view src/video/SDL_glesfuncs.h @ 4426:1bceff8f008f

Fixed bug #943 Ozkan Sezer 2010-02-06 12:31:06 PST Hi: Here are some small fixes for compiling SDL against mingw-w64. (see http://mingw-w64.sourceforge.net/ . Despite the name, it supports both win32 and win64.) src/audio/windx5/directx.h and src/video/windx5/directx.h (both SDL-1.2 and SDL-1.3.) I get compilation errors about some union not having a member named u1 and alike, because of other system headers being included before this one and them already defining DUMMYUNIONNAME and stuff. This header probably assumes that those stuff are defined in windef.h, but mingw-w64 headers define them in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to the top of the file. src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) : The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric because _beginthreadex returns uintptr_t, not unsigned long which is 32 bits in win64. Changing the return type to uintptr_t fixes it. video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64 uses msvcrt version of _aligned_malloc and _aligned_free and they are defined in intrin.h (similar to VC). Adding proper ifdefs fixes it. (Notes about macros to check: __MINGW32__ is defined for both mingw.org and for mingw-w64 for both win32 and win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__ can't be used to detect mingw-w64: including _mingw.h and then checking for __MINGW64_VERSION_MAJOR does the trick.) SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition and location in order to avoid multiple redefinition warnings. Hope these are useful. Thanks.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Mar 2010 15:02:58 +0000
parents 0faae272a372
children
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/* list of OpenGL ES functions sorted alphabetically
   If you need to use a GLES function from the SDL video subsystem,
   change it's entry from SDL_PROC_UNUSED to SDL_PROC and rebuild.
*/
#define SDL_PROC_UNUSED(ret,func,params)

SDL_PROC_UNUSED(void, glAlphaFunc, (GLenum func, GLclampf ref))
SDL_PROC(void, glClearColor,
         (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha))
SDL_PROC_UNUSED(void, glClearDepthf, (GLclampf depth))
SDL_PROC_UNUSED(void, glClipPlanef, (GLenum plane, const GLfloat * equation))
SDL_PROC(void, glColor4f,
         (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha))
SDL_PROC_UNUSED(void, glDepthRangef, (GLclampf zNear, GLclampf zFar))
SDL_PROC_UNUSED(void, glFogf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glFogfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glFrustumf,
                (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
                 GLfloat zNear, GLfloat zFar))
SDL_PROC_UNUSED(void, glGetClipPlanef, (GLenum pname, GLfloat eqn[4]))
SDL_PROC(void, glGetFloatv, (GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetLightfv,
                (GLenum light, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetMaterialfv,
                (GLenum face, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexEnvfv,
                (GLenum env, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexParameterfv,
                (GLenum target, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glLightModelf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glLightModelfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glLightf, (GLenum light, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glLightfv,
                (GLenum light, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glLineWidth, (GLfloat width))
SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat * m))
SDL_PROC_UNUSED(void, glMaterialf, (GLenum face, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glMaterialfv,
                (GLenum face, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glMultMatrixf, (const GLfloat * m))
SDL_PROC_UNUSED(void, glMultiTexCoord4f,
                (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q))
SDL_PROC_UNUSED(void, glNormal3f, (GLfloat nx, GLfloat ny, GLfloat nz))
SDL_PROC(void, glOrthof,
         (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
          GLfloat zNear, GLfloat zFar))
SDL_PROC_UNUSED(void, glPointParameterf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glPointParameterfv,
                (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glPointSize, (GLfloat size))
SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units))
SDL_PROC_UNUSED(void, glRotatef,
                (GLfloat angle, GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexEnvfv,
                (GLenum target, GLenum pname, const GLfloat * params))
SDL_PROC(void, glTexParameterf, (GLenum target, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexParameterfv,
                (GLenum target, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glTranslatef, (GLfloat x, GLfloat y, GLfloat z))

/* Available in both Common and Common-Lite profiles */
SDL_PROC_UNUSED(void, glActiveTexture, (GLenum texture))
SDL_PROC_UNUSED(void, glAlphaFuncx, (GLenum func, GLclampx ref))
SDL_PROC_UNUSED(void, glBindBuffer, (GLenum target, GLuint buffer))
SDL_PROC(void, glBindTexture, (GLenum target, GLuint texture))
SDL_PROC(void, glBlendFunc, (GLenum sfactor, GLenum dfactor))
SDL_PROC_UNUSED(void, glBufferData,
                (GLenum target, GLsizeiptr size, const GLvoid * data,
                 GLenum usage))
SDL_PROC_UNUSED(void, glBufferSubData,
                (GLenum target, GLintptr offset, GLsizeiptr size,
                 const GLvoid * data))
SDL_PROC(void, glClear, (GLbitfield mask))
SDL_PROC_UNUSED(void, glClearColorx,
                (GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha))
SDL_PROC_UNUSED(void, glClearDepthx, (GLclampx depth))
SDL_PROC_UNUSED(void, glClearStencil, (GLint s))
SDL_PROC_UNUSED(void, glClientActiveTexture, (GLenum texture))
SDL_PROC_UNUSED(void, glClipPlanex, (GLenum plane, const GLfixed * equation))
SDL_PROC_UNUSED(void, glColor4ub,
                (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
SDL_PROC_UNUSED(void, glColor4x,
                (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha))
SDL_PROC_UNUSED(void, glColorMask,
                (GLboolean red, GLboolean green, GLboolean blue,
                 GLboolean alpha))
SDL_PROC(void, glColorPointer,
         (GLint size, GLenum type, GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glCompressedTexImage2D,
                (GLenum target, GLint level, GLenum internalformat,
                 GLsizei width, GLsizei height, GLint border,
                 GLsizei imageSize, const GLvoid * data))
SDL_PROC_UNUSED(void, glCompressedTexSubImage2D,
                (GLenum target, GLint level, GLint xoffset, GLint yoffset,
                 GLsizei width, GLsizei height, GLenum format,
                 GLsizei imageSize, const GLvoid * data))
SDL_PROC_UNUSED(void, glCopyTexImage2D,
                (GLenum target, GLint level, GLenum internalformat, GLint x,
                 GLint y, GLsizei width, GLsizei height, GLint border))
SDL_PROC_UNUSED(void, glCopyTexSubImage2D,
                (GLenum target, GLint level, GLint xoffset, GLint yoffset,
                 GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glCullFace, (GLenum mode))
SDL_PROC_UNUSED(void, glDeleteBuffers, (GLsizei n, const GLuint * buffers))
SDL_PROC_UNUSED(void, glDeleteTextures, (GLsizei n, const GLuint * textures))
SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func))
SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
SDL_PROC_UNUSED(void, glDepthRangex, (GLclampx zNear, GLclampx zFar))
SDL_PROC(void, glDisable, (GLenum cap))
SDL_PROC(void, glDisableClientState, (GLenum array))
SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
SDL_PROC_UNUSED(void, glDrawElements,
                (GLenum mode, GLsizei count, GLenum type,
                 const GLvoid * indices))
SDL_PROC(void, glEnable, (GLenum cap))
SDL_PROC(void, glEnableClientState, (GLenum array))
SDL_PROC_UNUSED(void, glFinish, (void))
SDL_PROC_UNUSED(void, glFlush, (void))
SDL_PROC_UNUSED(void, glFogx, (GLenum pname, GLfixed param))
SDL_PROC_UNUSED(void, glFogxv, (GLenum pname, const GLfixed * params))
SDL_PROC_UNUSED(void, glFrontFace, (GLenum mode))
SDL_PROC_UNUSED(void, glFrustumx,
                (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top,
                 GLfixed zNear, GLfixed zFar))
SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params))
SDL_PROC_UNUSED(void, glGetBufferParameteriv,
                (GLenum target, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetClipPlanex, (GLenum pname, GLfixed eqn[4]))
SDL_PROC_UNUSED(void, glGenBuffers, (GLsizei n, GLuint * buffers))
SDL_PROC(void, glGenTextures, (GLsizei n, GLuint * textures))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC_UNUSED(void, glGetFixedv, (GLenum pname, GLfixed * params))
SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetLightxv,
                (GLenum light, GLenum pname, GLfixed * params))
SDL_PROC_UNUSED(void, glGetMaterialxv,
                (GLenum face, GLenum pname, GLfixed * params))
SDL_PROC_UNUSED(void, glGetPointerv, (GLenum pname, void **params))
SDL_PROC_UNUSED(const GLubyte *, glGetString, (GLenum name))
SDL_PROC_UNUSED(void, glGetTexEnviv,
                (GLenum env, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetTexEnvxv,
                (GLenum env, GLenum pname, GLfixed * params))
SDL_PROC_UNUSED(void, glGetTexParameteriv,
                (GLenum target, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetTexParameterxv,
                (GLenum target, GLenum pname, GLfixed * params))
SDL_PROC_UNUSED(void, glHint, (GLenum target, GLenum mode))
SDL_PROC_UNUSED(GLboolean, glIsBuffer, (GLuint buffer))
SDL_PROC_UNUSED(GLboolean, glIsEnabled, (GLenum cap))
SDL_PROC_UNUSED(GLboolean, glIsTexture, (GLuint texture))
SDL_PROC_UNUSED(void, glLightModelx, (GLenum pname, GLfixed param))
SDL_PROC_UNUSED(void, glLightModelxv, (GLenum pname, const GLfixed * params))
SDL_PROC_UNUSED(void, glLightx, (GLenum light, GLenum pname, GLfixed param))
SDL_PROC_UNUSED(void, glLightxv,
                (GLenum light, GLenum pname, const GLfixed * params))
SDL_PROC_UNUSED(void, glLineWidthx, (GLfixed width))
SDL_PROC(void, glLoadIdentity, (void))
SDL_PROC_UNUSED(void, glLoadMatrixx, (const GLfixed * m))
SDL_PROC_UNUSED(void, glLogicOp, (GLenum opcode))
SDL_PROC_UNUSED(void, glMaterialx, (GLenum face, GLenum pname, GLfixed param))
SDL_PROC_UNUSED(void, glMaterialxv,
                (GLenum face, GLenum pname, const GLfixed * params))
SDL_PROC(void, glMatrixMode, (GLenum mode))
SDL_PROC_UNUSED(void, glMultMatrixx, (const GLfixed * m))
SDL_PROC_UNUSED(void, glMultiTexCoord4x,
                (GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q))
SDL_PROC_UNUSED(void, glNormal3x, (GLfixed nx, GLfixed ny, GLfixed nz))
SDL_PROC_UNUSED(void, glNormalPointer,
                (GLenum type, GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glOrthox,
                (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top,
                 GLfixed zNear, GLfixed zFar))
SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glPointParameterx, (GLenum pname, GLfixed param))
SDL_PROC_UNUSED(void, glPointParameterxv,
                (GLenum pname, const GLfixed * params))
SDL_PROC_UNUSED(void, glPointSizex, (GLfixed size))
SDL_PROC_UNUSED(void, glPolygonOffsetx, (GLfixed factor, GLfixed units))
SDL_PROC_UNUSED(void, glPopMatrix, (void))
SDL_PROC_UNUSED(void, glPushMatrix, (void))
SDL_PROC_UNUSED(void, glReadPixels,
                (GLint x, GLint y, GLsizei width, GLsizei height,
                 GLenum format, GLenum type, GLvoid * pixels))
SDL_PROC_UNUSED(void, glRotatex,
                (GLfixed angle, GLfixed x, GLfixed y, GLfixed z))
SDL_PROC_UNUSED(void, glSampleCoverage, (GLclampf value, GLboolean invert))
SDL_PROC_UNUSED(void, glSampleCoveragex, (GLclampx value, GLboolean invert))
SDL_PROC_UNUSED(void, glScalex, (GLfixed x, GLfixed y, GLfixed z))
SDL_PROC(void, glScissor, (GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glShadeModel, (GLenum mode))
SDL_PROC_UNUSED(void, glStencilFunc, (GLenum func, GLint ref, GLuint mask))
SDL_PROC_UNUSED(void, glStencilMask, (GLuint mask))
SDL_PROC_UNUSED(void, glStencilOp, (GLenum fail, GLenum zfail, GLenum zpass))
SDL_PROC(void, glTexCoordPointer,
         (GLint size, GLenum type, GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glTexEnvi, (GLenum target, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexEnvx, (GLenum target, GLenum pname, GLfixed param))
SDL_PROC_UNUSED(void, glTexEnviv,
                (GLenum target, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glTexEnvxv,
                (GLenum target, GLenum pname, const GLfixed * params))
SDL_PROC(void, glTexImage2D,
         (GLenum target, GLint level, GLint internalformat, GLsizei width,
          GLsizei height, GLint border, GLenum format, GLenum type,
          const GLvoid * pixels))
SDL_PROC(void, glTexParameteri, (GLenum target, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexParameterx,
                (GLenum target, GLenum pname, GLfixed param))
SDL_PROC(void, glTexParameteriv,
         (GLenum target, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glTexParameterxv,
                (GLenum target, GLenum pname, const GLfixed * params))
SDL_PROC(void, glTexSubImage2D,
         (GLenum target, GLint level, GLint xoffset, GLint yoffset,
          GLsizei width, GLsizei height, GLenum format, GLenum type,
          const GLvoid * pixels))
SDL_PROC_UNUSED(void, glTranslatex, (GLfixed x, GLfixed y, GLfixed z))
SDL_PROC(void, glVertexPointer,
         (GLint size, GLenum type, GLsizei stride, const GLvoid * pointer))
SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))

/* extension functions used */
SDL_PROC(void, glDrawTexiOES,
         (GLint x, GLint y, GLint z, GLint width, GLint height))

/* vi: set ts=4 sw=4 expandtab: */