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Updates to glsm
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@ -23,6 +23,7 @@
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#include <glsym/glsym.h>
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#include <glsm/glsm.h>
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struct gl_cached_state
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{
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struct
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@ -35,6 +36,12 @@ struct gl_cached_state
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bool enabled[MAX_ATTRIB];
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} vertex_attrib_pointer;
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struct
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{
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GLenum pname;
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GLint param;
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} pixelstore_i;
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struct
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{
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GLuint r;
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@ -97,6 +104,7 @@ struct gl_cached_state
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GLenum func;
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} depthfunc;
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struct
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{
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bool used;
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@ -151,6 +159,11 @@ struct gl_cached_state
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GLboolean mask;
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} depthmask;
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struct
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{
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GLenum mode;
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} readbuffer;
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GLuint vao;
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GLuint framebuf;
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GLuint program;
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@ -167,6 +180,28 @@ static struct gl_cached_state gl_state;
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/* GL wrapper-side */
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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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GLint dstX0, GLint dstY0,
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GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter)
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{
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#ifndef HAVE_OPENGLES2
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glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1,
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dstX0, dstY0, dstX1, dstY1,
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mask, filter);
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#endif
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}
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void rglReadBuffer(GLenum mode)
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{
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#ifndef HAVE_OPENGLES2
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glReadBuffer(mode);
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#endif
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gl_state.readbuffer.mode = mode;
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}
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void rglClearDepth(GLdouble depth)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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@ -179,6 +214,13 @@ void rglClearDepth(GLdouble depth)
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gl_state.cleardepth.depth = depth;
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}
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void rglPixelStorei(GLenum pname, GLint param)
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{
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glPixelStorei(pname, param);
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gl_state.pixelstore_i.pname = pname;
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gl_state.pixelstore_i.param = param;
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}
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void rglDepthRange(GLclampd zNear, GLclampd zFar)
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{
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#ifdef HAVE_OPENGLES
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@ -611,6 +653,11 @@ void rglUniform2f(GLint location, GLfloat v0, GLfloat v1)
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glUniform2f(location, v0, v1);
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}
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void rglUniform2i(GLint location, GLint v0, GLint v1)
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{
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glUniform2i(location, v0, v1);
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}
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void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value)
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{
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glUniform2fv(location, count, value);
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@ -86,13 +86,20 @@ typedef GLclampf GLclampd;
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enum
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{
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SGL_DEPTH_TEST = 0,
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SGL_BLEND = 1,
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SGL_POLYGON_OFFSET_FILL = 2,
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SGL_FOG = 3,
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SGL_CULL_FACE = 4,
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SGL_ALPHA_TEST = 5,
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SGL_SCISSOR_TEST = 6,
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SGL_STENCIL_TEST = 7,
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SGL_BLEND,
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SGL_POLYGON_OFFSET_FILL,
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SGL_FOG,
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SGL_CULL_FACE,
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SGL_ALPHA_TEST,
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SGL_SCISSOR_TEST,
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SGL_STENCIL_TEST,
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#if !defined(HAVE_OPENGLES)
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SGL_DEPTH_CLAMP,
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SGL_CLIP_DISTANCE0,
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#endif
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SGL_DITHER,
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SGL_SAMPLE_ALPHA_TO_COVERAGE,
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SGL_SAMPLE_COVERAGE,
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SGL_CAP_MAX
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};
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@ -33,6 +33,7 @@ extern "C" {
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#define glTexCoord2f rglTexCoord2f
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/* more forward-compatible GL subset symbols */
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#define glBlitFramebuffer rglBlitFramebuffer
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#define glVertexAttrib4f rglVertexAttrib4f
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#define glVertexAttrib4fv rglVertexAttrib4fv
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#define glDrawArrays rglDrawArrays
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@ -73,6 +74,7 @@ extern "C" {
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#define glGenBuffers rglGenBuffers
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#define glDisable(T) rglDisable(S##T)
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#define glEnable(T) rglEnable(S##T)
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#define glIsEnabled(T) rglIsEnabled(S##T)
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#define glUseProgram rglUseProgram
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#define glDepthMask rglDepthMask
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#define glStencilMask rglStencilMask
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@ -85,6 +87,7 @@ extern "C" {
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#define glUniform1f rglUniform1f
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#define glUniform1i rglUniform1i
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#define glUniform2f rglUniform2f
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#define glUniform2i rglUniform2i
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#define glUniform2fv rglUniform2fv
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#define glUniform3f rglUniform3f
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#define glUniform3fv rglUniform3fv
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@ -97,7 +100,6 @@ extern "C" {
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#define glClearColor rglClearColor
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#define glViewport rglViewport
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#define glScissor rglScissor
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#define glIsEnabled rglIsEnabled
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#define glStencilFunc rglStencilFunc
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#define glCullFace rglCullFace
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#define glStencilOp rglStencilOp
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@ -105,7 +107,11 @@ extern "C" {
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#define glDepthRange rglDepthRange
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#define glClearDepth rglClearDepth
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#define glPolygonOffset rglPolygonOffset
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#define glPixelStorei rglPixelStorei
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#define glReadBuffer rglReadBuffer
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void rglReadBuffer(GLenum mode);
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void rglPixelStorei(GLenum pname, GLint param);
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void rglTexCoord2f(GLfloat s, GLfloat t);
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void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
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const GLvoid * indices);
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@ -167,6 +173,7 @@ void rglDeleteShader(GLuint shader);
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void rglUniform1f(GLint location, GLfloat v0);
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void rglUniform1i(GLint location, GLint v0);
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void rglUniform2f(GLint location, GLfloat v0, GLfloat v1);
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void rglUniform2i(GLint location, GLint v0, GLint v1);
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void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value);
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void rglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value);
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@ -194,6 +201,13 @@ void rglVertexAttrib4f(GLuint name, GLfloat x, GLfloat y,
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void rglVertexAttrib4fv(GLuint name, GLfloat* v);
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void rglDeleteProgram(GLuint program);
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void rglDeleteBuffers(GLsizei n, const GLuint *buffers);
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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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GLint dstX0, GLint dstY0,
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GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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#ifdef __cplusplus
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}
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