hostsupport/hostopengles20/src/GLES2/hgl.h
branchbug235_bringup_0
changeset 53 c2ef9095503a
parent 20 d2d6724aef32
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hostsupport/hostopengles20/src/GLES2/hgl.h	Wed Oct 06 17:59:01 2010 +0100
@@ -0,0 +1,225 @@
+/* Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).
+ *
+ * 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
+ * BRIAN PAUL 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.
+ *
+ * Initial Contributors:
+ * Nokia Corporation - initial contribution.
+ *
+ * Contributors:
+ *
+ * Description:
+ *
+ */
+
+#ifndef HGL_H_
+#define HGL_H_
+
+#include <GLES2/gl2.h>
+
+// Things that desktop GL has, but GL ES doesn't.
+
+#define GL_BGR                              0x80E0
+#define GL_BGRA                             0x80E1
+#define GL_RGB8                             0x8051
+#define GL_RGBA8                            0x8058
+#ifndef DGLES2_NO_SRGB
+#define GL_SRGB8							0x8C41
+#define GL_SRGB8_ALPHA8						0x8C43
+#define GL_SLUMINANCE8						0x8C47
+#else
+// No sRGB support in OpenGL 2.0.
+#define GL_SRGB8							GL_RGB8
+#define GL_SRGB8_ALPHA8						GL_RGBA8
+#define GL_SLUMINANCE8						GL_LUMINANCE8
+#endif
+#define GL_LUMINANCE8                       0x8040
+#define GL_ALPHA8                           0x803C
+#define GL_DEPTH_COMPONENT24				0x81A6
+#define GL_DEPTH_COMPONENT32				0x81A7
+#define GL_UNSIGNED_INT_8_8_8_8_REV         0x8367
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV       0x8366
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV       0x8365
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS	0x8B49
+#define GL_MAX_VARYING_FLOATS				0x8B4B
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS	0x8B4A
+#define GL_TEXTURE_WIDTH                    0x1000
+#define GL_TEXTURE_HEIGHT					0x1001
+#define GL_TEXTURE_RED_SIZE                 0x805C
+#define GL_TEXTURE_GREEN_SIZE               0x805D
+#define GL_TEXTURE_BLUE_SIZE                0x805E
+#define GL_TEXTURE_ALPHA_SIZE               0x805F
+#define GL_TEXTURE_LUMINANCE_SIZE           0x8060
+#define GL_TEXTURE_INTERNAL_FORMAT          0x1003
+typedef char GLchar;		/* native character */
+typedef double GLclampd;    /* double precision float in [0,1] */
+
+#define HGL_FUNCS \
+	HGL_FUNC(GLenum, GetError, (void)) \
+	HGL_FUNC(GLuint, CreateShader, (GLenum)) \
+	HGL_FUNC(void, ShaderSource, (GLuint, GLsizei, const GLchar* *, const GLint *)) \
+	HGL_FUNC(void, CompileShader, (GLuint)) \
+	HGL_FUNC(void, GetShaderiv, (GLuint, GLenum, GLint *)) \
+	HGL_FUNC(void, GetShaderInfoLog, (GLuint, GLsizei, GLsizei *, GLchar *)) \
+	HGL_FUNC(GLuint, CreateProgram, (void)) \
+	HGL_FUNC(void, AttachShader, (GLuint, GLuint)) \
+	HGL_FUNC(void, BindAttribLocation, (GLuint, GLuint, const GLchar *)) \
+	HGL_FUNC(void, LinkProgram, (GLuint)) \
+	HGL_FUNC(void, UseProgram, (GLuint)) \
+	HGL_FUNC(void, GetProgramiv, (GLuint, GLenum, GLint *)) \
+	HGL_FUNC(void, GetProgramInfoLog, (GLuint, GLsizei, GLsizei *, GLchar *)) \
+	HGL_FUNC(GLint, GetUniformLocation, (GLuint, const GLchar *)) \
+	HGL_FUNC(void, Uniform1f, (GLint, GLfloat)) \
+	HGL_FUNC(void, Uniform2f, (GLint, GLfloat, GLfloat)) \
+	HGL_FUNC(void, Uniform3f, (GLint, GLfloat, GLfloat, GLfloat)) \
+	HGL_FUNC(void, Uniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat)) \
+	HGL_FUNC(void, Uniform1i, (GLint, GLint)) \
+	HGL_FUNC(void, Uniform2i, (GLint, GLint, GLint)) \
+	HGL_FUNC(void, Uniform3i, (GLint, GLint, GLint, GLint)) \
+	HGL_FUNC(void, Uniform4i, (GLint, GLint, GLint, GLint, GLint)) \
+	HGL_FUNC(void, Uniform1fv, (GLint, GLsizei, const GLfloat *)) \
+	HGL_FUNC(void, Uniform2fv, (GLint, GLsizei, const GLfloat *)) \
+	HGL_FUNC(void, Uniform3fv, (GLint, GLsizei, const GLfloat *)) \
+	HGL_FUNC(void, Uniform4fv, (GLint, GLsizei, const GLfloat *)) \
+	HGL_FUNC(void, Uniform1iv, (GLint, GLsizei, const GLint *)) \
+	HGL_FUNC(void, Uniform2iv, (GLint, GLsizei, const GLint *)) \
+	HGL_FUNC(void, Uniform3iv, (GLint, GLsizei, const GLint *)) \
+	HGL_FUNC(void, Uniform4iv, (GLint, GLsizei, const GLint *)) \
+	HGL_FUNC(void, UniformMatrix2fv, (GLint, GLsizei, GLboolean, const GLfloat *)) \
+	HGL_FUNC(void, UniformMatrix3fv, (GLint, GLsizei, GLboolean, const GLfloat *)) \
+	HGL_FUNC(void, UniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *)) \
+	HGL_FUNC(void, Clear, (GLbitfield mask )) \
+	HGL_FUNC(void, ClearColor, (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )) \
+	HGL_FUNC(void, EnableVertexAttribArray, (GLuint)) \
+	HGL_FUNC(void, DisableVertexAttribArray, (GLuint)) \
+	HGL_FUNC(void, VertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *)) \
+	HGL_FUNC(void, DrawArrays, (GLenum mode, GLint first, GLsizei count )) \
+	HGL_FUNC(void, GenBuffers, (GLsizei, GLuint *)) \
+	HGL_FUNC(void, BindBuffer, (GLenum, GLuint)) \
+	HGL_FUNC(void, BufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum)) \
+	HGL_FUNC(void, GenTextures, (GLsizei n, GLuint *textures)) \
+	HGL_FUNC(void, DeleteTextures, (GLsizei n, const GLuint *textures)) \
+	HGL_FUNC(void, BindTexture, (GLenum target, GLuint texture)) \
+	HGL_FUNC(void, TexImage2D, (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)) \
+	HGL_FUNC(void, TexParameterf, (GLenum target, GLenum pname, GLfloat param)) \
+	HGL_FUNC(void, TexParameteri, (GLenum target, GLenum pname, GLint param)) \
+	HGL_FUNC(void, TexParameterfv, (GLenum target, GLenum pname, const GLfloat *params)) \
+	HGL_FUNC(void, TexParameteriv, (GLenum target, GLenum pname, const GLint *params)) \
+	HGL_FUNC(const GLubyte*, GetString, (GLenum name)) \
+	HGL_FUNC(void, GetBooleanv, (GLenum pname, GLboolean *params)) \
+	HGL_FUNC(void, GetFloatv, (GLenum pname, GLfloat *params)) \
+	HGL_FUNC(void, GetIntegerv, (GLenum pname, GLint *params)) \
+	HGL_FUNC(void, BlendFunc, (GLenum sfactor, GLenum dfactor)) \
+	HGL_FUNC(void, ColorMask, (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)) \
+	HGL_FUNC(void, CullFace, (GLenum mode)) \
+	HGL_FUNC(void, Enable, (GLenum cap)) \
+	HGL_FUNC(void, Disable, (GLenum cap)) \
+	HGL_FUNC(void, Viewport, (GLint x, GLint y, GLsizei width, GLsizei height)) \
+	HGL_FUNC(void, PixelStorei, (GLenum pname, GLint param)) \
+	HGL_FUNC(void, TexSubImage2D, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)) \
+	HGL_FUNC(void, VertexAttrib1f, (GLuint, GLfloat)) \
+	HGL_FUNC(void, VertexAttrib1fv, (GLuint, const GLfloat *)) \
+	HGL_FUNC(void, VertexAttrib2f, (GLuint, GLfloat, GLfloat)) \
+	HGL_FUNC(void, VertexAttrib2fv, (GLuint, const GLfloat *)) \
+	HGL_FUNC(void, VertexAttrib3f, (GLuint, GLfloat, GLfloat, GLfloat)) \
+	HGL_FUNC(void, VertexAttrib3fv, (GLuint, const GLfloat *)) \
+	HGL_FUNC(void, VertexAttrib4f, (GLuint, GLfloat, GLfloat, GLfloat, GLfloat)) \
+	HGL_FUNC(void, VertexAttrib4fv, (GLuint, const GLfloat *)) \
+	HGL_FUNC(void, DeleteProgram, (GLuint)) \
+	HGL_FUNC(void, DeleteShader, (GLuint)) \
+	HGL_FUNC(void, DetachShader, (GLuint, GLuint)) \
+	HGL_FUNC(void, Hint, (GLenum target, GLenum mode)) \
+	HGL_FUNC(void, Scissor, (GLint x, GLint y, GLsizei width, GLsizei height)) \
+	HGL_FUNC(void, ReadPixels, (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)) \
+	HGL_FUNC(void, GenerateMipmapEXT, (GLenum)) \
+	HGL_FUNC(void, BlendEquation, (GLenum mode)) \
+	HGL_FUNC(void, BlendColor, (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)) \
+	HGL_FUNC(void, BlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum)) \
+	HGL_FUNC(void, BlendEquationSeparate, (GLenum, GLenum)) \
+	HGL_FUNC(void, BindFramebufferEXT, (GLenum, GLuint)) \
+	HGL_FUNC(void, DeleteFramebuffersEXT, (GLsizei, const GLuint *)) \
+	HGL_FUNC(void, GenFramebuffersEXT, (GLsizei, GLuint *)) \
+	HGL_FUNC(void, BindRenderbufferEXT, (GLenum, GLuint)) \
+	HGL_FUNC(void, DeleteRenderbuffersEXT, (GLsizei, const GLuint *)) \
+	HGL_FUNC(void, GenRenderbuffersEXT, (GLsizei, GLuint *)) \
+	HGL_FUNC(GLboolean, IsEnabled, (GLenum cap)) \
+	HGL_FUNC(void, ActiveTexture, (GLenum texture)) \
+	HGL_FUNC(void, GetTexParameterfv, (GLenum target, GLenum pname, const GLfloat *params)) \
+	HGL_FUNC(void, GetTexParameteriv, (GLenum target, GLenum pname, const GLint *params)) \
+	HGL_FUNC(GLboolean, IsTexture, (GLuint texture)) \
+	HGL_FUNC(GLboolean, IsProgram, (GLuint program)) \
+	HGL_FUNC(GLboolean, IsShader, (GLuint shader)) \
+	HGL_FUNC(void, BufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *)) \
+	HGL_FUNC(void, DeleteBuffers, (GLsizei, const GLuint *)) \
+	HGL_FUNC(GLboolean, IsBuffer, (GLuint)) \
+	HGL_FUNC(void, DrawElements, (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)) \
+	HGL_FUNC(GLint, GetAttribLocation, (GLuint, const GLchar *)) \
+	HGL_FUNC(void, StencilFunc, (GLenum func, GLint ref, GLuint mask)) \
+	HGL_FUNC(void, StencilMask, (GLuint mask)) \
+	HGL_FUNC(void, StencilOp, (GLenum fail, GLenum zfail, GLenum zpass)) \
+	HGL_FUNC(void, ClearStencil, (GLint s)) \
+	HGL_FUNC(void, FramebufferTexture2DEXT, (GLenum, GLenum, GLenum, GLuint, GLint)) \
+	HGL_FUNC(void, RenderbufferStorageEXT, (GLenum, GLenum, GLsizei, GLsizei)) \
+	HGL_FUNC(void, FramebufferRenderbufferEXT, (GLenum, GLenum, GLenum, GLuint)) \
+	HGL_FUNC(GLenum, CheckFramebufferStatusEXT, (GLenum)) \
+	HGL_FUNC(void, Finish, (void)) \
+	HGL_FUNC(void, Flush, (void)) \
+	HGL_FUNC(void, DepthFunc, (GLenum func)) \
+	HGL_FUNC(void, DepthMask, (GLboolean flag)) \
+	HGL_FUNC(void, DepthRange, (GLclampd zNear, GLclampd zFar)) \
+	HGL_FUNC(void, ClearDepth, (GLclampd depth)) \
+	HGL_FUNC(void, GetBufferParameteriv, (GLenum target, GLenum pname, GLint* params)) \
+	HGL_FUNC(void, GetActiveAttrib, (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)) \
+	HGL_FUNC(void, GetActiveUniform, (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)) \
+	HGL_FUNC(void, GetAttachedShaders, (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)) \
+	HGL_FUNC(void, GetUniformfv, (GLuint program, GLint location, GLfloat *params)) \
+	HGL_FUNC(void, GetUniformiv, (GLuint program, GLint location, GLint *params)) \
+	HGL_FUNC(void, ValidateProgram, (GLuint program)) \
+	HGL_FUNC(void, GetShaderSource, (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)) \
+	HGL_FUNC(void, LineWidth, (GLfloat width)) \
+	HGL_FUNC(void, FrontFace, (GLenum mode)) \
+	HGL_FUNC(void, PolygonOffset, (GLfloat factor, GLfloat units)) \
+	HGL_FUNC(void, SampleCoverage, (GLclampf value, GLboolean invert)) \
+	HGL_FUNC(void, StencilMaskSeparate, (GLenum face, GLuint mask)) \
+	HGL_FUNC(void, StencilFuncSeparate, (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask)) \
+	HGL_FUNC(void, StencilOpSeparate, (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)) \
+	HGL_FUNC(void, CopyTexImage2D, (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)) \
+	HGL_FUNC(void, GetFramebufferAttachmentParameterivEXT, (GLenum target, GLenum attachment, GLenum pname, GLint *params)) \
+	HGL_FUNC(void, GetRenderbufferParameterivEXT, (GLenum target, GLenum pname, GLint *params)) \
+	HGL_FUNC(void, CopyTexSubImage2D, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)) \
+	HGL_FUNC(void, IsRenderbufferEXT, (GLuint renderbuffer)) \
+	HGL_FUNC(void, IsFramebufferEXT, (GLuint framebuffer)) \
+	HGL_FUNC(void, GetVertexAttribiv, (GLuint index, GLenum pname, GLint *params)) \
+	HGL_FUNC(void, GetVertexAttribfv, (GLuint index, GLenum pname, GLfloat *params)) \
+	HGL_FUNC(void, GetTexLevelParameteriv, (GLenum target, GLint level, GLenum pname, GLint *params)) \
+	HGL_FUNC(void, GetTexImage, (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)) \
+	HGL_FUNC(void, DrawPixels, (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels))
+
+typedef struct HGL
+{
+#define HGL_FUNC(ret, name, attr) ret (GL_APIENTRY *name)attr;
+	HGL_FUNCS
+#undef HGL_FUNC
+} HGL;
+
+#ifndef HGL_NO_VARIABLES
+extern HGL hgl;
+
+extern int hglLoad();
+#endif // HGL_NO_VARIABLES
+
+#endif // HGL_H_