Update for SDL3 coding style (#6717)

I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.

In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.

The script I ran for the src directory is added as build-scripts/clang-format-src.sh

This fixes:
#6592
#6593
#6594
This commit is contained in:
Sam Lantinga
2022-11-30 12:51:59 -08:00
committed by GitHub
parent 14b902faca
commit 5750bcb174
781 changed files with 51659 additions and 55763 deletions

View File

@@ -23,7 +23,7 @@
If you need to use a GL function from the SDL video subsystem,
change its entry from SDL_PROC_UNUSED to SDL_PROC and rebuild.
*/
#define SDL_PROC_UNUSED(ret,func,params)
#define SDL_PROC_UNUSED(ret, func, params)
SDL_PROC_UNUSED(void, glAccum, (GLenum, GLfloat))
SDL_PROC_UNUSED(void, glAlphaFunc, (GLenum, GLclampf))
@@ -74,21 +74,21 @@ SDL_PROC_UNUSED(void, glColor4iv, (const GLint *))
SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort))
SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *))
SDL_PROC(void, glColor4ub,
(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v))
(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte *v))
SDL_PROC_UNUSED(void, glColor4ui,
(GLuint red, GLuint green, GLuint blue, GLuint alpha))
SDL_PROC_UNUSED(void, glColor4uiv, (const GLuint * v))
SDL_PROC_UNUSED(void, glColor4uiv, (const GLuint *v))
SDL_PROC_UNUSED(void, glColor4us,
(GLushort red, GLushort green, GLushort blue, GLushort alpha))
SDL_PROC_UNUSED(void, glColor4usv, (const GLushort * v))
SDL_PROC_UNUSED(void, glColor4usv, (const GLushort *v))
SDL_PROC_UNUSED(void, glColorMask,
(GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha))
SDL_PROC_UNUSED(void, glColorMaterial, (GLenum face, GLenum mode))
SDL_PROC(void, glColorPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
(GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer))
SDL_PROC_UNUSED(void, glCopyPixels,
(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum type))
@@ -106,7 +106,7 @@ SDL_PROC_UNUSED(void, glCopyTexSubImage2D,
GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glCullFace, (GLenum mode))
SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range))
SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint * textures))
SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint *textures))
SDL_PROC(void, glDepthFunc, (GLenum func))
SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
@@ -116,141 +116,141 @@ SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
SDL_PROC_UNUSED(void, glDrawElements,
(GLenum mode, GLsizei count, GLenum type,
const GLvoid * indices))
const GLvoid *indices))
SDL_PROC(void, glDrawPixels,
(GLsizei width, GLsizei height, GLenum format, GLenum type,
const GLvoid * pixels))
const GLvoid *pixels))
SDL_PROC_UNUSED(void, glEdgeFlag, (GLboolean flag))
SDL_PROC_UNUSED(void, glEdgeFlagPointer,
(GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag))
(GLsizei stride, const GLvoid *pointer))
SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean *flag))
SDL_PROC(void, glEnable, (GLenum cap))
SDL_PROC(void, glEnableClientState, (GLenum array))
SDL_PROC(void, glEnd, (void))
SDL_PROC_UNUSED(void, glEndList, (void))
SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u))
SDL_PROC_UNUSED(void, glEvalCoord1dv, (const GLdouble * u))
SDL_PROC_UNUSED(void, glEvalCoord1dv, (const GLdouble *u))
SDL_PROC_UNUSED(void, glEvalCoord1f, (GLfloat u))
SDL_PROC_UNUSED(void, glEvalCoord1fv, (const GLfloat * u))
SDL_PROC_UNUSED(void, glEvalCoord1fv, (const GLfloat *u))
SDL_PROC_UNUSED(void, glEvalCoord2d, (GLdouble u, GLdouble v))
SDL_PROC_UNUSED(void, glEvalCoord2dv, (const GLdouble * u))
SDL_PROC_UNUSED(void, glEvalCoord2dv, (const GLdouble *u))
SDL_PROC_UNUSED(void, glEvalCoord2f, (GLfloat u, GLfloat v))
SDL_PROC_UNUSED(void, glEvalCoord2fv, (const GLfloat * u))
SDL_PROC_UNUSED(void, glEvalCoord2fv, (const GLfloat *u))
SDL_PROC_UNUSED(void, glEvalMesh1, (GLenum mode, GLint i1, GLint i2))
SDL_PROC_UNUSED(void, glEvalMesh2,
(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2))
SDL_PROC_UNUSED(void, glEvalPoint1, (GLint i))
SDL_PROC_UNUSED(void, glEvalPoint2, (GLint i, GLint j))
SDL_PROC_UNUSED(void, glFeedbackBuffer,
(GLsizei size, GLenum type, GLfloat * buffer))
(GLsizei size, GLenum type, GLfloat *buffer))
SDL_PROC_UNUSED(void, glFinish, (void))
SDL_PROC_UNUSED(void, glFlush, (void))
SDL_PROC_UNUSED(void, glFogf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glFogfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glFogfv, (GLenum pname, const GLfloat *params))
SDL_PROC_UNUSED(void, glFogi, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glFogiv, (GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glFogiv, (GLenum pname, const GLint *params))
SDL_PROC_UNUSED(void, glFrontFace, (GLenum mode))
SDL_PROC_UNUSED(void, glFrustum,
(GLdouble left, GLdouble right, GLdouble bottom,
GLdouble top, GLdouble zNear, GLdouble zFar))
SDL_PROC_UNUSED(GLuint, glGenLists, (GLsizei range))
SDL_PROC(void, glGenTextures, (GLsizei n, GLuint * textures))
SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params))
SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble * equation))
SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble * params))
SDL_PROC(void, glGenTextures, (GLsizei n, GLuint *textures))
SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean *params))
SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble *equation))
SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble *params))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC(void, glGetFloatv, (GLenum pname, GLfloat * params))
SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params))
SDL_PROC(void, glGetFloatv, (GLenum pname, GLfloat *params))
SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint *params))
SDL_PROC_UNUSED(void, glGetLightfv,
(GLenum light, GLenum pname, GLfloat * params))
(GLenum light, GLenum pname, GLfloat *params))
SDL_PROC_UNUSED(void, glGetLightiv,
(GLenum light, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetMapdv, (GLenum target, GLenum query, GLdouble * v))
SDL_PROC_UNUSED(void, glGetMapfv, (GLenum target, GLenum query, GLfloat * v))
SDL_PROC_UNUSED(void, glGetMapiv, (GLenum target, GLenum query, GLint * v))
(GLenum light, GLenum pname, GLint *params))
SDL_PROC_UNUSED(void, glGetMapdv, (GLenum target, GLenum query, GLdouble *v))
SDL_PROC_UNUSED(void, glGetMapfv, (GLenum target, GLenum query, GLfloat *v))
SDL_PROC_UNUSED(void, glGetMapiv, (GLenum target, GLenum query, GLint *v))
SDL_PROC_UNUSED(void, glGetMaterialfv,
(GLenum face, GLenum pname, GLfloat * params))
(GLenum face, GLenum pname, GLfloat *params))
SDL_PROC_UNUSED(void, glGetMaterialiv,
(GLenum face, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetPixelMapfv, (GLenum map, GLfloat * values))
SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint * values))
SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values))
SDL_PROC(void, glGetPointerv, (GLenum pname, GLvoid * *params))
(GLenum face, GLenum pname, GLint *params))
SDL_PROC_UNUSED(void, glGetPixelMapfv, (GLenum map, GLfloat *values))
SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint *values))
SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort *values))
SDL_PROC(void, glGetPointerv, (GLenum pname, GLvoid **params))
SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask))
SDL_PROC(const GLubyte *, glGetString, (GLenum name))
SDL_PROC_UNUSED(void, glGetTexEnvfv,
(GLenum target, GLenum pname, GLfloat * params))
(GLenum target, GLenum pname, GLfloat *params))
SDL_PROC_UNUSED(void, glGetTexEnviv,
(GLenum target, GLenum pname, GLint * params))
(GLenum target, GLenum pname, GLint *params))
SDL_PROC_UNUSED(void, glGetTexGendv,
(GLenum coord, GLenum pname, GLdouble * params))
(GLenum coord, GLenum pname, GLdouble *params))
SDL_PROC_UNUSED(void, glGetTexGenfv,
(GLenum coord, GLenum pname, GLfloat * params))
(GLenum coord, GLenum pname, GLfloat *params))
SDL_PROC_UNUSED(void, glGetTexGeniv,
(GLenum coord, GLenum pname, GLint * params))
(GLenum coord, GLenum pname, GLint *params))
SDL_PROC_UNUSED(void, glGetTexImage,
(GLenum target, GLint level, GLenum format, GLenum type,
GLvoid * pixels))
GLvoid *pixels))
SDL_PROC_UNUSED(void, glGetTexLevelParameterfv,
(GLenum target, GLint level, GLenum pname, GLfloat * params))
(GLenum target, GLint level, GLenum pname, GLfloat *params))
SDL_PROC_UNUSED(void, glGetTexLevelParameteriv,
(GLenum target, GLint level, GLenum pname, GLint * params))
(GLenum target, GLint level, GLenum pname, GLint *params))
SDL_PROC_UNUSED(void, glGetTexParameterfv,
(GLenum target, GLenum pname, GLfloat * params))
(GLenum target, GLenum pname, GLfloat *params))
SDL_PROC_UNUSED(void, glGetTexParameteriv,
(GLenum target, GLenum pname, GLint * params))
(GLenum target, GLenum pname, GLint *params))
SDL_PROC_UNUSED(void, glHint, (GLenum target, GLenum mode))
SDL_PROC_UNUSED(void, glIndexMask, (GLuint mask))
SDL_PROC_UNUSED(void, glIndexPointer,
(GLenum type, GLsizei stride, const GLvoid * pointer))
(GLenum type, GLsizei stride, const GLvoid *pointer))
SDL_PROC_UNUSED(void, glIndexd, (GLdouble c))
SDL_PROC_UNUSED(void, glIndexdv, (const GLdouble * c))
SDL_PROC_UNUSED(void, glIndexdv, (const GLdouble *c))
SDL_PROC_UNUSED(void, glIndexf, (GLfloat c))
SDL_PROC_UNUSED(void, glIndexfv, (const GLfloat * c))
SDL_PROC_UNUSED(void, glIndexfv, (const GLfloat *c))
SDL_PROC_UNUSED(void, glIndexi, (GLint c))
SDL_PROC_UNUSED(void, glIndexiv, (const GLint * c))
SDL_PROC_UNUSED(void, glIndexiv, (const GLint *c))
SDL_PROC_UNUSED(void, glIndexs, (GLshort c))
SDL_PROC_UNUSED(void, glIndexsv, (const GLshort * c))
SDL_PROC_UNUSED(void, glIndexsv, (const GLshort *c))
SDL_PROC_UNUSED(void, glIndexub, (GLubyte c))
SDL_PROC_UNUSED(void, glIndexubv, (const GLubyte * c))
SDL_PROC_UNUSED(void, glIndexubv, (const GLubyte *c))
SDL_PROC_UNUSED(void, glInitNames, (void))
SDL_PROC_UNUSED(void, glInterleavedArrays,
(GLenum format, GLsizei stride, const GLvoid * pointer))
(GLenum format, GLsizei stride, const GLvoid *pointer))
SDL_PROC_UNUSED(GLboolean, glIsEnabled, (GLenum cap))
SDL_PROC_UNUSED(GLboolean, glIsList, (GLuint list))
SDL_PROC_UNUSED(GLboolean, glIsTexture, (GLuint texture))
SDL_PROC_UNUSED(void, glLightModelf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glLightModelfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glLightModelfv, (GLenum pname, const GLfloat *params))
SDL_PROC_UNUSED(void, glLightModeli, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glLightModeliv, (GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glLightModeliv, (GLenum pname, const GLint *params))
SDL_PROC_UNUSED(void, glLightf, (GLenum light, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glLightfv,
(GLenum light, GLenum pname, const GLfloat * params))
(GLenum light, GLenum pname, const GLfloat *params))
SDL_PROC_UNUSED(void, glLighti, (GLenum light, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glLightiv,
(GLenum light, GLenum pname, const GLint * params))
(GLenum light, GLenum pname, const GLint *params))
SDL_PROC_UNUSED(void, glLineStipple, (GLint factor, GLushort pattern))
SDL_PROC(void, glLineWidth, (GLfloat width))
SDL_PROC_UNUSED(void, glListBase, (GLuint base))
SDL_PROC(void, glLoadIdentity, (void))
SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble * m))
SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat * m))
SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble *m))
SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat *m))
SDL_PROC_UNUSED(void, glLoadName, (GLuint name))
SDL_PROC_UNUSED(void, glLogicOp, (GLenum opcode))
SDL_PROC_UNUSED(void, glMap1d,
(GLenum target, GLdouble u1, GLdouble u2, GLint stride,
GLint order, const GLdouble * points))
GLint order, const GLdouble *points))
SDL_PROC_UNUSED(void, glMap1f,
(GLenum target, GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat * points))
GLint order, const GLfloat *points))
SDL_PROC_UNUSED(void, glMap2d,
(GLenum target, GLdouble u1, GLdouble u2, GLint ustride,
GLint uorder, GLdouble v1, GLdouble v2, GLint vstride,
GLint vorder, const GLdouble * points))
GLint vorder, const GLdouble *points))
SDL_PROC_UNUSED(void, glMap2f,
(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
GLint uorder, GLfloat v1, GLfloat v2, GLint vstride,
GLint vorder, const GLfloat * points))
GLint vorder, const GLfloat *points))
SDL_PROC_UNUSED(void, glMapGrid1d, (GLint un, GLdouble u1, GLdouble u2))
SDL_PROC_UNUSED(void, glMapGrid1f, (GLint un, GLfloat u1, GLfloat u2))
SDL_PROC_UNUSED(void, glMapGrid2d,
@@ -261,36 +261,36 @@ SDL_PROC_UNUSED(void, glMapGrid2f,
GLfloat v2))
SDL_PROC_UNUSED(void, glMaterialf, (GLenum face, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glMaterialfv,
(GLenum face, GLenum pname, const GLfloat * params))
(GLenum face, GLenum pname, const GLfloat *params))
SDL_PROC_UNUSED(void, glMateriali, (GLenum face, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glMaterialiv,
(GLenum face, GLenum pname, const GLint * params))
(GLenum face, GLenum pname, const GLint *params))
SDL_PROC(void, glMatrixMode, (GLenum mode))
SDL_PROC_UNUSED(void, glMultMatrixd, (const GLdouble * m))
SDL_PROC_UNUSED(void, glMultMatrixf, (const GLfloat * m))
SDL_PROC_UNUSED(void, glMultMatrixd, (const GLdouble *m))
SDL_PROC_UNUSED(void, glMultMatrixf, (const GLfloat *m))
SDL_PROC_UNUSED(void, glNewList, (GLuint list, GLenum mode))
SDL_PROC_UNUSED(void, glNormal3b, (GLbyte nx, GLbyte ny, GLbyte nz))
SDL_PROC_UNUSED(void, glNormal3bv, (const GLbyte * v))
SDL_PROC_UNUSED(void, glNormal3bv, (const GLbyte *v))
SDL_PROC_UNUSED(void, glNormal3d, (GLdouble nx, GLdouble ny, GLdouble nz))
SDL_PROC_UNUSED(void, glNormal3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glNormal3dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glNormal3f, (GLfloat nx, GLfloat ny, GLfloat nz))
SDL_PROC_UNUSED(void, glNormal3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glNormal3fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glNormal3i, (GLint nx, GLint ny, GLint nz))
SDL_PROC_UNUSED(void, glNormal3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glNormal3iv, (const GLint *v))
SDL_PROC_UNUSED(void, glNormal3s, (GLshort nx, GLshort ny, GLshort nz))
SDL_PROC_UNUSED(void, glNormal3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glNormal3sv, (const GLshort *v))
SDL_PROC_UNUSED(void, glNormalPointer,
(GLenum type, GLsizei stride, const GLvoid * pointer))
(GLenum type, GLsizei stride, const GLvoid *pointer))
SDL_PROC(void, glOrtho,
(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,
GLdouble zNear, GLdouble zFar))
SDL_PROC_UNUSED(void, glPassThrough, (GLfloat token))
SDL_PROC_UNUSED(void, glPixelMapfv,
(GLenum map, GLsizei mapsize, const GLfloat * values))
(GLenum map, GLsizei mapsize, const GLfloat *values))
SDL_PROC_UNUSED(void, glPixelMapuiv,
(GLenum map, GLsizei mapsize, const GLuint * values))
(GLenum map, GLsizei mapsize, const GLuint *values))
SDL_PROC_UNUSED(void, glPixelMapusv,
(GLenum map, GLsizei mapsize, const GLushort * values))
(GLenum map, GLsizei mapsize, const GLushort *values))
SDL_PROC_UNUSED(void, glPixelStoref, (GLenum pname, GLfloat param))
SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glPixelTransferf, (GLenum pname, GLfloat param))
@@ -299,180 +299,180 @@ SDL_PROC_UNUSED(void, glPixelZoom, (GLfloat xfactor, GLfloat yfactor))
SDL_PROC(void, glPointSize, (GLfloat size))
SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode))
SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units))
SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask))
SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte *mask))
SDL_PROC_UNUSED(void, glPopAttrib, (void))
SDL_PROC_UNUSED(void, glPopClientAttrib, (void))
SDL_PROC_UNUSED(void, glPopMatrix, (void))
SDL_PROC_UNUSED(void, glPopName, (void))
SDL_PROC_UNUSED(void, glPrioritizeTextures,
(GLsizei n, const GLuint * textures,
const GLclampf * priorities))
(GLsizei n, const GLuint *textures,
const GLclampf *priorities))
SDL_PROC_UNUSED(void, glPushAttrib, (GLbitfield mask))
SDL_PROC_UNUSED(void, glPushClientAttrib, (GLbitfield mask))
SDL_PROC_UNUSED(void, glPushMatrix, (void))
SDL_PROC_UNUSED(void, glPushName, (GLuint name))
SDL_PROC_UNUSED(void, glRasterPos2d, (GLdouble x, GLdouble y))
SDL_PROC_UNUSED(void, glRasterPos2dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos2dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glRasterPos2f, (GLfloat x, GLfloat y))
SDL_PROC_UNUSED(void, glRasterPos2fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glRasterPos2fv, (const GLfloat *v))
SDL_PROC(void, glRasterPos2i, (GLint x, GLint y))
SDL_PROC_UNUSED(void, glRasterPos2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos2iv, (const GLint *v))
SDL_PROC_UNUSED(void, glRasterPos2s, (GLshort x, GLshort y))
SDL_PROC_UNUSED(void, glRasterPos2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glRasterPos2sv, (const GLshort *v))
SDL_PROC_UNUSED(void, glRasterPos3d, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glRasterPos3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos3dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glRasterPos3f, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glRasterPos3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glRasterPos3fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glRasterPos3i, (GLint x, GLint y, GLint z))
SDL_PROC_UNUSED(void, glRasterPos3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos3iv, (const GLint *v))
SDL_PROC_UNUSED(void, glRasterPos3s, (GLshort x, GLshort y, GLshort z))
SDL_PROC_UNUSED(void, glRasterPos3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glRasterPos3sv, (const GLshort *v))
SDL_PROC_UNUSED(void, glRasterPos4d,
(GLdouble x, GLdouble y, GLdouble z, GLdouble w))
SDL_PROC_UNUSED(void, glRasterPos4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos4dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glRasterPos4f,
(GLfloat x, GLfloat y, GLfloat z, GLfloat w))
SDL_PROC_UNUSED(void, glRasterPos4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glRasterPos4fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glRasterPos4i, (GLint x, GLint y, GLint z, GLint w))
SDL_PROC_UNUSED(void, glRasterPos4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos4iv, (const GLint *v))
SDL_PROC_UNUSED(void, glRasterPos4s,
(GLshort x, GLshort y, GLshort z, GLshort w))
SDL_PROC_UNUSED(void, glRasterPos4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glRasterPos4sv, (const GLshort *v))
SDL_PROC(void, glReadBuffer, (GLenum mode))
SDL_PROC(void, glReadPixels,
(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid * pixels))
GLenum format, GLenum type, GLvoid *pixels))
SDL_PROC_UNUSED(void, glRectd,
(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2))
SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2))
SDL_PROC_UNUSED(void, glRectdv, (const GLdouble *v1, const GLdouble *v2))
SDL_PROC(void, glRectf,
(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2))
SDL_PROC_UNUSED(void, glRectfv, (const GLfloat * v1, const GLfloat * v2))
(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2))
SDL_PROC_UNUSED(void, glRectfv, (const GLfloat *v1, const GLfloat *v2))
SDL_PROC_UNUSED(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2))
SDL_PROC_UNUSED(void, glRectiv, (const GLint * v1, const GLint * v2))
SDL_PROC_UNUSED(void, glRectiv, (const GLint *v1, const GLint *v2))
SDL_PROC_UNUSED(void, glRects,
(GLshort x1, GLshort y1, GLshort x2, GLshort y2))
SDL_PROC_UNUSED(void, glRectsv, (const GLshort * v1, const GLshort * v2))
SDL_PROC_UNUSED(void, glRectsv, (const GLshort *v1, const GLshort *v2))
SDL_PROC_UNUSED(GLint, glRenderMode, (GLenum mode))
SDL_PROC_UNUSED(void, glRotated,
(GLdouble angle, GLdouble x, GLdouble y, GLdouble z))
SDL_PROC(void, glRotatef,
(GLfloat angle, GLfloat x, GLfloat y, GLfloat z))
(GLfloat angle, GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glScaled, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC(void, glScissor, (GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint * buffer))
SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint *buffer))
SDL_PROC(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_UNUSED(void, glTexCoord1d, (GLdouble s))
SDL_PROC_UNUSED(void, glTexCoord1dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord1dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glTexCoord1f, (GLfloat s))
SDL_PROC_UNUSED(void, glTexCoord1fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord1fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glTexCoord1i, (GLint s))
SDL_PROC_UNUSED(void, glTexCoord1iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord1iv, (const GLint *v))
SDL_PROC_UNUSED(void, glTexCoord1s, (GLshort s))
SDL_PROC_UNUSED(void, glTexCoord1sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord1sv, (const GLshort *v))
SDL_PROC_UNUSED(void, glTexCoord2d, (GLdouble s, GLdouble t))
SDL_PROC_UNUSED(void, glTexCoord2dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord2dv, (const GLdouble *v))
SDL_PROC(void, glTexCoord2f, (GLfloat s, GLfloat t))
SDL_PROC_UNUSED(void, glTexCoord2fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord2fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glTexCoord2i, (GLint s, GLint t))
SDL_PROC_UNUSED(void, glTexCoord2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord2iv, (const GLint *v))
SDL_PROC_UNUSED(void, glTexCoord2s, (GLshort s, GLshort t))
SDL_PROC_UNUSED(void, glTexCoord2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord2sv, (const GLshort *v))
SDL_PROC_UNUSED(void, glTexCoord3d, (GLdouble s, GLdouble t, GLdouble r))
SDL_PROC_UNUSED(void, glTexCoord3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord3dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glTexCoord3f, (GLfloat s, GLfloat t, GLfloat r))
SDL_PROC_UNUSED(void, glTexCoord3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord3fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glTexCoord3i, (GLint s, GLint t, GLint r))
SDL_PROC_UNUSED(void, glTexCoord3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord3iv, (const GLint *v))
SDL_PROC_UNUSED(void, glTexCoord3s, (GLshort s, GLshort t, GLshort r))
SDL_PROC_UNUSED(void, glTexCoord3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord3sv, (const GLshort *v))
SDL_PROC_UNUSED(void, glTexCoord4d,
(GLdouble s, GLdouble t, GLdouble r, GLdouble q))
SDL_PROC_UNUSED(void, glTexCoord4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord4dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glTexCoord4f,
(GLfloat s, GLfloat t, GLfloat r, GLfloat q))
SDL_PROC_UNUSED(void, glTexCoord4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord4fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glTexCoord4i, (GLint s, GLint t, GLint r, GLint q))
SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint *v))
SDL_PROC_UNUSED(void, glTexCoord4s,
(GLshort s, GLshort t, GLshort r, GLshort q))
SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort *v))
SDL_PROC(void, glTexCoordPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
(GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer))
SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexEnvfv,
(GLenum target, GLenum pname, const GLfloat * params))
(GLenum target, GLenum pname, const GLfloat *params))
SDL_PROC_UNUSED(void, glTexEnvi, (GLenum target, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexEnviv,
(GLenum target, GLenum pname, const GLint * params))
(GLenum target, GLenum pname, const GLint *params))
SDL_PROC_UNUSED(void, glTexGend, (GLenum coord, GLenum pname, GLdouble param))
SDL_PROC_UNUSED(void, glTexGendv,
(GLenum coord, GLenum pname, const GLdouble * params))
(GLenum coord, GLenum pname, const GLdouble *params))
SDL_PROC_UNUSED(void, glTexGenf, (GLenum coord, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexGenfv,
(GLenum coord, GLenum pname, const GLfloat * params))
(GLenum coord, GLenum pname, const GLfloat *params))
SDL_PROC_UNUSED(void, glTexGeni, (GLenum coord, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexGeniv,
(GLenum coord, GLenum pname, const GLint * params))
(GLenum coord, GLenum pname, const GLint *params))
SDL_PROC_UNUSED(void, glTexImage1D,
(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLint border, GLenum format, GLenum type,
const GLvoid * pixels))
const GLvoid *pixels))
SDL_PROC(void, glTexImage2D,
(GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
const GLvoid * pixels))
const GLvoid *pixels))
SDL_PROC_UNUSED(void, glTexParameterf,
(GLenum target, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexParameterfv,
(GLenum target, GLenum pname, const GLfloat * params))
(GLenum target, GLenum pname, const GLfloat *params))
SDL_PROC(void, glTexParameteri, (GLenum target, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexParameteriv,
(GLenum target, GLenum pname, const GLint * params))
(GLenum target, GLenum pname, const GLint *params))
SDL_PROC_UNUSED(void, glTexSubImage1D,
(GLenum target, GLint level, GLint xoffset, GLsizei width,
GLenum format, GLenum type, const GLvoid * pixels))
GLenum format, GLenum type, const GLvoid *pixels))
SDL_PROC(void, glTexSubImage2D,
(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const GLvoid * pixels))
const GLvoid *pixels))
SDL_PROC_UNUSED(void, glTranslated, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glTranslatef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glVertex2d, (GLdouble x, GLdouble y))
SDL_PROC_UNUSED(void, glVertex2dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glVertex2dv, (const GLdouble *v))
SDL_PROC(void, glVertex2f, (GLfloat x, GLfloat y))
SDL_PROC_UNUSED(void, glVertex2fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glVertex2fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glVertex2i, (GLint x, GLint y))
SDL_PROC_UNUSED(void, glVertex2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex2iv, (const GLint *v))
SDL_PROC_UNUSED(void, glVertex2s, (GLshort x, GLshort y))
SDL_PROC_UNUSED(void, glVertex2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertex2sv, (const GLshort *v))
SDL_PROC_UNUSED(void, glVertex3d, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glVertex3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glVertex3dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glVertex3f, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC(void, glVertex3fv, (const GLfloat * v))
SDL_PROC(void, glVertex3fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glVertex3i, (GLint x, GLint y, GLint z))
SDL_PROC_UNUSED(void, glVertex3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex3iv, (const GLint *v))
SDL_PROC_UNUSED(void, glVertex3s, (GLshort x, GLshort y, GLshort z))
SDL_PROC_UNUSED(void, glVertex3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertex3sv, (const GLshort *v))
SDL_PROC_UNUSED(void, glVertex4d,
(GLdouble x, GLdouble y, GLdouble z, GLdouble w))
SDL_PROC_UNUSED(void, glVertex4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glVertex4dv, (const GLdouble *v))
SDL_PROC_UNUSED(void, glVertex4f,
(GLfloat x, GLfloat y, GLfloat z, GLfloat w))
SDL_PROC_UNUSED(void, glVertex4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glVertex4fv, (const GLfloat *v))
SDL_PROC_UNUSED(void, glVertex4i, (GLint x, GLint y, GLint z, GLint w))
SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex4iv, (const GLint *v))
SDL_PROC_UNUSED(void, glVertex4s,
(GLshort x, GLshort y, GLshort z, GLshort w))
SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort *v))
SDL_PROC(void, glVertexPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
(GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer))
SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
/* vi: set ts=4 sw=4 expandtab: */

File diff suppressed because it is too large Load Diff

View File

@@ -59,6 +59,8 @@ struct GL_ShaderContext
GL_ShaderData shaders[NUM_SHADERS];
};
/* *INDENT-OFF* */ /* clang-format off */
#define COLOR_VERTEX_SHADER \
"varying vec4 v_color;\n" \
"\n" \
@@ -233,8 +235,7 @@ struct GL_ShaderContext
* NOTE: Always use sampler2D, etc here. We'll #define them to the
* texture_rectangle versions if we choose to use that extension.
*/
static const char *shader_source[NUM_SHADERS][2] =
{
static const char *shader_source[NUM_SHADERS][2] = {
/* SHADER_NONE */
{ NULL, NULL },
@@ -385,8 +386,9 @@ static const char *shader_source[NUM_SHADERS][2] =
#endif /* SDL_HAVE_YUV */
};
static SDL_bool
CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
/* *INDENT-ON* */ /* clang-format on */
static SDL_bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
{
GLint status;
const char *sources[2];
@@ -403,13 +405,13 @@ CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, co
char *info;
ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = SDL_small_alloc(char, length+1, &isstack);
info = SDL_small_alloc(char, length + 1, &isstack);
ctx->glGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_RENDER,
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
#ifdef DEBUG_SHADERS
fprintf(stderr,
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
#endif
SDL_small_free(info, isstack);
@@ -419,8 +421,7 @@ CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, co
}
}
static SDL_bool
CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
{
const int num_tmus_bound = 4;
const char *vert_defines = "";
@@ -437,12 +438,12 @@ CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
/* Make sure we use the correct sampler type for our texture type */
if (ctx->GL_ARB_texture_rectangle_supported) {
frag_defines =
"#define sampler2D sampler2DRect\n"
"#define texture2D texture2DRect\n"
"#define UVCoordScale 0.5\n";
"#define sampler2D sampler2DRect\n"
"#define texture2D texture2DRect\n"
"#define UVCoordScale 0.5\n";
} else {
frag_defines =
"#define UVCoordScale 1.0\n";
frag_defines =
"#define UVCoordScale 1.0\n";
}
/* Create one program object to rule them all */
@@ -480,8 +481,7 @@ CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
return ctx->glGetError() == GL_NO_ERROR;
}
static void
DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
static void DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
{
ctx->glDeleteObjectARB(data->vert_shader);
ctx->glDeleteObjectARB(data->frag_shader);
@@ -512,20 +512,20 @@ GL_CreateShaderContext(void)
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
ctx->glGetError = (GLenum(*)(void))SDL_GL_GetProcAddress("glGetError");
ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC)SDL_GL_GetProcAddress("glUniform1fARB");
ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (ctx->glGetError &&
ctx->glAttachObjectARB &&
ctx->glCompileShaderARB &&
@@ -561,14 +561,12 @@ GL_CreateShaderContext(void)
return ctx;
}
void
GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
{
ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
}
void
GL_DestroyShaderContext(GL_ShaderContext *ctx)
void GL_DestroyShaderContext(GL_ShaderContext *ctx)
{
int i;

View File

@@ -26,7 +26,8 @@
/* OpenGL shader implementation */
typedef enum {
typedef enum
{
SHADER_INVALID = -1,
SHADER_NONE,
SHADER_SOLID,
@@ -50,7 +51,7 @@ typedef enum {
typedef struct GL_ShaderContext GL_ShaderContext;
extern GL_ShaderContext * GL_CreateShaderContext(void);
extern GL_ShaderContext *GL_CreateShaderContext(void);
extern void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader);
extern void GL_DestroyShaderContext(GL_ShaderContext *ctx);