(GLSM) Add comments

This commit is contained in:
twinaphex 2016-04-21 22:47:48 +02:00
parent 0c0134d4d6
commit 4750e87c76

View File

@ -184,6 +184,12 @@ static struct gl_cached_state gl_state;
/* GL wrapper-side */
/*
* Category: FBO
*
* Core in:
* OpenGL : 3.0
*/
void rglBlitFramebuffer(
GLint srcX0, GLint srcY0,
GLint srcX1, GLint srcY1,
@ -291,11 +297,21 @@ void rglStencilFunc(GLenum func, GLint ref, GLuint mask)
gl_state.stencilfunc.mask = mask;
}
/*
*
* Core in:
* OpenGL : 1.0
*/
GLboolean rglIsEnabled(GLenum cap)
{
return gl_state.cap_state[cap] ? GL_TRUE : GL_FALSE;
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglClearColor(GLclampf red, GLclampf green,
GLclampf blue, GLclampf alpha)
{
@ -318,6 +334,11 @@ void rglScissor(GLint x, GLint y, GLsizei width, GLsizei height)
gl_state.scissor.h = height;
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
@ -337,6 +358,12 @@ void rglBlendFunc(GLenum sfactor, GLenum dfactor)
glBlendFunc(sfactor, dfactor);
}
/*
* Category: Blending
*
* Core in:
* OpenGL : 1.4
*/
void rglBlendFuncSeparate(GLenum sfactor, GLenum dfactor)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
@ -348,6 +375,12 @@ void rglBlendFuncSeparate(GLenum sfactor, GLenum dfactor)
glBlendFunc(sfactor, dfactor);
}
/*
* Category: Textures
*
* Core in:
* OpenGL : 1.3
*/
void rglActiveTexture(GLenum texture)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
@ -355,6 +388,11 @@ void rglActiveTexture(GLenum texture)
gl_state.active_texture = texture - GL_TEXTURE0;
}
/*
*
* Core in:
* OpenGL : 1.1
*/
void rglBindTexture(GLenum target, GLuint texture)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
@ -362,6 +400,11 @@ void rglBindTexture(GLenum target, GLuint texture)
gl_state.bind_textures.ids[gl_state.active_texture] = texture;
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglDisable(GLenum cap)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
@ -369,6 +412,11 @@ void rglDisable(GLenum cap)
gl_state.cap_state[cap] = 0;
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglEnable(GLenum cap)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
@ -376,6 +424,12 @@ void rglEnable(GLenum cap)
gl_state.cap_state[cap] = 1;
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglUseProgram(GLuint program)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
@ -383,6 +437,11 @@ void rglUseProgram(GLuint program)
glUseProgram(program);
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglDepthMask(GLboolean flag)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
@ -391,6 +450,11 @@ void rglDepthMask(GLboolean flag)
gl_state.depthmask.mask = flag;
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglStencilMask(GLenum mask)
{
glStencilMask(mask);
@ -398,29 +462,56 @@ void rglStencilMask(GLenum mask)
gl_state.stencilmask.mask = mask;
}
/*
*
* Core in:
* OpenGL : 1.5
*/
void rglBufferData(GLenum target, GLsizeiptr size,
const GLvoid *data, GLenum usage)
{
glBufferData(target, size, data, usage);
}
/*
*
* Core in:
* OpenGL : 1.5
*/
void rglBufferSubData(GLenum target, GLintptr offset,
GLsizeiptr size, const GLvoid *data)
{
glBufferSubData(target, offset, size, data);
}
/*
*
* Core in:
* OpenGL : 1.5
*/
void rglBindBuffer(GLenum target, GLuint buffer)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glBindBuffer(target, buffer);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglLinkProgram(GLuint program)
{
glLinkProgram(program);
}
/*
* Category: FBO
*
* Core in:
* OpenGL : 3.0
*/
void rglFramebufferTexture(GLenum target, GLenum attachment,
GLuint texture, GLint level)
{
@ -430,17 +521,27 @@ void rglFramebufferTexture(GLenum target, GLenum attachment,
#endif
}
void rglFramebufferTexture2D(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level)
{
glFramebufferTexture2D(target, attachment, textarget, texture, level);
}
/*
*
* Core in:
* OpenGL : 1.1
*/
void rglDrawArrays(GLenum mode, GLint first, GLsizei count)
{
glDrawArrays(mode, first, count);
}
/*
*
* Core in:
* OpenGL : 1.1
*/
void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid * indices)
{
glDrawElements(mode, count, type, indices);
}
void rglCompressedTexImage2D(GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const GLvoid *data)
@ -449,11 +550,6 @@ void rglCompressedTexImage2D(GLenum target, GLint level,
width, height, border, imageSize, data);
}
void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer)
{
glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
void rglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
@ -486,31 +582,53 @@ void rglGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
glGenRenderbuffers(n, renderbuffers);
}
void rglGenFramebuffers(GLsizei n, GLuint *ids)
{
glGenFramebuffers(n, ids);
}
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;
}
}
void rglGenerateMipmap(GLenum target)
{
glGenerateMipmap(target);
}
/*
* Category: FBO
*
* Core in:
* OpenGL : 3.0
*/
GLenum rglCheckFramebufferStatus(GLenum target)
{
return glCheckFramebufferStatus(target);
}
/*
* Category: FBO
*
* Core in:
* OpenGL : 3.0
*/
void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer)
{
glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
/*
* Category: FBO
*
* Core in:
* OpenGL : 3.0
*/
void rglFramebufferTexture2D(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level)
{
glFramebufferTexture2D(target, attachment, textarget, texture, level);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 3.0
*/
void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
const char * name)
{
@ -519,98 +637,148 @@ void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
#endif
}
void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
glBindAttribLocation(program, index, name);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params)
{
glGetProgramiv(shader, pname, params);
}
/*
*
* Core in:
* OpenGL : 2.0
*/
void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
glUniformMatrix4fv(location, count, transpose, value);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglDetachShader(GLuint program, GLuint shader)
{
glDetachShader(program, shader);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglGetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
glGetShaderiv(shader, pname, params);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglAttachShader(GLuint program, GLuint shader)
{
glAttachShader(program, shader);
}
/*
*
* Core in:
* OpenGL : 2.0
*/
GLint rglGetAttribLocation(GLuint program, const GLchar *name)
{
return glGetAttribLocation(program, name);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglShaderSource(GLuint shader, GLsizei count,
const GLchar **string, const GLint *length)
{
return glShaderSource(shader, count, string, length);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglCompileShader(GLuint shader)
{
glCompileShader(shader);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
GLuint rglCreateProgram(void)
{
return glCreateProgram();
}
/*
*
* Core in:
* OpenGL : 1.1
*/
void rglGenTextures(GLsizei n, GLuint *textures)
{
glGenTextures(n, textures);
}
/*
*
* Core in:
* OpenGL : 2.0
*/
void rglGetShaderInfoLog(GLuint shader, GLsizei maxLength,
GLsizei *length, GLchar *infoLog)
{
glGetShaderInfoLog(shader, maxLength, length, infoLog);
}
/*
*
* Core in:
* OpenGL : 2.0
*/
void rglGetProgramInfoLog(GLuint shader, GLsizei maxLength,
GLsizei *length, GLchar *infoLog)
{
glGetProgramInfoLog(shader, maxLength, length, infoLog);
}
/*
*
* Core in:
* OpenGL : 2.0
*/
GLboolean rglIsProgram(GLuint program)
{
return glIsProgram(program);
}
void rglEnableVertexAttribArray(GLuint index)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
gl_state.vertex_attrib_pointer.enabled[index] = 1;
glEnableVertexAttribArray(index);
}
void rglDisableVertexAttribArray(GLuint index)
{
gl_state.vertex_attrib_pointer.enabled[index] = 0;
glDisableVertexAttribArray(index);
}
void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid * indices)
{
glDrawElements(mode, count, type, indices);
}
void rglTexCoord2f(GLfloat s, GLfloat t)
{
@ -619,6 +787,37 @@ void rglTexCoord2f(GLfloat s, GLfloat t)
#endif
}
/*
* Category: Generic vertex attributes
*
* Core in:
* OpenGL : 2.0
*/
void rglDisableVertexAttribArray(GLuint index)
{
gl_state.vertex_attrib_pointer.enabled[index] = 0;
glDisableVertexAttribArray(index);
}
/*
* Category: Generic vertex attributes
*
* Core in:
* OpenGL : 2.0
*/
void rglEnableVertexAttribArray(GLuint index)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
gl_state.vertex_attrib_pointer.enabled[index] = 1;
glEnableVertexAttribArray(index);
}
/*
* Category: Generic vertex attributes
*
* Core in:
* OpenGL : 2.0
*/
void rglVertexAttribPointer(GLuint name, GLint size,
GLenum type, GLboolean normalized, GLsizei stride,
const GLvoid* pointer)
@ -626,87 +825,198 @@ void rglVertexAttribPointer(GLuint name, GLint size,
glVertexAttribPointer(name, size, type, normalized, stride, pointer);
}
/*
* Category: Generic vertex attributes
*
* Core in:
* OpenGL : 2.0
*/
void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
glBindAttribLocation(program, index, name);
}
/*
*
* Core in:
* OpenGL : 2.0
*/
void rglVertexAttrib4f(GLuint name, GLfloat x, GLfloat y,
GLfloat z, GLfloat w)
{
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)