comparison src/video/SDL_glfuncs.h @ 2884:9dde605c7540

Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents f38257b5d936
children ad845d9835aa
comparison
equal deleted inserted replaced
2883:11626a53e7bc 2884:9dde605c7540
204 (GLenum light, GLenum pname, const GLfloat * params)) 204 (GLenum light, GLenum pname, const GLfloat * params))
205 SDL_PROC_UNUSED(void, glLighti, (GLenum light, GLenum pname, GLint param)) 205 SDL_PROC_UNUSED(void, glLighti, (GLenum light, GLenum pname, GLint param))
206 SDL_PROC_UNUSED(void, glLightiv, 206 SDL_PROC_UNUSED(void, glLightiv,
207 (GLenum light, GLenum pname, const GLint * params)) 207 (GLenum light, GLenum pname, const GLint * params))
208 SDL_PROC_UNUSED(void, glLineStipple, (GLint factor, GLushort pattern)) 208 SDL_PROC_UNUSED(void, glLineStipple, (GLint factor, GLushort pattern))
209 SDL_PROC_UNUSED(void, glLineWidth, (GLfloat width)) 209 SDL_PROC(void, glLineWidth, (GLfloat width))
210 SDL_PROC_UNUSED(void, glListBase, (GLuint base)) 210 SDL_PROC_UNUSED(void, glListBase, (GLuint base))
211 SDL_PROC(void, glLoadIdentity, (void)) 211 SDL_PROC(void, glLoadIdentity, (void))
212 SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble * m)) 212 SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble * m))
213 SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat * m)) 213 SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat * m))
214 SDL_PROC_UNUSED(void, glLoadName, (GLuint name)) 214 SDL_PROC_UNUSED(void, glLoadName, (GLuint name))
270 SDL_PROC_UNUSED(void, glPixelStoref, (GLenum pname, GLfloat param)) 270 SDL_PROC_UNUSED(void, glPixelStoref, (GLenum pname, GLfloat param))
271 SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param)) 271 SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param))
272 SDL_PROC_UNUSED(void, glPixelTransferf, (GLenum pname, GLfloat param)) 272 SDL_PROC_UNUSED(void, glPixelTransferf, (GLenum pname, GLfloat param))
273 SDL_PROC_UNUSED(void, glPixelTransferi, (GLenum pname, GLint param)) 273 SDL_PROC_UNUSED(void, glPixelTransferi, (GLenum pname, GLint param))
274 SDL_PROC_UNUSED(void, glPixelZoom, (GLfloat xfactor, GLfloat yfactor)) 274 SDL_PROC_UNUSED(void, glPixelZoom, (GLfloat xfactor, GLfloat yfactor))
275 SDL_PROC_UNUSED(void, glPointSize, (GLfloat size)) 275 SDL_PROC(void, glPointSize, (GLfloat size))
276 SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode)) 276 SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode))
277 SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units)) 277 SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units))
278 SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask)) 278 SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask))
279 SDL_PROC_UNUSED(void, glPopAttrib, (void)) 279 SDL_PROC_UNUSED(void, glPopAttrib, (void))
280 SDL_PROC_UNUSED(void, glPopClientAttrib, (void)) 280 SDL_PROC_UNUSED(void, glPopClientAttrib, (void))
322 (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)) 322 (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2))
323 SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2)) 323 SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2))
324 SDL_PROC_UNUSED(void, glRectf, 324 SDL_PROC_UNUSED(void, glRectf,
325 (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)) 325 (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2))
326 SDL_PROC_UNUSED(void, glRectfv, (const GLfloat * v1, const GLfloat * v2)) 326 SDL_PROC_UNUSED(void, glRectfv, (const GLfloat * v1, const GLfloat * v2))
327 SDL_PROC_UNUSED(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2)) 327 SDL_PROC(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2))
328 SDL_PROC_UNUSED(void, glRectiv, (const GLint * v1, const GLint * v2)) 328 SDL_PROC_UNUSED(void, glRectiv, (const GLint * v1, const GLint * v2))
329 SDL_PROC_UNUSED(void, glRects, 329 SDL_PROC_UNUSED(void, glRects,
330 (GLshort x1, GLshort y1, GLshort x2, GLshort y2)) 330 (GLshort x1, GLshort y1, GLshort x2, GLshort y2))
331 SDL_PROC_UNUSED(void, glRectsv, (const GLshort * v1, const GLshort * v2)) 331 SDL_PROC_UNUSED(void, glRectsv, (const GLshort * v1, const GLshort * v2))
332 SDL_PROC_UNUSED(GLint, glRenderMode, (GLenum mode)) 332 SDL_PROC_UNUSED(GLint, glRenderMode, (GLenum mode))