mirror of
https://github.com/libretro/RetroArch
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264 lines
13 KiB
C
264 lines
13 KiB
C
/*
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*
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* Copyright (c) 2002-2012, NVIDIA Corporation.
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*
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*
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*
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* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
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* of your agreement to the following terms, and your use, installation,
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* modification or redistribution of this NVIDIA software constitutes
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* acceptance of these terms. If you do not agree with these terms, please do
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* not use, install, modify or redistribute this NVIDIA software.
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*
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*
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*
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* In consideration of your agreement to abide by the following terms, and
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* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
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* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
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* Software"), to use, reproduce, modify and redistribute the NVIDIA
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* Software, with or without modifications, in source and/or binary forms;
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* provided that if you redistribute the NVIDIA Software, you must retain the
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* copyright notice of NVIDIA, this notice and the following text and
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* disclaimers in all such redistributions of the NVIDIA Software. Neither the
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* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
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* to endorse or promote products derived from the NVIDIA Software without
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* specific prior written permission from NVIDIA. Except as expressly stated
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* in this notice, no other rights or licenses express or implied, are granted
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* by NVIDIA herein, including but not limited to any patent rights that may be
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* infringed by your derivative works or by other works in which the NVIDIA
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* Software may be incorporated. No hardware is licensed hereunder.
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*
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*
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*
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* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
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* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
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* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
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* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
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*
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*
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*
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* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
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* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
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* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
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* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
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* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
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* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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#ifndef _cggl_h
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#define _cggl_h
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/*************************************************************************/
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/*** CGGL Run-Time Library API ***/
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/*************************************************************************/
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#include <Cg/cg.h>
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#ifdef _WIN32
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# ifndef APIENTRY /* From Win32's <windef.h> */
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# define CGGL_APIENTRY_DEFINED
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# if (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__) || defined(__LCC__)
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# define APIENTRY __stdcall
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# else
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# define APIENTRY
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# endif
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# endif
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# ifndef WINGDIAPI /* From Win32's <wingdi.h> and <winnt.h> */
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# define CGGL_WINGDIAPI_DEFINED
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# define WINGDIAPI __declspec(dllimport)
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# endif
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#endif /* _WIN32 */
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/* Set up CGGL_API for Win32 dllexport or gcc visibility. */
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#ifndef CGGL_API
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# ifdef CGGL_EXPORTS
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# ifdef _WIN32
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# define CGGL_API __declspec(dllexport)
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# elif defined(__GNUC__) && __GNUC__>=4
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# define CGGL_API __attribute__ ((visibility("default")))
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# elif defined(__SUNPRO_C) || defined(__SUNPRO_CC)
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# define CGGL_API __global
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# else
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# define CGGL_API
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# endif
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# else
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# define CGGL_API
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# endif
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#endif
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#ifndef CGGLENTRY
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# ifdef _WIN32
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# define CGGLENTRY __cdecl
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# else
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# define CGGLENTRY
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# endif
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#endif
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/* Use CGGL_NO_OPENGL to avoid including OpenGL headers. */
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#ifndef CGGL_NO_OPENGL
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# ifdef __APPLE__
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# include <OpenGL/gl.h>
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# else
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# include <GL/gl.h>
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# endif
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#endif
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/*************************************************************************/
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/*** Data types and enumerants ***/
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/*************************************************************************/
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typedef enum
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{
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CG_GL_MATRIX_IDENTITY = 0,
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CG_GL_MATRIX_TRANSPOSE = 1,
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CG_GL_MATRIX_INVERSE = 2,
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CG_GL_MATRIX_INVERSE_TRANSPOSE = 3,
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CG_GL_MODELVIEW_MATRIX = 4,
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CG_GL_PROJECTION_MATRIX = 5,
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CG_GL_TEXTURE_MATRIX = 6,
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CG_GL_MODELVIEW_PROJECTION_MATRIX = 7,
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CG_GL_VERTEX = 8,
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CG_GL_FRAGMENT = 9,
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CG_GL_GEOMETRY = 10,
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CG_GL_TESSELLATION_CONTROL = 11,
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CG_GL_TESSELLATION_EVALUATION = 12
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} CGGLenum;
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typedef enum
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{
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CG_GL_GLSL_DEFAULT = 0,
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CG_GL_GLSL_100 = 1,
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CG_GL_GLSL_110 = 2,
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CG_GL_GLSL_120 = 3
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} CGGLglslversion;
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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/*************************************************************************/
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/*** Functions ***/
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/*************************************************************************/
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#ifndef CGGL_EXPLICIT
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CGGL_API CGbool CGGLENTRY cgGLIsProfileSupported(CGprofile profile);
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CGGL_API void CGGLENTRY cgGLEnableProfile(CGprofile profile);
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CGGL_API void CGGLENTRY cgGLDisableProfile(CGprofile profile);
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CGGL_API CGprofile CGGLENTRY cgGLGetLatestProfile(CGGLenum profile_type);
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CGGL_API void CGGLENTRY cgGLSetOptimalOptions(CGprofile profile);
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CGGL_API char const ** CGGLENTRY cgGLGetOptimalOptions(CGprofile profile);
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CGGL_API void CGGLENTRY cgGLLoadProgram(CGprogram program);
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CGGL_API void CGGLENTRY cgGLUnloadProgram(CGprogram program);
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CGGL_API CGbool CGGLENTRY cgGLIsProgramLoaded(CGprogram program);
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CGGL_API void CGGLENTRY cgGLBindProgram(CGprogram program);
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CGGL_API void CGGLENTRY cgGLUnbindProgram(CGprofile profile);
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CGGL_API GLuint CGGLENTRY cgGLGetProgramID(CGprogram program);
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CGGL_API void CGGLENTRY cgGLSetParameter1f(CGparameter param, float x);
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CGGL_API void CGGLENTRY cgGLSetParameter2f(CGparameter param, float x, float y);
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CGGL_API void CGGLENTRY cgGLSetParameter3f(CGparameter param, float x, float y, float z);
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CGGL_API void CGGLENTRY cgGLSetParameter4f(CGparameter param, float x, float y, float z, float w);
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CGGL_API void CGGLENTRY cgGLSetParameter1fv(CGparameter param, const float *v);
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CGGL_API void CGGLENTRY cgGLSetParameter2fv(CGparameter param, const float *v);
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CGGL_API void CGGLENTRY cgGLSetParameter3fv(CGparameter param, const float *v);
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CGGL_API void CGGLENTRY cgGLSetParameter4fv(CGparameter param, const float *v);
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CGGL_API void CGGLENTRY cgGLSetParameter1d(CGparameter param, double x);
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CGGL_API void CGGLENTRY cgGLSetParameter2d(CGparameter param, double x, double y);
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CGGL_API void CGGLENTRY cgGLSetParameter3d(CGparameter param, double x, double y, double z);
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CGGL_API void CGGLENTRY cgGLSetParameter4d(CGparameter param, double x, double y, double z, double w);
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CGGL_API void CGGLENTRY cgGLSetParameter1dv(CGparameter param, const double *v);
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CGGL_API void CGGLENTRY cgGLSetParameter2dv(CGparameter param, const double *v);
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CGGL_API void CGGLENTRY cgGLSetParameter3dv(CGparameter param, const double *v);
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CGGL_API void CGGLENTRY cgGLSetParameter4dv(CGparameter param, const double *v);
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CGGL_API void CGGLENTRY cgGLGetParameter1f(CGparameter param, float *v);
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CGGL_API void CGGLENTRY cgGLGetParameter2f(CGparameter param, float *v);
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CGGL_API void CGGLENTRY cgGLGetParameter3f(CGparameter param, float *v);
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CGGL_API void CGGLENTRY cgGLGetParameter4f(CGparameter param, float *v);
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CGGL_API void CGGLENTRY cgGLGetParameter1d(CGparameter param, double *v);
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CGGL_API void CGGLENTRY cgGLGetParameter2d(CGparameter param, double *v);
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CGGL_API void CGGLENTRY cgGLGetParameter3d(CGparameter param, double *v);
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CGGL_API void CGGLENTRY cgGLGetParameter4d(CGparameter param, double *v);
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CGGL_API void CGGLENTRY cgGLSetParameterArray1f(CGparameter param, long offset, long nelements, const float *v);
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CGGL_API void CGGLENTRY cgGLSetParameterArray2f(CGparameter param, long offset, long nelements, const float *v);
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CGGL_API void CGGLENTRY cgGLSetParameterArray3f(CGparameter param, long offset, long nelements, const float *v);
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CGGL_API void CGGLENTRY cgGLSetParameterArray4f(CGparameter param, long offset, long nelements, const float *v);
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CGGL_API void CGGLENTRY cgGLSetParameterArray1d(CGparameter param, long offset, long nelements, const double *v);
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CGGL_API void CGGLENTRY cgGLSetParameterArray2d(CGparameter param, long offset, long nelements, const double *v);
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CGGL_API void CGGLENTRY cgGLSetParameterArray3d(CGparameter param, long offset, long nelements, const double *v);
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CGGL_API void CGGLENTRY cgGLSetParameterArray4d(CGparameter param, long offset, long nelements, const double *v);
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CGGL_API void CGGLENTRY cgGLGetParameterArray1f(CGparameter param, long offset, long nelements, float *v);
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CGGL_API void CGGLENTRY cgGLGetParameterArray2f(CGparameter param, long offset, long nelements, float *v);
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CGGL_API void CGGLENTRY cgGLGetParameterArray3f(CGparameter param, long offset, long nelements, float *v);
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CGGL_API void CGGLENTRY cgGLGetParameterArray4f(CGparameter param, long offset, long nelements, float *v);
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CGGL_API void CGGLENTRY cgGLGetParameterArray1d(CGparameter param, long offset, long nelements, double *v);
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CGGL_API void CGGLENTRY cgGLGetParameterArray2d(CGparameter param, long offset, long nelements, double *v);
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CGGL_API void CGGLENTRY cgGLGetParameterArray3d(CGparameter param, long offset, long nelements, double *v);
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CGGL_API void CGGLENTRY cgGLGetParameterArray4d(CGparameter param, long offset, long nelements, double *v);
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CGGL_API void CGGLENTRY cgGLSetParameterPointer(CGparameter param, GLint fsize, GLenum type, GLsizei stride, const GLvoid *pointer);
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CGGL_API void CGGLENTRY cgGLEnableClientState(CGparameter param);
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CGGL_API void CGGLENTRY cgGLDisableClientState(CGparameter param);
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CGGL_API void CGGLENTRY cgGLSetMatrixParameterdr(CGparameter param, const double *matrix);
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CGGL_API void CGGLENTRY cgGLSetMatrixParameterfr(CGparameter param, const float *matrix);
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CGGL_API void CGGLENTRY cgGLSetMatrixParameterdc(CGparameter param, const double *matrix);
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CGGL_API void CGGLENTRY cgGLSetMatrixParameterfc(CGparameter param, const float *matrix);
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CGGL_API void CGGLENTRY cgGLGetMatrixParameterdr(CGparameter param, double *matrix);
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CGGL_API void CGGLENTRY cgGLGetMatrixParameterfr(CGparameter param, float *matrix);
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CGGL_API void CGGLENTRY cgGLGetMatrixParameterdc(CGparameter param, double *matrix);
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CGGL_API void CGGLENTRY cgGLGetMatrixParameterfc(CGparameter param, float *matrix);
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CGGL_API void CGGLENTRY cgGLSetStateMatrixParameter(CGparameter param, CGGLenum matrix, CGGLenum transform);
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CGGL_API void CGGLENTRY cgGLSetMatrixParameterArrayfc(CGparameter param, long offset, long nelements, const float *matrices);
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CGGL_API void CGGLENTRY cgGLSetMatrixParameterArrayfr(CGparameter param, long offset, long nelements, const float *matrices);
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CGGL_API void CGGLENTRY cgGLSetMatrixParameterArraydc(CGparameter param, long offset, long nelements, const double *matrices);
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CGGL_API void CGGLENTRY cgGLSetMatrixParameterArraydr(CGparameter param, long offset, long nelements, const double *matrices);
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CGGL_API void CGGLENTRY cgGLGetMatrixParameterArrayfc(CGparameter param, long offset, long nelements, float *matrices);
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CGGL_API void CGGLENTRY cgGLGetMatrixParameterArrayfr(CGparameter param, long offset, long nelements, float *matrices);
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CGGL_API void CGGLENTRY cgGLGetMatrixParameterArraydc(CGparameter param, long offset, long nelements, double *matrices);
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CGGL_API void CGGLENTRY cgGLGetMatrixParameterArraydr(CGparameter param, long offset, long nelements, double *matrices);
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CGGL_API void CGGLENTRY cgGLSetTextureParameter(CGparameter param, GLuint texobj);
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CGGL_API GLuint CGGLENTRY cgGLGetTextureParameter(CGparameter param);
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CGGL_API void CGGLENTRY cgGLEnableTextureParameter(CGparameter param);
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CGGL_API void CGGLENTRY cgGLDisableTextureParameter(CGparameter param);
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CGGL_API GLenum CGGLENTRY cgGLGetTextureEnum(CGparameter param);
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CGGL_API void CGGLENTRY cgGLSetManageTextureParameters(CGcontext ctx, CGbool flag);
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CGGL_API CGbool CGGLENTRY cgGLGetManageTextureParameters(CGcontext ctx);
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CGGL_API void CGGLENTRY cgGLSetupSampler(CGparameter param, GLuint texobj);
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CGGL_API void CGGLENTRY cgGLRegisterStates(CGcontext ctx);
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CGGL_API void CGGLENTRY cgGLEnableProgramProfiles(CGprogram program);
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CGGL_API void CGGLENTRY cgGLDisableProgramProfiles(CGprogram program);
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CGGL_API void CGGLENTRY cgGLSetDebugMode(CGbool debug);
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CGGL_API CGbuffer CGGLENTRY cgGLCreateBuffer(CGcontext context, int size, const void *data, GLenum bufferUsage);
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CGGL_API GLuint CGGLENTRY cgGLGetBufferObject(CGbuffer buffer);
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CGGL_API CGbuffer CGGLENTRY cgGLCreateBufferFromObject(CGcontext context, GLuint obj, CGbool manageObject);
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CGGL_API void CGGLENTRY cgGLSetContextOptimalOptions(CGcontext context, CGprofile profile);
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CGGL_API char const ** CGGLENTRY cgGLGetContextOptimalOptions(CGcontext context, CGprofile profile);
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CGGL_API void CGGLENTRY cgGLSetContextGLSLVersion(CGcontext context, CGGLglslversion version);
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CGGL_API CGGLglslversion CGGLENTRY cgGLGetContextGLSLVersion(CGcontext context);
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CGGL_API const char * CGGLENTRY cgGLGetGLSLVersionString(CGGLglslversion version);
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CGGL_API CGGLglslversion CGGLENTRY cgGLGetGLSLVersion(const char *version_string);
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CGGL_API CGGLglslversion CGGLENTRY cgGLDetectGLSLVersion(void);
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#endif
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#ifdef __cplusplus
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}
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#endif
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#ifdef CGGL_APIENTRY_DEFINED
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# undef CGGL_APIENTRY_DEFINED
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# undef APIENTRY
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#endif
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#ifdef CGGL_WINGDIAPI_DEFINED
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# undef CGGL_WINGDIAPI_DEFINED
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# undef WINGDIAPI
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#endif
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#endif
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