forked from libretro/RetroArch
-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathglsm.c
2014 lines (1808 loc) · 38.7 KB
/
glsm.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/* Copyright (C) 2010-2016 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this libretro SDK code part (glsm).
* ---------------------------------------------------------------------------------------
*
* 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.
*/
#include <stdio.h>
#include <glsym/glsym.h>
#include <glsm/glsm.h>
struct gl_cached_state
{
struct
{
GLuint ids[MAX_TEXTURE];
} bind_textures;
#ifndef HAVE_OPENGLES
GLenum colorlogicop;
#endif
struct
{
bool enabled[MAX_ATTRIB];
} vertex_attrib_pointer;
struct
{
GLenum pname;
GLint param;
} pixelstore_i;
struct
{
GLuint r;
GLuint g;
GLuint b;
GLuint a;
} clear_color;
struct
{
bool used;
GLint x;
GLint y;
GLsizei w;
GLsizei h;
} scissor;
struct
{
GLint x;
GLint y;
GLsizei w;
GLsizei h;
} viewport;
struct
{
bool used;
GLenum sfactor;
GLenum dfactor;
} blendfunc;
struct
{
bool used;
GLenum srcRGB;
GLenum dstRGB;
GLenum srcAlpha;
GLenum dstAlpha;
} blendfunc_separate;
struct
{
bool used;
GLboolean red;
GLboolean green;
GLboolean blue;
GLboolean alpha;
} colormask;
struct
{
bool used;
GLdouble depth;
} cleardepth;
struct
{
bool used;
GLenum func;
} depthfunc;
struct
{
bool used;
GLclampd zNear;
GLclampd zFar;
} depthrange;
struct
{
bool used;
GLfloat factor;
GLfloat units;
} polygonoffset;
struct
{
bool used;
GLenum func;
GLint ref;
GLuint mask;
} stencilfunc;
struct
{
bool used;
GLenum sfail;
GLenum dpfail;
GLenum dppass;
} stencilop;
struct
{
bool used;
GLenum mode;
} frontface;
struct
{
bool used;
GLenum mode;
} cullface;
struct
{
bool used;
GLuint mask;
} stencilmask;
struct
{
bool used;
GLboolean mask;
} depthmask;
struct
{
GLenum mode;
} readbuffer;
GLuint vao;
GLuint framebuf;
GLuint program;
GLenum active_texture;
int cap_state[SGL_CAP_MAX];
int cap_translate[SGL_CAP_MAX];
};
static glsm_framebuffer_lock glsm_fb_lock = NULL;
static struct retro_hw_render_callback hw_render;
static struct gl_cached_state gl_state;
/* GL wrapper-side */
/*
*
* Core in:
* OpenGL : 1.0
*/
GLenum rglGetError(void)
{
return glGetError();
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglClear(GLbitfield mask)
{
glClear(mask);
}
/*
*
* Core in:
* OpenGL : 1.0
* OpenGLES : N/A
*/
void rglPolygonMode(GLenum face, GLenum mode)
{
#ifndef HAVE_OPENGLES
glPolygonMode(face, mode);
#endif
}
void rglTexSubImage2D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const GLvoid * pixels)
{
glTexSubImage2D(target, level, xoffset, yoffset,
width, height, format, type, pixels);
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglLineWidth(GLfloat width)
{
glLineWidth(width);
}
/*
* Category: FBO
*
* Core in:
* OpenGL : 3.0
* OpenGLES : 3.0
*/
void rglBlitFramebuffer(
GLint srcX0, GLint srcY0,
GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
#endif
}
/*
*
* Core in:
* OpenGLES : 3.0
*/
void rglReadBuffer(GLenum mode)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glReadBuffer(mode);
gl_state.readbuffer.mode = mode;
#endif
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglClearDepth(GLdouble depth)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
#ifdef HAVE_OPENGLES
glClearDepthf(depth);
#else
glClearDepth(depth);
#endif
gl_state.cleardepth.used = true;
gl_state.cleardepth.depth = depth;
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglPixelStorei(GLenum pname, GLint param)
{
glPixelStorei(pname, param);
gl_state.pixelstore_i.pname = pname;
gl_state.pixelstore_i.param = param;
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglDepthRange(GLclampd zNear, GLclampd zFar)
{
#ifdef HAVE_OPENGLES
glDepthRangef(zNear, zFar);
#else
glDepthRange(zNear, zFar);
#endif
gl_state.depthrange.used = true;
gl_state.depthrange.zNear = zNear;
gl_state.depthrange.zFar = zFar;
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglFrontFace(GLenum mode)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glFrontFace(mode);
gl_state.frontface.used = true;
gl_state.frontface.mode = mode;
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglDepthFunc(GLenum func)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
gl_state.depthfunc.used = true;
gl_state.depthfunc.func = func;
glDepthFunc(func);
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglColorMask(GLboolean red, GLboolean green,
GLboolean blue, GLboolean alpha)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glColorMask(red, green, blue, alpha);
gl_state.colormask.red = red;
gl_state.colormask.green = green;
gl_state.colormask.blue = blue;
gl_state.colormask.alpha = alpha;
gl_state.colormask.used = true;
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglCullFace(GLenum mode)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glCullFace(mode);
gl_state.cullface.used = true;
gl_state.cullface.mode = mode;
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
{
glStencilOp(sfail, dpfail, dppass);
gl_state.stencilop.used = true;
gl_state.stencilop.sfail = sfail;
gl_state.stencilop.dpfail = dpfail;
gl_state.stencilop.dppass = dppass;
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglStencilFunc(GLenum func, GLint ref, GLuint mask)
{
glStencilFunc(func, ref, mask);
gl_state.stencilfunc.used = true;
gl_state.stencilfunc.func = func;
gl_state.stencilfunc.ref = ref;
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)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glClearColor(red, green, blue, alpha);
gl_state.clear_color.r = red;
gl_state.clear_color.g = green;
gl_state.clear_color.b = blue;
gl_state.clear_color.a = alpha;
}
/*
*
* Core in:
* OpenGLES : 2.0 (maybe earlier?)
*/
void rglScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glScissor(x, y, width, height);
gl_state.scissor.used = true;
gl_state.scissor.x = x;
gl_state.scissor.y = y;
gl_state.scissor.w = width;
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);
glViewport(x, y, width, height);
gl_state.viewport.x = x;
gl_state.viewport.y = y;
gl_state.viewport.w = width;
gl_state.viewport.h = height;
}
void rglBlendFunc(GLenum sfactor, GLenum dfactor)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
gl_state.blendfunc.used = true;
gl_state.blendfunc.sfactor = sfactor;
gl_state.blendfunc.dfactor = 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);
gl_state.blendfunc_separate.used = true;
gl_state.blendfunc_separate.srcRGB = sfactor;
gl_state.blendfunc_separate.dstRGB = dfactor;
gl_state.blendfunc_separate.srcAlpha = sfactor;
gl_state.blendfunc_separate.dstAlpha = dfactor;
glBlendFunc(sfactor, dfactor);
}
/*
* Category: Textures
*
* Core in:
* OpenGL : 1.3
*/
void rglActiveTexture(GLenum texture)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glActiveTexture(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);
glBindTexture(target, 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);
glDisable(gl_state.cap_translate[cap]);
gl_state.cap_state[cap] = 0;
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglEnable(GLenum cap)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glEnable(gl_state.cap_translate[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);
gl_state.program = program;
glUseProgram(program);
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglDepthMask(GLboolean flag)
{
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
glDepthMask(flag);
gl_state.depthmask.used = true;
gl_state.depthmask.mask = flag;
}
/*
*
* Core in:
* OpenGL : 1.0
*/
void rglStencilMask(GLenum mask)
{
glStencilMask(mask);
gl_state.stencilmask.used = true;
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
* OpenGLES : 2.0
*/
void rglFramebufferTexture2D(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level)
{
glFramebufferTexture2D(target, attachment, textarget, texture, level);
}
/*
* Category: FBO
*
* Core in:
* OpenGL : 3.0
* OpenGLES : 3.2
*/
void rglFramebufferTexture(GLenum target, GLenum attachment,
GLuint texture, GLint level)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3_2)
glFramebufferTexture(target, attachment, texture, level);
#endif
}
/*
*
* 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)
{
glCompressedTexImage2D(target, level, internalformat,
width, height, border, imageSize, data);
}
void rglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
glDeleteFramebuffers(n, framebuffers);
}
void rglDeleteTextures(GLsizei n, const GLuint *textures)
{
glDeleteTextures(n, textures);
}
/*
*
* Core in:
* OpenGLES : 2.0
*/
void rglRenderbufferStorage(GLenum target, GLenum internalFormat,
GLsizei width, GLsizei height)
{
glRenderbufferStorage(target, internalFormat, width, height);
}
/*
*
* Core in:
*
* OpenGL : 3.0
* OpenGLES : 2.0
*/
void rglBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
glBindRenderbuffer(target, renderbuffer);
}
/*
*
* Core in:
*
* OpenGLES : 2.0
*/
void rglDeleteRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
glDeleteRenderbuffers(n, renderbuffers);
}
/*
*
* Core in:
*
* OpenGL : 3.0
* OpenGLES : 2.0
*/
void rglGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
glGenRenderbuffers(n, renderbuffers);
}
/*
*
* Core in:
*
* OpenGL : 3.0
* OpenGLES : 2.0
*/
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
* OpenGLES : 2.0
*/
void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer)
{
glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 3.0
*/
void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
const char * name)
{
#if !defined(HAVE_OPENGLES2)
glBindFragDataLocation(program, colorNumber, name);
#endif
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 2.0
*/
void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params)
{
glGetProgramiv(shader, pname, params);
}
/*
* Category: Shaders
*
* Core in:
* OpenGL : 4.1
* OpenGLES : 3.0
*/
void rglProgramParameteri( GLuint program,
GLenum pname,
GLint value)
{
#if !defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES) && (defined(HAVE_OPENGLES3) || defined(HAVE_OPENGLES_3_1))
glProgramParameteri(program, pname, value);
#else
printf("WARNING! Not implemented.\n");
#endif
}
/*
*
* Core in:
* OpenGL : 2.0
*/
void rglGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize,
GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
glGetActiveUniform(program, index, bufsize, length, size, type, name);
}
/*
*
* Core in:
*
* OpenGL : 2.0
* OpenGLES : 3.0
*/
void rglGetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glGetActiveUniformBlockiv(program, uniformBlockIndex,
pname, params);
#else
printf("WARNING! Not implemented.\n");
#endif
}
/*
*
* Core in:
*
* OpenGLES : 3.0
*/
void rglGetActiveUniformsiv( GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glGetActiveUniformsiv(program, uniformCount,
uniformIndices, pname, params);
#else
printf("WARNING! Not implemented.\n");
#endif
}
/*
*
* Core in:
*
* OpenGLES : 3.0
*/
void rglGetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar **uniformNames,
GLuint *uniformIndices)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glGetUniformIndices(program, uniformCount,
uniformNames, uniformIndices);
#else
printf("WARNING! Not implemented.\n");
#endif
}
/*
*
* Core in:
*
* OpenGLES : 3.0
*/
void rglBindBufferBase( GLenum target,
GLuint index,
GLuint buffer)
{
#if defined(HAVE_OPENG) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glBindBufferBase(target, index, buffer);
#else
printf("WARNING! Not implemented.\n");
#endif
}
/*
*
* Core in:
*
* OpenGLES : 3.0
*/
GLuint rglGetUniformBlockIndex( GLuint program,
const GLchar *uniformBlockName)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
return glGetUniformBlockIndex(program, uniformBlockName);
#else
printf("WARNING! Not implemented.\n");
return 0;
#endif
}
/*
*
* Core in:
*
* OpenGLES : 3.0
*/
void rglUniformBlockBinding( GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glUniformBlockBinding(program, uniformBlockIndex,
uniformBlockBinding);
#else
printf("WARNING! Not implemented.\n");
#endif
}
/*
*
* Core in:
* OpenGL : 2.0
* OpenGLES : 3.0
*/
void rglUniform1ui(GLint location, GLuint v)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glUniform1ui(location ,v);
#endif
}
/*
*
* Core in:
* OpenGL : 2.0
* OpenGLES : 3.0
*/
void rglUniform2ui(GLint location, GLuint v0, GLuint v1)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glUniform2ui(location, v0, v1);
#endif
}
/*
*
* Core in:
* OpenGL : 2.0
* OpenGLES : 3.0
*/
void rglUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glUniform3ui(location, v0, v1, v2);
#endif
}
/*
*
* Core in:
* OpenGL : 2.0
* OpenGLES : 3.0
*/
void rglUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
glUniform4ui(location, v0, v1, v2, v3);
#endif
}
/*
*
* Core in:
* OpenGL : 2.0
*/
void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
glUniformMatrix4fv(location, count, transpose, value);
}
/*