mirror of
https://github.com/libretro/RetroArch
synced 2025-03-03 13:14:04 +00:00
We don't need glsm inside libretro-common - cores that need
this will need to make their own version separately
This commit is contained in:
parent
f6f9d8e9d4
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@ -1,158 +0,0 @@
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/* Copyright (C) 2010-2018 The RetroArch team
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*
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* ---------------------------------------------------------------------------------------
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* The following license statement only applies to this libretro SDK code part (glsm.h).
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* ---------------------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge,
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||||
* to any person obtaining a copy of this software and associated documentation files (the "Software"),
|
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* to deal in the Software without restriction, including without limitation the rights to
|
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef LIBRETRO_SDK_GLSM_H
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#define LIBRETRO_SDK_GLSM_H
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#include <retro_common_api.h>
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#include <boolean.h>
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#include <libretro.h>
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#include <glsym/rglgen_headers.h>
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RETRO_BEGIN_DECLS
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#ifdef HAVE_OPENGLES2
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typedef GLfloat GLdouble;
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typedef GLclampf GLclampd;
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#endif
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#if defined(HAVE_OPENGLES2)
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT
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#elif (defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__)))
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_EXT
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_EXT
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
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#elif defined(HAVE_PSGL)
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_OES
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_SCE
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_OES
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#else
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT
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#endif
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#if defined(HAVE_PSGL)
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#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#elif (defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__)))
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#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
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#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
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#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#else
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#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER
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#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE
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#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0
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#endif
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#ifndef GL_FOG
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#define GL_FOG 0x0B60
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#endif
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#ifndef GL_ALPHA_TEST
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#define GL_ALPHA_TEST 0x0BC0
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#endif
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#ifndef GL_CLIP_DISTANCE0
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#define GL_CLIP_DISTANCE0 0x3000
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#endif
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#define MAX_ATTRIB 8
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enum
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{
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SGL_DEPTH_TEST = 0,
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SGL_BLEND,
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SGL_POLYGON_OFFSET_FILL,
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SGL_FOG,
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SGL_CULL_FACE,
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SGL_ALPHA_TEST,
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SGL_SCISSOR_TEST,
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SGL_STENCIL_TEST,
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#if !defined(HAVE_OPENGLES)
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SGL_DEPTH_CLAMP,
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SGL_CLIP_DISTANCE0,
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#endif
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SGL_DITHER,
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SGL_SAMPLE_ALPHA_TO_COVERAGE,
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SGL_SAMPLE_COVERAGE,
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#ifndef HAVE_OPENGLES
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SGL_COLOR_LOGIC_OP,
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#endif
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SGL_CAP_MAX
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};
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enum glsm_state_ctl
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{
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GLSM_CTL_NONE = 0,
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GLSM_CTL_STATE_SETUP,
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GLSM_CTL_STATE_BIND,
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GLSM_CTL_STATE_UNBIND,
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GLSM_CTL_STATE_CONTEXT_RESET,
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GLSM_CTL_STATE_CONTEXT_DESTROY,
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GLSM_CTL_STATE_CONTEXT_INIT,
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GLSM_CTL_IS_IMM_VBO,
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GLSM_CTL_SET_IMM_VBO,
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GLSM_CTL_UNSET_IMM_VBO,
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GLSM_CTL_IMM_VBO_DISABLE,
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GLSM_CTL_IMM_VBO_DRAW,
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GLSM_CTL_PROC_ADDRESS_GET
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};
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typedef bool (*glsm_imm_vbo_draw)(void *);
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typedef bool (*glsm_imm_vbo_disable)(void *);
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typedef bool (*glsm_framebuffer_lock)(void *);
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typedef struct glsm_ctx_proc_address
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{
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retro_get_proc_address_t addr;
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} glsm_ctx_proc_address_t;
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typedef struct glsm_ctx_params
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{
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glsm_framebuffer_lock framebuffer_lock;
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glsm_imm_vbo_draw imm_vbo_draw;
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glsm_imm_vbo_disable imm_vbo_disable;
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retro_hw_context_reset_t context_reset;
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retro_hw_context_reset_t context_destroy;
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retro_environment_t environ_cb;
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bool stencil;
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unsigned major;
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unsigned minor;
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enum retro_hw_context_type context_type;
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} glsm_ctx_params_t;
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GLuint glsm_get_current_framebuffer(void);
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bool glsm_ctl(enum glsm_state_ctl state, void *data);
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RETRO_END_DECLS
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#endif
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@ -1,479 +0,0 @@
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/* Copyright (C) 2010-2018 The RetroArch team
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*
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* ---------------------------------------------------------------------------------------
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* The following license statement only applies to this libretro SDK code part (glsmsym.h).
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* ---------------------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge,
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* to any person obtaining a copy of this software and associated documentation files (the "Software"),
|
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* to deal in the Software without restriction, including without limitation the rights to
|
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
|
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef LIBRETRO_SDK_GLSM_SYM_H
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#define LIBRETRO_SDK_GLSM_SYM_H
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#include <glsm/glsm.h>
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#include <retro_common_api.h>
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RETRO_BEGIN_DECLS
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/* deprecated old FF-style GL symbols */
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#define glTexCoord2f rglTexCoord2f
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/* more forward-compatible GL subset symbols */
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#define glDrawRangeElementsBaseVertex rglDrawRangeElementsBaseVertex
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#define glProvokingVertex rglProvokingVertex
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#define glGetInteger64v rglGetInteger64v
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#define glGenSamplers rglGenSamplers
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#define glBindSampler rglBindSampler
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#define glSamplerParameteri rglSamplerParameteri
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#define glGetBufferSubData rglGetBufferSubData
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#define glUniform2iv rglUniform2iv
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#define glUniform2uiv rglUniform2uiv
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#define glTextureView rglTextureView
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#define glGetQueryObjectuiv rglGetQueryObjectuiv
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#define glGenQueries rglGenQueries
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#define glDeleteQueries rglDeleteQueries
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#define glBeginQuery rglBeginQuery
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#define glEndQuery rglEndQuery
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#define glBlitFramebuffer rglBlitFramebuffer
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#define glVertexAttrib4f rglVertexAttrib4f
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#define glVertexAttrib4fv rglVertexAttrib4fv
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#define glDrawArrays rglDrawArrays
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#define glDrawElements rglDrawElements
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#define glCompressedTexImage2D rglCompressedTexImage2D
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#define glBindTexture rglBindTexture
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#define glActiveTexture rglActiveTexture
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#define glFramebufferTexture rglFramebufferTexture
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#define glFramebufferTexture2D rglFramebufferTexture2D
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#define glFramebufferRenderbuffer rglFramebufferRenderbuffer
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#define glDeleteFramebuffers rglDeleteFramebuffers
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#define glDeleteTextures rglDeleteTextures
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#define glDeleteBuffers rglDeleteBuffers
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#define glRenderbufferStorage rglRenderbufferStorage
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#define glBindRenderbuffer rglBindRenderbuffer
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#define glDeleteRenderbuffers rglDeleteRenderbuffers
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#define glGenRenderbuffers rglGenRenderbuffers
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#define glGenFramebuffers rglGenFramebuffers
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#define glGenTextures rglGenTextures
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#define glBindFramebuffer rglBindFramebuffer
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#define glGenerateMipmap rglGenerateMipmap
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#define glCheckFramebufferStatus rglCheckFramebufferStatus
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#define glBindFragDataLocation rglBindFragDataLocation
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#define glBindAttribLocation rglBindAttribLocation
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#define glLinkProgram rglLinkProgram
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#define glGetProgramiv rglGetProgramiv
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#define glGetShaderiv rglGetShaderiv
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#define glAttachShader rglAttachShader
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#define glDetachShader rglDetachShader
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#define glShaderSource rglShaderSource
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#define glCompileShader rglCompileShader
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#define glCreateProgram rglCreateProgram
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#define glGetShaderInfoLog rglGetShaderInfoLog
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#define glGetProgramInfoLog rglGetProgramInfoLog
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#define glIsProgram rglIsProgram
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#define glEnableVertexAttribArray rglEnableVertexAttribArray
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#define glDisableVertexAttribArray rglDisableVertexAttribArray
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#define glVertexAttribPointer rglVertexAttribPointer
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#define glVertexAttribIPointer rglVertexAttribIPointer
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#define glVertexAttribLPointer rglVertexAttribLPointer
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#define glGetUniformLocation rglGetUniformLocation
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#define glGenBuffers rglGenBuffers
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#define glDisable(T) rglDisable(S##T)
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#define glEnable(T) rglEnable(S##T)
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#define glIsEnabled(T) rglIsEnabled(S##T)
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#define glUseProgram rglUseProgram
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#define glDepthMask rglDepthMask
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#define glStencilMask rglStencilMask
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#define glBufferData rglBufferData
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#define glBufferSubData rglBufferSubData
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#define glBindBuffer rglBindBuffer
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#define glCreateShader rglCreateShader
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#define glDeleteShader rglDeleteShader
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#define glDeleteProgram rglDeleteProgram
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#define glUniform1f rglUniform1f
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#define glUniform1i rglUniform1i
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#define glUniform2f rglUniform2f
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#define glUniform2i rglUniform2i
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#define glUniform2fv rglUniform2fv
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#define glUniform3f rglUniform3f
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#define glUniform3fv rglUniform3fv
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#define glUniform4i rglUniform4i
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#define glUniform4f rglUniform4f
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#define glUniform4fv rglUniform4fv
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#define glUniform1ui rglUniform1ui
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#define glUniform2ui rglUniform2ui
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#define glUniform3ui rglUniform3ui
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#define glUniform4ui rglUniform4ui
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#define glGetActiveUniform rglGetActiveUniform
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#define glBlendFunc rglBlendFunc
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#define glBlendFuncSeparate rglBlendFuncSeparate
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#define glDepthFunc rglDepthFunc
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#define glColorMask rglColorMask
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#define glClearColor rglClearColor
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#define glViewport rglViewport
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#define glScissor rglScissor
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#define glStencilFunc rglStencilFunc
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#define glCullFace rglCullFace
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#define glStencilOp rglStencilOp
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#define glFrontFace rglFrontFace
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#define glDepthRange rglDepthRange
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#define glClearDepth rglClearDepth
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#define glPolygonOffset rglPolygonOffset
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#define glPixelStorei rglPixelStorei
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#define glReadBuffer rglReadBuffer
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#define glUniformMatrix4fv rglUniformMatrix4fv
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#define glGetAttribLocation rglGetAttribLocation
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#define glTexStorage2D rglTexStorage2D
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#define glDrawBuffers rglDrawBuffers
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#define glGenVertexArrays rglGenVertexArrays
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#define glBindVertexArray rglBindVertexArray
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#define glBlendEquation rglBlendEquation
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#define glBlendColor rglBlendColor
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#define glBlendEquationSeparate rglBlendEquationSeparate
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#define glCopyImageSubData rglCopyImageSubData
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#define glMapBuffer rglMapBuffer
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#define glUnmapBuffer rglUnmapBuffer
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#define glMapBufferRange rglMapBufferRange
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#define glUniformBlockBinding rglUniformBlockBinding
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#define glGetUniformBlockIndex rglGetUniformBlockIndex
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#define glGetActiveUniformBlockiv rglGetActiveUniformBlockiv
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#define glBindBufferBase rglBindBufferBase
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#define glGetUniformIndices rglGetUniformIndices
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#define glGetActiveUniformsiv rglGetActiveUniformsiv
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#define glGetError rglGetError
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#define glClear rglClear
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#define glPolygonMode rglPolygonMode
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#define glLineWidth rglLineWidth
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#define glTexImage3D rglTexImage3D
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#define glTexImage2DMultisample rglTexImage2DMultisample
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#define glTexStorage2DMultisample rglTexStorage2DMultisample
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#define glMemoryBarrier rglMemoryBarrier
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#define glBindImageTexture rglBindImageTexture
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#define glProgramBinary rglProgramBinary
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#define glGetProgramBinary rglGetProgramBinary
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#define glProgramParameteri rglProgramParameteri
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#define glTexSubImage2D rglTexSubImage2D
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#define glDeleteVertexArrays rglDeleteVertexArrays
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#define glRenderbufferStorageMultisample rglRenderbufferStorageMultisample
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#define glUniform1iv rglUniform1iv
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#define glUniform1fv rglUniform1fv
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#define glValidateProgram rglValidateProgram
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||||
#define glGetStringi rglGetStringi
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#define glTexBuffer rglTexBuffer
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#define glClearBufferfv rglClearBufferfv
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||||
#define glClearBufferfi rglClearBufferfi
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#define glWaitSync rglWaitSync
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||||
#define glFenceSync rglFenceSync
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||||
#define glDeleteSync rglDeleteSync
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||||
#define glBufferStorage rglBufferStorage
|
||||
#define glFlushMappedBufferRange rglFlushMappedBufferRange
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||||
#define glClientWaitSync rglClientWaitSync
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||||
#define glDrawElementsBaseVertex rglDrawElementsBaseVertex
|
||||
|
||||
const GLubyte* rglGetStringi(GLenum name, GLuint index);
|
||||
void rglTexBuffer(GLenum target, GLenum internalFormat, GLuint buffer);
|
||||
void rglClearBufferfv( GLenum buffer,
|
||||
GLint drawBuffer,
|
||||
const GLfloat * value);
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||||
void rglClearBufferfi( GLenum buffer,
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GLint drawBuffer,
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||||
GLfloat depth,
|
||||
GLint stencil);
|
||||
void rglValidateProgram(GLuint program);
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||||
void rglRenderbufferStorageMultisample( GLenum target,
|
||||
GLsizei samples,
|
||||
GLenum internalformat,
|
||||
GLsizei width,
|
||||
GLsizei height);
|
||||
void rglUniform1iv(GLint location, GLsizei count, const GLint *value);
|
||||
void rglUniform1fv(GLint location, GLsizei count, const GLfloat *value);
|
||||
void rglProgramParameteri( GLuint program,
|
||||
GLenum pname,
|
||||
GLint value);
|
||||
void rglGetProgramBinary( GLuint program,
|
||||
GLsizei bufsize,
|
||||
GLsizei *length,
|
||||
GLenum *binaryFormat,
|
||||
void *binary);
|
||||
void rglProgramBinary(GLuint program,
|
||||
GLenum binaryFormat,
|
||||
const void *binary,
|
||||
GLsizei length);
|
||||
void rglBindImageTexture( GLuint unit,
|
||||
GLuint texture,
|
||||
GLint level,
|
||||
GLboolean layered,
|
||||
GLint layer,
|
||||
GLenum access,
|
||||
GLenum format);
|
||||
void rglTexStorage2DMultisample(GLenum target, GLsizei samples,
|
||||
GLenum internalformat, GLsizei width, GLsizei height,
|
||||
GLboolean fixedsamplelocations);
|
||||
void rglGetActiveUniformsiv( GLuint program,
|
||||
GLsizei uniformCount,
|
||||
const GLuint *uniformIndices,
|
||||
GLenum pname,
|
||||
GLint *params);
|
||||
void rglGetUniformIndices( GLuint program,
|
||||
GLsizei uniformCount,
|
||||
const GLchar **uniformNames,
|
||||
GLuint *uniformIndices);
|
||||
void rglBindBufferBase( GLenum target,
|
||||
GLuint index,
|
||||
GLuint buffer);
|
||||
void rglGetActiveUniformBlockiv( GLuint program,
|
||||
GLuint uniformBlockIndex,
|
||||
GLenum pname,
|
||||
GLint *params);
|
||||
GLuint rglGetUniformBlockIndex( GLuint program,
|
||||
const GLchar *uniformBlockName);
|
||||
void * rglMapBuffer( GLenum target, GLenum access);
|
||||
void *rglMapBufferRange( GLenum target,
|
||||
GLintptr offset,
|
||||
GLsizeiptr length,
|
||||
GLbitfield access);
|
||||
GLboolean rglUnmapBuffer( GLenum target);
|
||||
void rglBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
void rglBlendEquation(GLenum mode);
|
||||
void rglGenVertexArrays(GLsizei n, GLuint *arrays);
|
||||
void rglReadBuffer(GLenum mode);
|
||||
void rglPixelStorei(GLenum pname, GLint param);
|
||||
void rglTexCoord2f(GLfloat s, GLfloat t);
|
||||
void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
|
||||
const GLvoid * indices);
|
||||
void rglTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat,
|
||||
GLsizei width, GLsizei height);
|
||||
void rglCompressedTexImage2D(GLenum target, GLint level,
|
||||
GLenum internalformat, GLsizei width, GLsizei height,
|
||||
GLint border, GLsizei imageSize, const GLvoid *data);
|
||||
void glBindTexture(GLenum target, GLuint texture);
|
||||
void glActiveTexture(GLenum texture);
|
||||
void rglFramebufferTexture(GLenum target, GLenum attachment,
|
||||
GLuint texture, GLint level);
|
||||
void rglFramebufferTexture2D(GLenum target, GLenum attachment,
|
||||
GLenum textarget, GLuint texture, GLint level);
|
||||
void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
|
||||
GLenum renderbuffertarget, GLuint renderbuffer);
|
||||
void rglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
|
||||
void rglRenderbufferStorage(GLenum target, GLenum internalFormat,
|
||||
GLsizei width, GLsizei height);
|
||||
void rglDeleteTextures(GLsizei n, const GLuint *textures);
|
||||
void rglBindRenderbuffer(GLenum target, GLuint renderbuffer);
|
||||
void rglDeleteRenderbuffers(GLsizei n, GLuint *renderbuffers);
|
||||
void rglGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
|
||||
void rglGenFramebuffers(GLsizei n, GLuint *ids);
|
||||
void rglGenTextures(GLsizei n, GLuint *textures);
|
||||
void rglBindFramebuffer(GLenum target, GLuint framebuffer);
|
||||
void rglGenerateMipmap(GLenum target);
|
||||
GLenum rglCheckFramebufferStatus(GLenum target);
|
||||
void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
|
||||
const char * name);
|
||||
void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
|
||||
void rglLinkProgram(GLuint program);
|
||||
void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params);
|
||||
void rglGetShaderiv(GLuint shader, GLenum pname, GLint *params);
|
||||
void rglAttachShader(GLuint program, GLuint shader);
|
||||
void rglShaderSource(GLuint shader, GLsizei count,
|
||||
const GLchar **string, const GLint *length);
|
||||
void rglCompileShader(GLuint shader);
|
||||
GLuint rglCreateProgram(void);
|
||||
void rglGetShaderInfoLog(GLuint shader, GLsizei maxLength,
|
||||
GLsizei *length, GLchar *infoLog);
|
||||
void rglGetProgramInfoLog(GLuint shader, GLsizei maxLength,
|
||||
GLsizei *length, GLchar *infoLog);
|
||||
GLboolean rglIsProgram(GLuint program);
|
||||
void rglEnableVertexAttribArray(GLuint index);
|
||||
void rglDisableVertexAttribArray(GLuint index);
|
||||
void rglVertexAttribPointer(GLuint name, GLint size,
|
||||
GLenum type, GLboolean normalized, GLsizei stride,
|
||||
const GLvoid* pointer);
|
||||
GLint rglGetUniformLocation(GLuint program, const GLchar *name);
|
||||
void rglGenBuffers(GLsizei n, GLuint *buffers);
|
||||
void rglDisable(GLenum cap);
|
||||
void rglEnable(GLenum cap);
|
||||
void rglUseProgram(GLuint program);
|
||||
void rglDepthMask(GLboolean flag);
|
||||
void rglStencilMask(GLenum mask);
|
||||
void rglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
|
||||
void rglBufferSubData(GLenum target, GLintptr offset,
|
||||
GLsizeiptr size, const GLvoid *data);
|
||||
void rglBindBuffer(GLenum target, GLuint buffer);
|
||||
GLuint rglCreateShader(GLenum shader);
|
||||
void rglDeleteShader(GLuint shader);
|
||||
void rglUniform1f(GLint location, GLfloat v0);
|
||||
void rglUniform1i(GLint location, GLint v0);
|
||||
void rglUniform2f(GLint location, GLfloat v0, GLfloat v1);
|
||||
void rglUniform2i(GLint location, GLint v0, GLint v1);
|
||||
void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value);
|
||||
void rglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
|
||||
void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value);
|
||||
void rglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
|
||||
void rglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
|
||||
void rglUniform4fv(GLint location, GLsizei count, const GLfloat *value);
|
||||
void rglBlendFunc(GLenum sfactor, GLenum dfactor);
|
||||
void rglBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
|
||||
GLenum dstAlpha);
|
||||
void rglDepthFunc(GLenum func);
|
||||
void rglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
|
||||
void rglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
|
||||
void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
void rglScissor(GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
GLboolean rglIsEnabled(GLenum cap);
|
||||
void rglStencilFunc(GLenum func, GLint ref, GLuint mask);
|
||||
void rglCullFace(GLenum mode);
|
||||
void rglStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||
void rglFrontFace(GLenum mode);
|
||||
void rglDepthRange(GLclampd zNear, GLclampd zFar);
|
||||
void rglClearDepth(GLdouble depth);
|
||||
void rglPolygonOffset(GLfloat factor, GLfloat units);
|
||||
void rglDrawArrays(GLenum mode, GLint first, GLsizei count);
|
||||
void rglVertexAttrib4f(GLuint name, GLfloat x, GLfloat y,
|
||||
GLfloat z, GLfloat w);
|
||||
void rglVertexAttrib4fv(GLuint name, GLfloat* v);
|
||||
void rglDeleteProgram(GLuint program);
|
||||
void rglDeleteBuffers(GLsizei n, const GLuint *buffers);
|
||||
void rglUniform2uiv( GLint location,
|
||||
GLsizei count,
|
||||
const GLuint *value);
|
||||
void rglTextureView( GLuint texture,
|
||||
GLenum target,
|
||||
GLuint origtexture,
|
||||
GLenum internalformat,
|
||||
GLuint minlevel,
|
||||
GLuint numlevels,
|
||||
GLuint minlayer,
|
||||
GLuint numlayers);
|
||||
void rglGenQueries( GLsizei n,
|
||||
GLuint * ids);
|
||||
void rglDeleteQueries( GLsizei n,
|
||||
const GLuint * ids);
|
||||
void rglBeginQuery( GLenum target,
|
||||
GLuint id);
|
||||
void rglEndQuery( GLenum target);
|
||||
void rglGetQueryObjectuiv( GLuint id,
|
||||
GLenum pname,
|
||||
GLuint * params);
|
||||
void rglBlitFramebuffer(
|
||||
GLint srcX0, GLint srcY0,
|
||||
GLint srcX1, GLint srcY1,
|
||||
GLint dstX0, GLint dstY0,
|
||||
GLint dstX1, GLint dstY1,
|
||||
GLbitfield mask, GLenum filter);
|
||||
void rglDetachShader(GLuint program, GLuint shader);
|
||||
void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
|
||||
const GLfloat *value);
|
||||
GLint rglGetAttribLocation(GLuint program, const GLchar *name);
|
||||
void rglDrawBuffers(GLsizei n, const GLenum *bufs);
|
||||
void rglBindVertexArray(GLuint array);
|
||||
|
||||
void rglGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize,
|
||||
GLsizei *length, GLint *size, GLenum *type, GLchar *name);
|
||||
void rglUniform1ui(GLint location, GLuint v);
|
||||
void rglUniform2ui(GLint location, GLuint v0, GLuint v1);
|
||||
void rglUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
|
||||
void rglUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
|
||||
void rglBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
|
||||
void rglCopyImageSubData( GLuint srcName,
|
||||
GLenum srcTarget,
|
||||
GLint srcLevel,
|
||||
GLint srcX,
|
||||
GLint srcY,
|
||||
GLint srcZ,
|
||||
GLuint dstName,
|
||||
GLenum dstTarget,
|
||||
GLint dstLevel,
|
||||
GLint dstX,
|
||||
GLint dstY,
|
||||
GLint dstZ,
|
||||
GLsizei srcWidth,
|
||||
GLsizei srcHeight,
|
||||
GLsizei srcDepth);
|
||||
void rglVertexAttribIPointer(
|
||||
GLuint index,
|
||||
GLint size,
|
||||
GLenum type,
|
||||
GLsizei stride,
|
||||
const GLvoid * pointer);
|
||||
void rglVertexAttribLPointer(
|
||||
GLuint index,
|
||||
GLint size,
|
||||
GLenum type,
|
||||
GLsizei stride,
|
||||
const GLvoid * pointer);
|
||||
void rglUniformBlockBinding( GLuint program,
|
||||
GLuint uniformBlockIndex,
|
||||
GLuint uniformBlockBinding);
|
||||
GLenum rglGetError(void);
|
||||
void rglClear(GLbitfield mask);
|
||||
void rglPolygonMode(GLenum face, GLenum mode);
|
||||
void rglLineWidth(GLfloat width);
|
||||
void rglTexImage3D( GLenum target,
|
||||
GLint level,
|
||||
GLint internalFormat,
|
||||
GLsizei width,
|
||||
GLsizei height,
|
||||
GLsizei depth,
|
||||
GLint border,
|
||||
GLenum format,
|
||||
GLenum type,
|
||||
const GLvoid * data);
|
||||
void rglTexImage2DMultisample( GLenum target,
|
||||
GLsizei samples,
|
||||
GLenum internalformat,
|
||||
GLsizei width,
|
||||
GLsizei height,
|
||||
GLboolean fixedsamplelocations);
|
||||
void rglMemoryBarrier( GLbitfield barriers);
|
||||
void rglTexSubImage2D( GLenum target,
|
||||
GLint level,
|
||||
GLint xoffset,
|
||||
GLint yoffset,
|
||||
GLsizei width,
|
||||
GLsizei height,
|
||||
GLenum format,
|
||||
GLenum type,
|
||||
const GLvoid * pixels);
|
||||
void rglDeleteVertexArrays(GLsizei n, const GLuint *arrays);
|
||||
void *rglFenceSync(GLenum condition, GLbitfield flags);
|
||||
void rglDeleteSync(void *sync);
|
||||
void rglWaitSync(void *sync, GLbitfield flags, uint64_t timeout);
|
||||
void rglBufferStorage(GLenum target, GLsizeiptr size, const GLvoid *data, GLbitfield flags);
|
||||
void rglFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
|
||||
GLenum rglClientWaitSync(void *sync, GLbitfield flags, uint64_t timeout);
|
||||
void rglDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
|
||||
GLvoid *indices, GLint basevertex);
|
||||
void rglGetBufferSubData( GLenum target,
|
||||
GLintptr offset,
|
||||
GLsizeiptr size,
|
||||
GLvoid * data);
|
||||
void rglSamplerParameteri( GLuint sampler,
|
||||
GLenum pname,
|
||||
GLint param);
|
||||
void rglBindSampler( GLuint unit,
|
||||
GLuint sampler);
|
||||
void rglGenSamplers( GLsizei n,
|
||||
GLuint *samplers);
|
||||
void rglGetInteger64v( GLenum pname,
|
||||
int64_t * data);
|
||||
void rglUniform2iv( GLint location,
|
||||
GLsizei count,
|
||||
const GLint *value);
|
||||
void rglProvokingVertex( GLenum provokeMode);
|
||||
void rglDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLvoid *indices, GLint basevertex);
|
||||
|
||||
RETRO_END_DECLS
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user