add missing SDL/gles* files
This commit is contained in:
parent
3ec83695da
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7 changed files with 559 additions and 3 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -2,7 +2,6 @@
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*.swp
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Python-*
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freetype-*
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SDL_*
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build/*
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src/SDL/Xcode-iPhoneOS/SDL/build/
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tmp/*
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5
src/SDL/.hg/cache/tags
vendored
5
src/SDL/.hg/cache/tags
vendored
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@ -1,5 +1,5 @@
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6098 c781fe3628a1d9ebfe5beb62dabf551fcef053aa a1616a61e966c1b1136d6ca57a0e7165441d603a
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6087 185f8588deaa9c9790cb91730eb6e59dd9a27392
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6309 f4e14c811fd52e34ee70aaebdd812965c17cb192 a1616a61e966c1b1136d6ca57a0e7165441d603a
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6308 2b923729fd01d34b3913bd4ac8458c7121825f78 bb426bf40cac1882c852d81a696d72abf05ee755
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5551 b95bb58b703af987349d3603a7d008e11a061d7a a1616a61e966c1b1136d6ca57a0e7165441d603a
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5079 f2d8e0b59ccac6688e7a5c89399f7c842507968e a1616a61e966c1b1136d6ca57a0e7165441d603a
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4416 06be4b33029d9e4012380084dd37dc1730062921
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@ -29,3 +29,4 @@ bb051fa871aa0b53ea57df56a446cec3bb85924c release-1.2.2
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4867f7f7dd3426d1dbbeef48b3f3b3aa19590cc4 release-1.2.12
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7c2589fb8d4df54c6faabd3faebd0c0e73f67879 release-1.2.13
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f14cf9d71233934811774f941d0de121d5f96ccf release-1.2.14
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fba40d9f4a733e0cbf9197a0b1d19f9cff138f99 release-1.2.15
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315
src/SDL/src/render/nds/SDL_libgl2D.c
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315
src/SDL/src/render/nds/SDL_libgl2D.c
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/*
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* Note: The Nintendo DS port to SDL uses excerpts from the libGL2D,
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* with permission of the original author. The following is mostly his
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* code/comments.
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*
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*
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* Easy GL2D
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*
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* Relminator 2010
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* Richard Eric M. Lope BSN RN
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*
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* http://rel.betterwebber.com
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*
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* A very small and simple DS rendering lib using the 3d core to render 2D stuff
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_NDS
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#include "SDL_libgl2D.h"
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/*
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* Our static global variable used for Depth values since we cannot
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* disable depth testing in the DS hardware This value is incremented
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* for every draw call. */
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v16 g_depth;
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int gCurrentTexture;
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/*
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* !!! PRIVATE !!! Set orthographic projection at 1:1 correspondence
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* to screen coords glOrtho expects f32 values but if we use the
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* standard f32 values, we need to rescale either every vert or the
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* modelview matrix by the same amount to make it work. That's gonna
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* give us lots of overflows and headaches. So we "scale down" and
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* use an all integer value.
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*/
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void SetOrtho(void)
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{
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glMatrixMode(GL_PROJECTION); // set matrixmode to projection
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glLoadIdentity(); // reset
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glOrthof32(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1 << 12, 1 << 12); // downscale projection matrix
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}
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/*
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* Initializes GL in 2D mode Also initializes GL in 3d mode so that we
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* could combine 2D and 3D later Almost a direct copy from the DS
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* example files
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*/
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void glScreen2D(void)
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{
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// initialize gl
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glInit();
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// enable textures
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glEnable(GL_TEXTURE_2D);
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// enable antialiasing
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glEnable(GL_ANTIALIAS);
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// setup the rear plane
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glClearColor(0, 0, 0, 31); // BG must be opaque for AA to work
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glClearPolyID(63); // BG must have a unique polygon ID for AA to work
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glClearDepth(GL_MAX_DEPTH);
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// this should work the same as the normal gl call
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glViewport(0,0,255,191);
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// any floating point gl call is being converted to fixed prior to being implemented
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(70, 256.0 / 192.0, 1, 200);
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gluLookAt( 0.0, 0.0, 1.0, //camera possition
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0.0, 0.0, 0.0, //look at
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0.0, 1.0, 0.0); //up
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glMaterialf(GL_AMBIENT, RGB15(31,31,31));
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glMaterialf(GL_DIFFUSE, RGB15(31,31,31));
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glMaterialf(GL_SPECULAR, BIT(15) | RGB15(31,31,31));
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glMaterialf(GL_EMISSION, RGB15(31,31,31));
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// ds uses a table for shinyness..this generates a half-ass one
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glMaterialShinyness();
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// not a real gl function and will likely change
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK);
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}
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/*
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* Sets up OpenGL for 2d rendering Call this before drawing any of
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* GL2D's drawing or sprite functions.
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*/
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void glBegin2D(void)
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{
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// save 3d perpective projection matrix
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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// save 3d modelview matrix for safety
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// what?!! No glDisable(GL_DEPTH_TEST)?!!!!!!
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_ANTIALIAS); // disable AA
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glDisable(GL_OUTLINE); // disable edge-marking
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glColor(0x7FFF); // max color
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); // no culling
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SetOrtho();
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glMatrixMode(GL_TEXTURE); // reset texture matrix just in case we did some funky stuff with it
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW); // reset modelview matrix. No need to scale up by << 12
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glLoadIdentity();
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gCurrentTexture = 0; // set current texture to 0
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g_depth = 0; // set depth to 0. We need this var since we cannot disable depth testing
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}
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/*
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* Issue this after drawing 2d so that we don't mess the matrix stack.
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* The complement of glBegin2D.
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*/
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void glEnd2D(void)
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{
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// restore 3d matrices and set current matrix to modelview
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glMatrixMode(GL_PROJECTION);
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glPopMatrix(1);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix(1);
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}
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/*
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* Draws a pixel
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* Parameters:
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* x,y -> First coordinate of the line
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* color -> RGB15/ARGB16 color
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*/
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void glPutPixel(int x, int y, int color)
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{
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glBindTexture(0, 0);
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glColor(color);
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glBegin(GL_TRIANGLES);
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gxVertex3i(x, y, g_depth);
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gxVertex2i(x, y);
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gxVertex2i(x, y);
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glEnd();
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glColor(0x7FFF);
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g_depth++;
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gCurrentTexture = 0;
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}
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/*
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* Draws a line
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* Parameters:
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* x1,y1 -> First coordinate of the line
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* x2,y2 -> Second coordinate of the line
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* color -> RGB15/ARGB16 color
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*/
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void glLine(int x1, int y1, int x2, int y2, int color)
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{
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x2++;
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y2++;
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glBindTexture(0, 0);
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glColor(color);
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glBegin(GL_TRIANGLES);
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gxVertex3i(x1, y1, g_depth);
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gxVertex2i(x2, y2);
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gxVertex2i(x2, y2);
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glEnd();
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glColor(0x7FFF);
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g_depth++;
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gCurrentTexture = 0;
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}
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/*
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* Draws a Filled Box
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* Parameters:
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* x1,y1 -> Top-left corner of the box
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* x2,y2 -> Bottom-Right corner of the box
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* color -> RGB15/ARGB16 color
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*/
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void glBoxFilled(int x1, int y1, int x2, int y2, int color)
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{
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x2++;
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y2++;
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glBindTexture(0, 0);
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glColor(color);
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glBegin(GL_QUADS);
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gxVertex3i(x1, y1, g_depth); // use 3i for first vertex so that we increment HW depth
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gxVertex2i(x1, y2); // no need for 3 vertices as 2i would share last depth call
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gxVertex2i(x2, y2);
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gxVertex2i(x2, y1);
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glEnd();
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glColor(0x7FFF);
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g_depth++;
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gCurrentTexture = 0;
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}
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/*
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*
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* Create a tile.
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* Very rigid and prone to human error.
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*
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* Parameters:
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* *sprite -> pointer to a glImage
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* texture_width -> width/height of the texture;
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* texture_height -> valid sizes are enumerated in GL_TEXTURE_TYPE_ENUM (see glTexImage2d)
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* sprite_width
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* sprite_height -> width/height of the picture in the texture.
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* type -> The format of the texture (see glTexImage2d)
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* param -> parameters for the texture (see glTexImage2d)
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*/
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int glLoadTile(glImage *sprite,
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int texture_width,
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int texture_height,
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int sprite_width,
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int sprite_height,
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GL_TEXTURE_TYPE_ENUM type,
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int param,
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int pallette_width,
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const u16 *palette,
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const uint8 *texture)
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{
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int textureID;
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glGenTextures(1, &textureID);
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glBindTexture(0, textureID);
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glTexImage2D(0, 0, type, texture_width, texture_height, 0, param, texture);
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glColorTableEXT(0, 0, pallette_width, 0, 0, palette);
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sprite->width = sprite_width;
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sprite->height = sprite_height;
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sprite->textureID = textureID;
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return textureID;
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}
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/*
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* I made this since the scale wrappers are either the vectorized mode
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* or does not permit you to scale only the axis you want to
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* scale. Needed for sprite scaling.
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*/
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static inline void gxScalef32(s32 x, s32 y, s32 z)
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{
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MATRIX_SCALE = x;
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MATRIX_SCALE = y;
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MATRIX_SCALE = z;
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}
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/*
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* I this made for future naming conflicts.
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*/
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static inline void gxTranslate3f32(int32 x, int32 y, int32 z)
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{
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MATRIX_TRANSLATE = x;
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MATRIX_TRANSLATE = y;
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MATRIX_TRANSLATE = z;
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}
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/*
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* Draws an axis exclusive scaled sprite
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* Parameters:
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* x -> x position of the sprite
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* y -> y position of the sprite
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* scaleX -> 20.12 FP X axis scale value (1 << 12 is normal)
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* scaleY -> 20.12 FP Y axis scale value (1 << 12 is normal)
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* flipmode -> mode for flipping (see GL_FLIP_MODE enum)
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* *spr -> pointer to a glImage
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*/
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void glSpriteScaleXY(int x, int y, s32 scaleX, s32 scaleY, int flipmode, const glImage *spr)
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{
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const int x1 = 0;
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const int y1 = 0;
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const int x2 = spr->width;
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const int y2 = spr->height;
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const int u1 = ((flipmode & GL_FLIP_H) ? spr->width-1 : 0);
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const int u2 = ((flipmode & GL_FLIP_H) ? 0 : spr->width-1);
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const int v1 = ((flipmode & GL_FLIP_V) ? spr->height-1 : 0);
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const int v2 = ((flipmode & GL_FLIP_V) ? 0 : spr->height-1);
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if (spr->textureID != gCurrentTexture)
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{
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glBindTexture(GL_TEXTURE_2D, spr->textureID);
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gCurrentTexture = spr->textureID;
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}
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glPushMatrix();
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gxTranslate3f32(x, y, 0);
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gxScalef32(scaleX, scaleY, 1 << 12);
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glBegin(GL_QUADS);
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gxTexcoord2i(u1, v1); gxVertex3i(x1, y1, g_depth);
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gxTexcoord2i(u1, v2); gxVertex2i(x1, y2);
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gxTexcoord2i(u2, v2); gxVertex2i(x2, y2);
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gxTexcoord2i(u2, v1); gxVertex2i(x2, y1);
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glEnd();
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glPopMatrix(1);
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g_depth++;
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}
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#endif /* SDL_VIDEO_RENDER_NDS */
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154
src/SDL/src/render/nds/SDL_libgl2D.h
Normal file
154
src/SDL/src/render/nds/SDL_libgl2D.h
Normal file
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/*
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* Note: The Nintendo DS port to SDL uses excerpts from the libGL2D,
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* with permission of the original author. The following is mostly his
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* code/comments.
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*
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*
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* Easy GL2D
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*
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* Relminator 2010
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* Richard Eric M. Lope BSN RN
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*
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* http://rel.betterwebber.com
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*
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* A very small and simple DS rendering lib using the 3d core to render 2D stuff
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_NDS
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#include <nds/arm9/videoGL.h>
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/* LibGL extension(s) */
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static inline void gxTexcoord2i(t16 u, t16 v)
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{
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GFX_TEX_COORD = (v << 20) | ((u << 4) & 0xFFFF);
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}
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static inline void gxVertex3i(v16 x, v16 y, v16 z)
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{
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GFX_VERTEX16 = (y << 16) | (x & 0xFFFF);
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GFX_VERTEX16 = ((uint32)(uint16)z);
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}
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static inline void gxVertex2i(v16 x, v16 y)
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{
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GFX_VERTEX_XY = (y << 16) | (x & 0xFFFF);
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}
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/*
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* Enums selecting flipping mode.
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*
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* These enums are bits for flipping the sprites.
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* You can "|" (or) GL_FLIP_V and GL_FLIP_H to flip
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* both ways.
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*/
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typedef enum
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{
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GL_FLIP_NONE = (1 << 0), /* No flipping */
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GL_FLIP_V = (1 << 1), /* Sprite is rendered vertically flipped */
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GL_FLIP_H = (1 << 2), /* Sprite is rendered horizontally flipped */
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} GL_FLIP_MODE;
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/* Struct for out GL-Based Images. */
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typedef struct
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{
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int width; /* Width of the Sprite */
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int height; /* Height of the Sprite */
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int textureID; /* Texture handle (used in glDeleteTextures())
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The texture handle in VRAM (returned by glGenTextures())
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ie. This references the actual texture stored in VRAM. */
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} glImage;
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extern v16 g_depth;
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extern int gCurrentTexture;
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/*
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* Draws an Axis Exclusive Scaled Sprite
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* Parameters:
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* x X position of the sprite.
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* y Y position of the sprite.
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* scaleX 20.12 fixed-point X-Axis scale value (1 << 12 is normal).
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* scaleY 20.12 fixed-point Y-Axis scale value (1 << 12 is normal).
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* flipmode mode for flipping (see GL_FLIP_MODE enum).
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* *spr pointer to a glImage.
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*/
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void glSpriteScaleXY(int x, int y, s32 scaleX, s32 scaleY, int flipmode, const glImage *spr);
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/* Initializes our Tileset (like glInitSpriteset()) but without the use of Texture Packer auto-generated files.
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* Can only be used when tiles in a tilset are of the same dimensions.
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* Parameters:
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* *sprite Pointer to an array of glImage.
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* tile_wid Width of each tile in the texture.
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* tile_hei Height of each tile in the texture.
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* bmp_wid Width of of the texture or tileset.
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* bmp_hei height of of the texture or tileset.
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* type The format of the texture (see glTexImage2d()).
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* sizeX The horizontal size of the texture; valid sizes are enumerated in GL_TEXTURE_TYPE_ENUM (see glTexImage2d()).
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* sizeY The vertical size of the texture; valid sizes are enumerated in GL_TEXTURE_TYPE_ENUM (see glTexImage2d()).
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* param parameters for the texture (see glTexImage2d()).
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* pallette_width Length of the palette. Valid values are <b>4, 16, 32, 256</b> (if <b>0</b>, then palette is removed from currently bound texture).
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* *palette Pointer to the palette data to load (if NULL, then palette is removed from currently bound texture).
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* *texture Pointer to the texture data to load.
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*/
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int glLoadTile(glImage *sprite,
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int texture_width,
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int texture_height,
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int sprite_width,
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int sprite_height,
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GL_TEXTURE_TYPE_ENUM type,
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int param,
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int pallette_width,
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const u16 *palette,
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const uint8 *texture);
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/* Initializes GL in 2D mode */
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void glScreen2D(void);
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/*
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* Sets up OpenGL for 2d rendering.
|
||||
*
|
||||
* Call this before drawing any of GL2D's drawing or sprite functions.
|
||||
*/
|
||||
void glBegin2D(void);
|
||||
|
||||
/*
|
||||
* Issue this after drawing 2d so that we don't mess the matrix stack.
|
||||
*
|
||||
* The complement of glBegin2D().
|
||||
*/
|
||||
void glEnd2D(void);
|
||||
|
||||
/*
|
||||
* Draws a Pixel
|
||||
* x X position of the pixel.
|
||||
* y Y position of the pixel.
|
||||
* color RGB15/ARGB16 color.
|
||||
*/
|
||||
void glPutPixel(int x, int y, int color);
|
||||
|
||||
/*
|
||||
* Draws a Line
|
||||
* x1,y1 Top-Left coordinate of the line.
|
||||
* x2,y2 Bottom-Right coordinate of the line.
|
||||
* color RGB15/ARGB16 color.
|
||||
*/
|
||||
void glLine(int x1, int y1, int x2, int y2, int color);
|
||||
|
||||
/*
|
||||
* Draws a Box
|
||||
* x1,y1 Top-Left coordinate of the box.
|
||||
* x2,y2 Bottom-Right coordinate of the box.
|
||||
* color RGB15/ARGB16 color.
|
||||
*/
|
||||
void glBox(int x1, int y1, int x2, int y2, int color);
|
||||
|
||||
/*
|
||||
* Draws a Filled Box
|
||||
* x1,y1 Top-Left coordinate of the box.
|
||||
* x2,y2 Bottom-Right coordinate of the box.
|
||||
* color RGB15/ARGB16 color.
|
||||
*/
|
||||
void glBoxFilled(int x1, int y1, int x2, int y2, int color);
|
||||
|
||||
#endif /* SDL_VIDEO_RENDER_NDS */
|
40
src/SDL/src/render/opengles/SDL_glesfuncs.h
Normal file
40
src/SDL/src/render/opengles/SDL_glesfuncs.h
Normal file
|
@ -0,0 +1,40 @@
|
|||
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
|
||||
SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
|
||||
SDL_PROC(void, glClear, (GLbitfield))
|
||||
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
|
||||
SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
|
||||
SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
|
||||
SDL_PROC(void, glDisable, (GLenum))
|
||||
SDL_PROC(void, glDisableClientState, (GLenum array))
|
||||
SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
|
||||
SDL_PROC(void, glDrawTexiOES, (GLint, GLint, GLint, GLint, GLint))
|
||||
SDL_PROC(void, glEnable, (GLenum))
|
||||
SDL_PROC(void, glEnableClientState, (GLenum))
|
||||
SDL_PROC(void, glFinish, (void))
|
||||
SDL_PROC(void, glGenFramebuffersOES, (GLsizei, GLuint *))
|
||||
SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
|
||||
SDL_PROC(GLenum, glGetError, (void))
|
||||
SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
|
||||
SDL_PROC(void, glLoadIdentity, (void))
|
||||
SDL_PROC(void, glMatrixMode, (GLenum))
|
||||
SDL_PROC(void, glOrthof, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
|
||||
SDL_PROC(void, glPixelStorei, (GLenum, GLint))
|
||||
SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
|
||||
SDL_PROC(void, glTexCoordPointer, (GLint, GLenum, GLsizei, const GLvoid *))
|
||||
SDL_PROC(void, glTexEnvf, (GLenum, GLenum, GLfloat))
|
||||
SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *))
|
||||
SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
|
||||
SDL_PROC(void, glTexParameteriv, (GLenum, GLenum, const GLint *))
|
||||
SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
|
||||
SDL_PROC(void, glVertexPointer, (GLint, GLenum, GLsizei, const GLvoid *))
|
||||
SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
|
||||
SDL_PROC(void, glBindFramebufferOES, (GLenum, GLuint))
|
||||
SDL_PROC(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint))
|
||||
SDL_PROC(GLenum, glCheckFramebufferStatusOES, (GLenum))
|
||||
SDL_PROC(void, glPushMatrix, (void))
|
||||
SDL_PROC(void, glTranslatef, (GLfloat, GLfloat, GLfloat))
|
||||
SDL_PROC(void, glRotatef, (GLfloat, GLfloat, GLfloat, GLfloat))
|
||||
SDL_PROC(void, glPopMatrix, (void))
|
||||
SDL_PROC(void, glDeleteFramebuffersOES, (GLsizei, const GLuint*))
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
47
src/SDL/src/render/opengles2/SDL_gles2funcs.h
Normal file
47
src/SDL/src/render/opengles2/SDL_gles2funcs.h
Normal file
|
@ -0,0 +1,47 @@
|
|||
SDL_PROC(void, glActiveTexture, (GLenum))
|
||||
SDL_PROC(void, glAttachShader, (GLuint, GLuint))
|
||||
SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
|
||||
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
|
||||
SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
|
||||
SDL_PROC(void, glClear, (GLbitfield))
|
||||
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
|
||||
SDL_PROC(void, glCompileShader, (GLuint))
|
||||
SDL_PROC(GLuint, glCreateProgram, (void))
|
||||
SDL_PROC(GLuint, glCreateShader, (GLenum))
|
||||
SDL_PROC(void, glDeleteProgram, (GLuint))
|
||||
SDL_PROC(void, glDeleteShader, (GLuint))
|
||||
SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
|
||||
SDL_PROC(void, glDisable, (GLenum))
|
||||
SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
|
||||
SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
|
||||
SDL_PROC(void, glEnable, (GLenum))
|
||||
SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
|
||||
SDL_PROC(void, glFinish, (void))
|
||||
SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
|
||||
SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
|
||||
SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
|
||||
SDL_PROC(const GLubyte *, glGetString, (GLenum))
|
||||
SDL_PROC(GLenum, glGetError, (void))
|
||||
SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
|
||||
SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
|
||||
SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
|
||||
SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
|
||||
SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
|
||||
SDL_PROC(void, glLinkProgram, (GLuint))
|
||||
SDL_PROC(void, glPixelStorei, (GLenum, GLint))
|
||||
SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
|
||||
SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
|
||||
SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const char **, const GLint *))
|
||||
SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
|
||||
SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
|
||||
SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
|
||||
SDL_PROC(void, glUniform1i, (GLint, GLint))
|
||||
SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
|
||||
SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
|
||||
SDL_PROC(void, glUseProgram, (GLuint))
|
||||
SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
|
||||
SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
|
||||
SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
|
||||
SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
|
||||
SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
|
||||
SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
|
Loading…
Reference in a new issue