diff -r da7c1a80df0d -r d2d6724aef32 holdingarea/libGLESv2/src/GLES2/hgl.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/holdingarea/libGLESv2/src/GLES2/hgl.h Thu Sep 16 09:43:14 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 + +// 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_