2016-02-12 01:42:33 +01:00

217 lines
10 KiB
C

/* 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 <glsm/glsm.h>
#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