libretro-common/include/glsm/glsmsym.h
2016-06-16 16:35:25 +02:00

402 lines
18 KiB
C

/* Copyright (C) 2010-2016 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this libretro SDK code part (glsmsym.h).
* ---------------------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge,
* to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef LIBRETRO_SDK_GLSM_SYM_H
#define LIBRETRO_SDK_GLSM_SYM_H
#include <glsm/glsm.h>
#include <retro_common_api.h>
RETRO_BEGIN_DECLS
/* deprecated old FF-style GL symbols */
#define glTexCoord2f rglTexCoord2f
/* more forward-compatible GL subset symbols */
#define glBlitFramebuffer rglBlitFramebuffer
#define glVertexAttrib4f rglVertexAttrib4f
#define glVertexAttrib4fv rglVertexAttrib4fv
#define glDrawArrays rglDrawArrays
#define glDrawElements rglDrawElements
#define glCompressedTexImage2D rglCompressedTexImage2D
#define glBindTexture rglBindTexture
#define glActiveTexture rglActiveTexture
#define glFramebufferTexture rglFramebufferTexture
#define glFramebufferTexture2D rglFramebufferTexture2D
#define glFramebufferRenderbuffer rglFramebufferRenderbuffer
#define glDeleteFramebuffers rglDeleteFramebuffers
#define glDeleteTextures rglDeleteTextures
#define glDeleteBuffers rglDeleteBuffers
#define glRenderbufferStorage rglRenderbufferStorage
#define glBindRenderbuffer rglBindRenderbuffer
#define glDeleteRenderbuffers rglDeleteRenderbuffers
#define glGenRenderbuffers rglGenRenderbuffers
#define glGenFramebuffers rglGenFramebuffers
#define glGenTextures rglGenTextures
#define glBindFramebuffer rglBindFramebuffer
#define glGenerateMipmap rglGenerateMipmap
#define glCheckFramebufferStatus rglCheckFramebufferStatus
#define glBindFragDataLocation rglBindFragDataLocation
#define glBindAttribLocation rglBindAttribLocation
#define glLinkProgram rglLinkProgram
#define glGetProgramiv rglGetProgramiv
#define glGetShaderiv rglGetShaderiv
#define glAttachShader rglAttachShader
#define glDetachShader rglDetachShader
#define glShaderSource rglShaderSource
#define glCompileShader rglCompileShader
#define glCreateProgram rglCreateProgram
#define glGetShaderInfoLog rglGetShaderInfoLog
#define glGetProgramInfoLog rglGetProgramInfoLog
#define glIsProgram rglIsProgram
#define glEnableVertexAttribArray rglEnableVertexAttribArray
#define glDisableVertexAttribArray rglDisableVertexAttribArray
#define glVertexAttribPointer rglVertexAttribPointer
#define glVertexAttribIPointer rglVertexAttribIPointer
#define glVertexAttribLPointer rglVertexAttribLPointer
#define glGetUniformLocation rglGetUniformLocation
#define glGenBuffers rglGenBuffers
#define glDisable(T) rglDisable(S##T)
#define glEnable(T) rglEnable(S##T)
#define glIsEnabled(T) rglIsEnabled(S##T)
#define glUseProgram rglUseProgram
#define glDepthMask rglDepthMask
#define glStencilMask rglStencilMask
#define glBufferData rglBufferData
#define glBufferSubData rglBufferSubData
#define glBindBuffer rglBindBuffer
#define glCreateShader rglCreateShader
#define glDeleteShader rglDeleteShader
#define glDeleteProgram rglDeleteProgram
#define glUniform1f rglUniform1f
#define glUniform1i rglUniform1i
#define glUniform2f rglUniform2f
#define glUniform2i rglUniform2i
#define glUniform2fv rglUniform2fv
#define glUniform3f rglUniform3f
#define glUniform3fv rglUniform3fv
#define glUniform4f rglUniform4f
#define glUniform4fv rglUniform4fv
#define glUniform1ui rglUniform1ui
#define glUniform2ui rglUniform2ui
#define glUniform3ui rglUniform3ui
#define glUniform4ui rglUniform4ui
#define glGetActiveUniform rglGetActiveUniform
#define glBlendFunc rglBlendFunc
#define glBlendFuncSeparate rglBlendFuncSeparate
#define glDepthFunc rglDepthFunc
#define glColorMask rglColorMask
#define glClearColor rglClearColor
#define glViewport rglViewport
#define glScissor rglScissor
#define glStencilFunc rglStencilFunc
#define glCullFace rglCullFace
#define glStencilOp rglStencilOp
#define glFrontFace rglFrontFace
#define glDepthRange rglDepthRange
#define glClearDepth rglClearDepth
#define glPolygonOffset rglPolygonOffset
#define glPixelStorei rglPixelStorei
#define glReadBuffer rglReadBuffer
#define glUniformMatrix4fv rglUniformMatrix4fv
#define glGetAttribLocation rglGetAttribLocation
#define glTexStorage2D rglTexStorage2D
#define glDrawBuffers rglDrawBuffers
#define glGenVertexArrays rglGenVertexArrays
#define glBindVertexArray rglBindVertexArray
#define glBlendEquation rglBlendEquation
#define glBlendColor rglBlendColor
#define glBlendEquationSeparate rglBlendEquationSeparate
#define glCopyImageSubData rglCopyImageSubData
#define glMapBuffer rglMapBuffer
#define glUnmapBuffer rglUnmapBuffer
#define glMapBufferRange rglMapBufferRange
#define glUniformBlockBinding rglUniformBlockBinding
#define glGetUniformBlockIndex rglGetUniformBlockIndex
#define glGetActiveUniformBlockiv rglGetActiveUniformBlockiv
#define glBindBufferBase rglBindBufferBase
#define glGetUniformIndices rglGetUniformIndices
#define glGetActiveUniformsiv rglGetActiveUniformsiv
#define glGetError rglGetError
#define glClear rglClear
#define glPolygonMode rglPolygonMode
#define glLineWidth rglLineWidth
#define glTexImage2DMultisample rglTexImage2DMultisample
#define glTexStorage2DMultisample rglTexStorage2DMultisample
#define glMemoryBarrier rglMemoryBarrier
#define glBindImageTexture rglBindImageTexture
#define glProgramBinary rglProgramBinary
#define glGetProgramBinary rglGetProgramBinary
#define glProgramParameteri rglProgramParameteri
#define glTexSubImage2D rglTexSubImage2D
#define glDeleteVertexArrays rglDeleteVertexArrays
#define glRenderbufferStorageMultisample rglRenderbufferStorageMultisample
#define glUniform1iv rglUniform1iv
#define glUniform1fv rglUniform1fv
#define glValidateProgram rglValidateProgram
#define glGetStringi rglGetStringi
#define glTexBuffer rglTexBuffer
#define glClearBufferfv rglClearBufferfv
#define glClearBufferfi rglClearBufferfi
#define glWaitSync rglWaitSync
#define glFenceSync rglFenceSync
const GLubyte* rglGetStringi(GLenum name, GLuint index);
void rglTexBuffer(GLenum target, GLenum internalFormat, GLuint buffer);
void rglClearBufferfv( GLenum buffer,
GLint drawBuffer,
const GLfloat * value);
void rglClearBufferfi( GLenum buffer,
GLint drawBuffer,
GLfloat depth,
GLint stencil);
void rglValidateProgram(GLuint program);
void rglRenderbufferStorageMultisample( GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
void rglUniform1iv(GLint location, GLsizei count, const GLint *value);
void rglUniform1fv(GLint location, GLsizei count, const GLfloat *value);
void rglProgramParameteri( GLuint program,
GLenum pname,
GLint value);
void rglGetProgramBinary( GLuint program,
GLsizei bufsize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
void rglProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length);
void rglBindImageTexture( GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format);
void rglTexStorage2DMultisample(GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height,
GLboolean fixedsamplelocations);
void rglGetActiveUniformsiv( GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
void rglGetUniformIndices( GLuint program,
GLsizei uniformCount,
const GLchar **uniformNames,
GLuint *uniformIndices);
void rglBindBufferBase( GLenum target,
GLuint index,
GLuint buffer);
void rglGetActiveUniformBlockiv( GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params);
GLuint rglGetUniformBlockIndex( GLuint program,
const GLchar *uniformBlockName);
void * rglMapBuffer( GLenum target, GLenum access);
void *rglMapBufferRange( GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
GLboolean rglUnmapBuffer( GLenum target);
void rglBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void rglBlendEquation(GLenum mode);
void rglGenVertexArrays(GLsizei n, GLuint *arrays);
void rglReadBuffer(GLenum mode);
void rglPixelStorei(GLenum pname, GLint param);
void rglTexCoord2f(GLfloat s, GLfloat t);
void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid * indices);
void rglTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat,
GLsizei width, GLsizei height);
void rglCompressedTexImage2D(GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const GLvoid *data);
void glBindTexture(GLenum target, GLuint texture);
void glActiveTexture(GLenum texture);
void rglFramebufferTexture(GLenum target, GLenum attachment,
GLuint texture, GLint level);
void rglFramebufferTexture2D(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level);
void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer);
void rglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
void rglRenderbufferStorage(GLenum target, GLenum internalFormat,
GLsizei width, GLsizei height);
void rglDeleteTextures(GLsizei n, const GLuint *textures);
void rglBindRenderbuffer(GLenum target, GLuint renderbuffer);
void rglDeleteRenderbuffers(GLsizei n, GLuint *renderbuffers);
void rglGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
void rglGenFramebuffers(GLsizei n, GLuint *ids);
void rglGenTextures(GLsizei n, GLuint *textures);
void rglBindFramebuffer(GLenum target, GLuint framebuffer);
void rglGenerateMipmap(GLenum target);
GLenum rglCheckFramebufferStatus(GLenum target);
void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
const char * name);
void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
void rglLinkProgram(GLuint program);
void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params);
void rglGetShaderiv(GLuint shader, GLenum pname, GLint *params);
void rglAttachShader(GLuint program, GLuint shader);
void rglShaderSource(GLuint shader, GLsizei count,
const GLchar **string, const GLint *length);
void rglCompileShader(GLuint shader);
GLuint rglCreateProgram(void);
void rglGetShaderInfoLog(GLuint shader, GLsizei maxLength,
GLsizei *length, GLchar *infoLog);
void rglGetProgramInfoLog(GLuint shader, GLsizei maxLength,
GLsizei *length, GLchar *infoLog);
GLboolean rglIsProgram(GLuint program);
void rglEnableVertexAttribArray(GLuint index);
void rglDisableVertexAttribArray(GLuint index);
void rglVertexAttribPointer(GLuint name, GLint size,
GLenum type, GLboolean normalized, GLsizei stride,
const GLvoid* pointer);
GLint rglGetUniformLocation(GLuint program, const GLchar *name);
void rglGenBuffers(GLsizei n, GLuint *buffers);
void rglDisable(GLenum cap);
void rglEnable(GLenum cap);
void rglUseProgram(GLuint program);
void rglDepthMask(GLboolean flag);
void rglStencilMask(GLenum mask);
void rglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
void rglBufferSubData(GLenum target, GLintptr offset,
GLsizeiptr size, const GLvoid *data);
void rglBindBuffer(GLenum target, GLuint buffer);
GLuint rglCreateShader(GLenum shader);
void rglDeleteShader(GLuint shader);
void rglUniform1f(GLint location, GLfloat v0);
void rglUniform1i(GLint location, GLint v0);
void rglUniform2f(GLint location, GLfloat v0, GLfloat v1);
void rglUniform2i(GLint location, GLint v0, GLint v1);
void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value);
void rglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value);
void rglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void rglUniform4fv(GLint location, GLsizei count, const GLfloat *value);
void rglBlendFunc(GLenum sfactor, GLenum dfactor);
void rglBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
GLenum dstAlpha);
void rglDepthFunc(GLenum func);
void rglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void rglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height);
void rglScissor(GLint x, GLint y, GLsizei width, GLsizei height);
GLboolean rglIsEnabled(GLenum cap);
void rglStencilFunc(GLenum func, GLint ref, GLuint mask);
void rglCullFace(GLenum mode);
void rglStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
void rglFrontFace(GLenum mode);
void rglDepthRange(GLclampd zNear, GLclampd zFar);
void rglClearDepth(GLdouble depth);
void rglPolygonOffset(GLfloat factor, GLfloat units);
void rglDrawArrays(GLenum mode, GLint first, GLsizei count);
void rglVertexAttrib4f(GLuint name, GLfloat x, GLfloat y,
GLfloat z, GLfloat w);
void rglVertexAttrib4fv(GLuint name, GLfloat* v);
void rglDeleteProgram(GLuint program);
void rglDeleteBuffers(GLsizei n, const GLuint *buffers);
void rglBlitFramebuffer(
GLint srcX0, GLint srcY0,
GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void rglDetachShader(GLuint program, GLuint shader);
void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value);
GLint rglGetAttribLocation(GLuint program, const GLchar *name);
void rglDrawBuffers(GLsizei n, const GLenum *bufs);
void rglBindVertexArray(GLuint array);
void rglGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize,
GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void rglUniform1ui(GLint location, GLuint v);
void rglUniform2ui(GLint location, GLuint v0, GLuint v1);
void rglUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
void rglUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void rglBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void rglCopyImageSubData( GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
void rglVertexAttribIPointer(
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const GLvoid * pointer);
void rglVertexAttribLPointer(
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const GLvoid * pointer);
void rglUniformBlockBinding( GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
GLenum rglGetError(void);
void rglClear(GLbitfield mask);
void rglPolygonMode(GLenum face, GLenum mode);
void rglLineWidth(GLfloat width);
void rglTexImage2DMultisample( GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
void rglMemoryBarrier( GLbitfield barriers);
void rglTexSubImage2D( GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const GLvoid * pixels);
void rglDeleteVertexArrays(GLsizei n, const GLuint *arrays);
void *rglFenceSync(GLenum condition, GLbitfield flags);
void rglWaitSync(void *sync, GLbitfield flags, uint64_t timeout);
RETRO_END_DECLS
#endif