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https://github.com/CTCaer/RetroArch.git
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(GLSM) Add comments
This commit is contained in:
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0c0134d4d6
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4750e87c76
@ -184,6 +184,12 @@ static struct gl_cached_state gl_state;
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/* GL wrapper-side */
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/*
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* Category: FBO
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*
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* Core in:
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* OpenGL : 3.0
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*/
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void rglBlitFramebuffer(
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GLint srcX0, GLint srcY0,
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GLint srcX1, GLint srcY1,
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@ -291,11 +297,21 @@ void rglStencilFunc(GLenum func, GLint ref, GLuint mask)
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gl_state.stencilfunc.mask = mask;
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}
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/*
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*
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* Core in:
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* OpenGL : 1.0
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*/
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GLboolean rglIsEnabled(GLenum cap)
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{
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return gl_state.cap_state[cap] ? GL_TRUE : GL_FALSE;
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}
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/*
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*
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* Core in:
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* OpenGL : 1.0
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*/
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void rglClearColor(GLclampf red, GLclampf green,
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GLclampf blue, GLclampf alpha)
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{
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@ -318,6 +334,11 @@ void rglScissor(GLint x, GLint y, GLsizei width, GLsizei height)
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gl_state.scissor.h = height;
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}
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/*
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*
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* Core in:
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* OpenGL : 1.0
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*/
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void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -337,6 +358,12 @@ void rglBlendFunc(GLenum sfactor, GLenum dfactor)
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glBlendFunc(sfactor, dfactor);
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}
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/*
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* Category: Blending
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*
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* Core in:
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* OpenGL : 1.4
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*/
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void rglBlendFuncSeparate(GLenum sfactor, GLenum dfactor)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -348,6 +375,12 @@ void rglBlendFuncSeparate(GLenum sfactor, GLenum dfactor)
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glBlendFunc(sfactor, dfactor);
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}
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/*
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* Category: Textures
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*
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* Core in:
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* OpenGL : 1.3
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*/
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void rglActiveTexture(GLenum texture)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -355,6 +388,11 @@ void rglActiveTexture(GLenum texture)
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gl_state.active_texture = texture - GL_TEXTURE0;
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}
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/*
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*
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* Core in:
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* OpenGL : 1.1
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*/
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void rglBindTexture(GLenum target, GLuint texture)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -362,6 +400,11 @@ void rglBindTexture(GLenum target, GLuint texture)
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gl_state.bind_textures.ids[gl_state.active_texture] = texture;
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}
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/*
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*
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* Core in:
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* OpenGL : 1.0
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*/
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void rglDisable(GLenum cap)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -369,6 +412,11 @@ void rglDisable(GLenum cap)
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gl_state.cap_state[cap] = 0;
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}
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/*
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*
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* Core in:
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* OpenGL : 1.0
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*/
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void rglEnable(GLenum cap)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -376,6 +424,12 @@ void rglEnable(GLenum cap)
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gl_state.cap_state[cap] = 1;
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}
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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglUseProgram(GLuint program)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -383,6 +437,11 @@ void rglUseProgram(GLuint program)
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glUseProgram(program);
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}
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/*
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*
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* Core in:
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* OpenGL : 1.0
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*/
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void rglDepthMask(GLboolean flag)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -391,6 +450,11 @@ void rglDepthMask(GLboolean flag)
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gl_state.depthmask.mask = flag;
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}
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/*
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*
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* Core in:
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* OpenGL : 1.0
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*/
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void rglStencilMask(GLenum mask)
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{
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glStencilMask(mask);
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@ -398,29 +462,56 @@ void rglStencilMask(GLenum mask)
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gl_state.stencilmask.mask = mask;
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}
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/*
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*
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* Core in:
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* OpenGL : 1.5
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*/
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void rglBufferData(GLenum target, GLsizeiptr size,
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const GLvoid *data, GLenum usage)
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{
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glBufferData(target, size, data, usage);
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}
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/*
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*
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* Core in:
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* OpenGL : 1.5
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*/
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void rglBufferSubData(GLenum target, GLintptr offset,
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GLsizeiptr size, const GLvoid *data)
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{
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glBufferSubData(target, offset, size, data);
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}
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/*
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*
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* Core in:
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* OpenGL : 1.5
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*/
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void rglBindBuffer(GLenum target, GLuint buffer)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glBindBuffer(target, buffer);
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}
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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglLinkProgram(GLuint program)
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{
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glLinkProgram(program);
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}
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/*
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* Category: FBO
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*
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* Core in:
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* OpenGL : 3.0
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*/
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void rglFramebufferTexture(GLenum target, GLenum attachment,
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GLuint texture, GLint level)
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{
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@ -430,17 +521,27 @@ void rglFramebufferTexture(GLenum target, GLenum attachment,
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#endif
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}
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void rglFramebufferTexture2D(GLenum target, GLenum attachment,
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GLenum textarget, GLuint texture, GLint level)
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{
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glFramebufferTexture2D(target, attachment, textarget, texture, level);
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}
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/*
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*
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* Core in:
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* OpenGL : 1.1
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*/
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void rglDrawArrays(GLenum mode, GLint first, GLsizei count)
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{
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glDrawArrays(mode, first, count);
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}
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/*
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*
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* Core in:
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* OpenGL : 1.1
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*/
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void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
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const GLvoid * indices)
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{
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glDrawElements(mode, count, type, indices);
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}
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void rglCompressedTexImage2D(GLenum target, GLint level,
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GLenum internalformat, GLsizei width, GLsizei height,
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GLint border, GLsizei imageSize, const GLvoid *data)
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@ -449,11 +550,6 @@ void rglCompressedTexImage2D(GLenum target, GLint level,
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width, height, border, imageSize, data);
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}
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void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
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GLenum renderbuffertarget, GLuint renderbuffer)
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{
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glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
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}
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void rglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
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{
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@ -486,31 +582,53 @@ void rglGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
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glGenRenderbuffers(n, renderbuffers);
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}
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void rglGenFramebuffers(GLsizei n, GLuint *ids)
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{
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glGenFramebuffers(n, ids);
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}
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void rglBindFramebuffer(GLenum target, GLuint framebuffer)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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if (!glsm_ctl(GLSM_CTL_IS_FRAMEBUFFER_LOCKED, NULL))
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{
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glBindFramebuffer(target, framebuffer);
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gl_state.framebuf = framebuffer;
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}
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}
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void rglGenerateMipmap(GLenum target)
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{
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glGenerateMipmap(target);
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}
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/*
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* Category: FBO
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*
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* Core in:
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* OpenGL : 3.0
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*/
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GLenum rglCheckFramebufferStatus(GLenum target)
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{
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return glCheckFramebufferStatus(target);
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}
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/*
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* Category: FBO
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*
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* Core in:
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* OpenGL : 3.0
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*/
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void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
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GLenum renderbuffertarget, GLuint renderbuffer)
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{
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glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
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}
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/*
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* Category: FBO
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*
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* Core in:
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* OpenGL : 3.0
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*/
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void rglFramebufferTexture2D(GLenum target, GLenum attachment,
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GLenum textarget, GLuint texture, GLint level)
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{
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glFramebufferTexture2D(target, attachment, textarget, texture, level);
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}
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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 3.0
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*/
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void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
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const char * name)
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{
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@ -519,98 +637,148 @@ void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
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#endif
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}
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void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
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{
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glBindAttribLocation(program, index, name);
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}
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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params)
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{
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glGetProgramiv(shader, pname, params);
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}
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/*
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*
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* Core in:
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* OpenGL : 2.0
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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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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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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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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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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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}
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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglAttachShader(GLuint program, GLuint shader)
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{
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glAttachShader(program, shader);
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}
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/*
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*
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* Core in:
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* OpenGL : 2.0
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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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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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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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return glShaderSource(shader, count, string, length);
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}
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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglCompileShader(GLuint shader)
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{
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glCompileShader(shader);
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}
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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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*/
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GLuint rglCreateProgram(void)
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{
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return glCreateProgram();
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}
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/*
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*
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* Core in:
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* OpenGL : 1.1
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*/
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void rglGenTextures(GLsizei n, GLuint *textures)
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{
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glGenTextures(n, textures);
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}
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/*
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglGetShaderInfoLog(GLuint shader, GLsizei maxLength,
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GLsizei *length, GLchar *infoLog)
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{
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glGetShaderInfoLog(shader, maxLength, length, infoLog);
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}
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/*
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglGetProgramInfoLog(GLuint shader, GLsizei maxLength,
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GLsizei *length, GLchar *infoLog)
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{
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glGetProgramInfoLog(shader, maxLength, length, infoLog);
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}
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/*
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*
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* Core in:
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* OpenGL : 2.0
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*/
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GLboolean rglIsProgram(GLuint program)
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{
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return glIsProgram(program);
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}
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void rglEnableVertexAttribArray(GLuint index)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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gl_state.vertex_attrib_pointer.enabled[index] = 1;
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glEnableVertexAttribArray(index);
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}
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void rglDisableVertexAttribArray(GLuint index)
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{
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gl_state.vertex_attrib_pointer.enabled[index] = 0;
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glDisableVertexAttribArray(index);
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}
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void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
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const GLvoid * indices)
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{
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glDrawElements(mode, count, type, indices);
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}
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void rglTexCoord2f(GLfloat s, GLfloat t)
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{
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@ -619,6 +787,37 @@ void rglTexCoord2f(GLfloat s, GLfloat t)
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#endif
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}
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/*
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* Category: Generic vertex attributes
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglDisableVertexAttribArray(GLuint index)
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{
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gl_state.vertex_attrib_pointer.enabled[index] = 0;
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glDisableVertexAttribArray(index);
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}
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/*
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* Category: Generic vertex attributes
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglEnableVertexAttribArray(GLuint index)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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gl_state.vertex_attrib_pointer.enabled[index] = 1;
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glEnableVertexAttribArray(index);
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}
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/*
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* Category: Generic vertex attributes
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglVertexAttribPointer(GLuint name, GLint size,
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GLenum type, GLboolean normalized, GLsizei stride,
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const GLvoid* pointer)
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@ -626,87 +825,198 @@ void rglVertexAttribPointer(GLuint name, GLint size,
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glVertexAttribPointer(name, size, type, normalized, stride, pointer);
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}
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/*
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* Category: Generic vertex attributes
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
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{
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glBindAttribLocation(program, index, name);
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}
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/*
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglVertexAttrib4f(GLuint name, GLfloat x, GLfloat y,
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GLfloat z, GLfloat w)
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{
|
||||
glVertexAttrib4f(name, x, y, z, w);
|
||||
}
|
||||
|
||||
/*
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglVertexAttrib4fv(GLuint name, GLfloat* v)
|
||||
{
|
||||
glVertexAttrib4fv(name, v);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
GLuint rglCreateShader(GLenum shaderType)
|
||||
{
|
||||
return glCreateShader(shaderType);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglDeleteProgram(GLuint program)
|
||||
{
|
||||
glDeleteProgram(program);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglDeleteShader(GLuint shader)
|
||||
{
|
||||
glDeleteShader(shader);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
GLint rglGetUniformLocation(GLuint program, const GLchar *name)
|
||||
{
|
||||
return glGetUniformLocation(program, name);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: VBO and PBO
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 1.5
|
||||
*/
|
||||
void rglDeleteBuffers(GLsizei n, const GLuint *buffers)
|
||||
{
|
||||
glDeleteBuffers(n, buffers);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: VBO and PBO
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 1.5
|
||||
*/
|
||||
void rglGenBuffers(GLsizei n, GLuint *buffers)
|
||||
{
|
||||
glGenBuffers(n, buffers);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform1f(GLint location, GLfloat v0)
|
||||
{
|
||||
glUniform1f(location, v0);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform1i(GLint location, GLint v0)
|
||||
{
|
||||
glUniform1i(location, v0);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform2f(GLint location, GLfloat v0, GLfloat v1)
|
||||
{
|
||||
glUniform2f(location, v0, v1);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform2i(GLint location, GLint v0, GLint v1)
|
||||
{
|
||||
glUniform2i(location, v0, v1);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value)
|
||||
{
|
||||
glUniform2fv(location, count, value);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
|
||||
{
|
||||
glUniform3f(location, v0, v1, v2);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value)
|
||||
{
|
||||
glUniform3fv(location, count, value);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
|
||||
{
|
||||
glUniform4f(location, v0, v1, v2, v3);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: Shaders
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglUniform4fv(GLint location, GLsizei count, const GLfloat *value)
|
||||
{
|
||||
glUniform4fv(location, count, value);
|
||||
@ -718,6 +1028,11 @@ void rglTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat,
|
||||
glTexStorage2D(target, levels, internalFormat, width, height);
|
||||
}
|
||||
|
||||
/*
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 1.0
|
||||
*/
|
||||
void rglPolygonOffset(GLfloat factor, GLfloat units)
|
||||
{
|
||||
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
|
||||
@ -727,6 +1042,39 @@ void rglPolygonOffset(GLfloat factor, GLfloat units)
|
||||
gl_state.polygonoffset.units = units;
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: FBO
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 3.0
|
||||
*/
|
||||
void rglGenFramebuffers(GLsizei n, GLuint *ids)
|
||||
{
|
||||
glGenFramebuffers(n, ids);
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: FBO
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 3.0
|
||||
*/
|
||||
void rglBindFramebuffer(GLenum target, GLuint framebuffer)
|
||||
{
|
||||
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
|
||||
if (!glsm_ctl(GLSM_CTL_IS_FRAMEBUFFER_LOCKED, NULL))
|
||||
{
|
||||
glBindFramebuffer(target, framebuffer);
|
||||
gl_state.framebuf = framebuffer;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: FBO
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 2.0
|
||||
*/
|
||||
void rglDrawBuffers(GLsizei n, const GLenum *bufs)
|
||||
{
|
||||
#if defined(HAVE_OPENGLES) && !defined(HAVE_OPENGLES3) && !defined(HAVE_OPENGLES31)
|
||||
@ -746,6 +1094,12 @@ void rglBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Category: VAO
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 3.0
|
||||
*/
|
||||
void rglBindVertexArray(GLuint array)
|
||||
{
|
||||
#if defined(HAVE_OPENGLES) && !defined(HAVE_OPENGLES3) && !defined(HAVE_OPENGLES31)
|
||||
@ -754,6 +1108,12 @@ void rglBindVertexArray(GLuint array)
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
* Category: VAO
|
||||
*
|
||||
* Core in:
|
||||
* OpenGL : 3.0
|
||||
*/
|
||||
void rglGenVertexArrays(GLsizei n, GLuint *arrays)
|
||||
{
|
||||
#if defined(HAVE_OPENGLES) && !defined(HAVE_OPENGLES3) && !defined(HAVE_OPENGLES31)
|
||||
|
Loading…
Reference in New Issue
Block a user