/* Copyright (C) 2010-2016 The RetroArch team * * --------------------------------------------------------------------------------------- * The following license statement only applies to this libretro SDK code part (glsmsym.h). * --------------------------------------------------------------------------------------- * * Permission is hereby granted, free of charge, * to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to * 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, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef LIBRETRO_SDK_GLSM_SYM_H #define LIBRETRO_SDK_GLSM_SYM_H #include #ifdef __cplusplus extern "C" { #endif /* deprecated old FF-style GL symbols */ #define glTexCoord2f rglTexCoord2f /* more forward-compatible GL subset symbols */ #define glBlitFramebuffer rglBlitFramebuffer #define glVertexAttrib4f rglVertexAttrib4f #define glVertexAttrib4fv rglVertexAttrib4fv #define glDrawArrays rglDrawArrays #define glDrawElements rglDrawElements #define glCompressedTexImage2D rglCompressedTexImage2D #define glBindTexture rglBindTexture #define glActiveTexture rglActiveTexture #define glFramebufferTexture2D rglFramebufferTexture2D #define glFramebufferRenderbuffer rglFramebufferRenderbuffer #define glDeleteFramebuffers rglDeleteFramebuffers #define glDeleteTextures rglDeleteTextures #define glDeleteBuffers rglDeleteBuffers #define glRenderbufferStorage rglRenderbufferStorage #define glBindRenderbuffer rglBindRenderbuffer #define glDeleteRenderbuffers rglDeleteRenderbuffers #define glGenRenderbuffers rglGenRenderbuffers #define glGenFramebuffers rglGenFramebuffers #define glGenTextures rglGenTextures #define glBindFramebuffer rglBindFramebuffer #define glGenerateMipmap rglGenerateMipmap #define glCheckFramebufferStatus rglCheckFramebufferStatus #define glBindFragDataLocation rglBindFragDataLocation #define glBindAttribLocation rglBindAttribLocation #define glLinkProgram rglLinkProgram #define glGetProgramiv rglGetProgramiv #define glGetShaderiv rglGetShaderiv #define glAttachShader rglAttachShader #define glShaderSource rglShaderSource #define glCompileShader rglCompileShader #define glCreateProgram rglCreateProgram #define glGetShaderInfoLog rglGetShaderInfoLog #define glGetProgramInfoLog rglGetProgramInfoLog #define glIsProgram rglIsProgram #define glEnableVertexAttribArray rglEnableVertexAttribArray #define glDisableVertexAttribArray rglDisableVertexAttribArray #define glVertexAttribPointer rglVertexAttribPointer #define glGetUniformLocation rglGetUniformLocation #define glGenBuffers rglGenBuffers #define glDisable(T) rglDisable(S##T) #define glEnable(T) rglEnable(S##T) #define glIsEnabled(T) rglIsEnabled(S##T) #define glUseProgram rglUseProgram #define glDepthMask rglDepthMask #define glStencilMask rglStencilMask #define glBufferData rglBufferData #define glBufferSubData rglBufferSubData #define glBindBuffer rglBindBuffer #define glCreateShader rglCreateShader #define glDeleteShader rglDeleteShader #define glDeleteProgram rglDeleteProgram #define glUniform1f rglUniform1f #define glUniform1i rglUniform1i #define glUniform2f rglUniform2f #define glUniform2i rglUniform2i #define glUniform2fv rglUniform2fv #define glUniform3f rglUniform3f #define glUniform3fv rglUniform3fv #define glUniform4f rglUniform4f #define glUniform4fv rglUniform4fv #define glBlendFunc rglBlendFunc #define glBlendFuncSeparate rglBlendFuncSeparate #define glDepthFunc rglDepthFunc #define glColorMask rglColorMask #define glClearColor rglClearColor #define glViewport rglViewport #define glScissor rglScissor #define glStencilFunc rglStencilFunc #define glCullFace rglCullFace #define glStencilOp rglStencilOp #define glFrontFace rglFrontFace #define glDepthRange rglDepthRange #define glClearDepth rglClearDepth #define glPolygonOffset rglPolygonOffset #define glPixelStorei rglPixelStorei #define glReadBuffer rglReadBuffer 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 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 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, 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 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 rglBlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #ifdef __cplusplus } #endif #endif