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for (i = 0; i < SGL_CAP_MAX; i ++)
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glDisable(gl_state.cap_translate[i]);
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{
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if (gl_state.cap_state[i])
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glDisable(gl_state.cap_translate[i]);
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}
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glBlendFunc(GL_ONE, GL_ZERO);
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