scenewalker-libretro/gl.hpp

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#ifndef GL_HPP__
#define GL_HPP__
#if defined(_WIN32) && !defined(_XBOX)
#include <windows.h>
#endif
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#define GL_GLEXT_PROTOTYPES
#if defined(GLES)
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
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#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#include <map>
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#include <stdio.h>
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#include <string>
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#include "libretro.h"
#include "shared.hpp"
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#ifdef __GNUC__
#define decltype(type) typeof(type)
#endif
#ifdef GLES
#define SYM(sym) sym
#else
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#define SYM(sym) (::GL::symbol<decltype(&sym)>(#sym))
#endif
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namespace GL
{
// If true, GL context has been reset and all
// objects are invalid. Do not free their resources
// in destructors.
extern bool dead_state;
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typedef std::map<std::string, retro_proc_address_t> SymMap;
SymMap& symbol_map();
void init_symbol_map();
// Discover and cache GL symbols on-the-fly.
// Avoids things like GLEW, and avoids typing out a billion symbol declarations.
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void set_function_cb(retro_hw_get_proc_address_t);
retro_proc_address_t get_symbol(const std::string& str);
template<typename Func>
inline Func symbol(const std::string& sym)
{
std::map<std::string, retro_proc_address_t>& map = symbol_map();
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retro_proc_address_t func = map[sym];
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if (!func)
{
func = get_symbol(sym);
if (!func)
retro_stderr_print("Didn't find GL symbol: %s\n", sym.c_str());
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}
return reinterpret_cast<Func>(func);
}
}
#endif