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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00

Remove common\GLFunctions.cpp

This commit is contained in:
Sergey Lipskiy 2017-01-01 16:26:05 +07:00
parent 3eb11aac82
commit b2dc9d7206
4 changed files with 1 additions and 252 deletions

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@ -272,7 +272,6 @@
<ClCompile Include="..\..\src\Combiner.cpp" />
<ClCompile Include="..\..\src\CommonPluginAPI.cpp" />
<ClCompile Include="..\..\src\common\CommonAPIImpl_common.cpp" />
<ClCompile Include="..\..\src\common\GLFunctions.cpp" />
<ClCompile Include="..\..\src\Config.cpp" />
<ClCompile Include="..\..\src\convert.cpp" />
<ClCompile Include="..\..\src\CRC32.cpp" />

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@ -221,9 +221,6 @@
<ClCompile Include="..\..\src\BufferCopy\RDRAMtoColorBuffer.cpp">
<Filter>Source Files\BufferCopy</Filter>
</ClCompile>
<ClCompile Include="..\..\src\common\GLFunctions.cpp">
<Filter>Source Files\common</Filter>
</ClCompile>
<ClCompile Include="..\..\src\BufferCopy\ColorBufferToRDRAM_GL.cpp">
<Filter>Source Files\BufferCopy</Filter>
</ClCompile>

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@ -157,7 +157,7 @@ bool OGLVideo::isExtensionSupported(const char *extension)
void OGLVideo::start()
{
_start(); // TODO: process initialization error
initGLFunctions();
// initGLFunctions();
gfxContext.init();
m_render._initData();
m_buffersSwapCount = 0;

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@ -1,247 +0,0 @@
#include "../OpenGL.h"
#ifndef EGL
#ifdef OS_WINDOWS
#define glGetProcAddress wglGetProcAddress
#else
#error Must not compile for this OS
#endif
#else // EGL
#include <EGL/egl.h>
#include <EGL/eglext.h>
#define glGetProcAddress eglGetProcAddress
//GL Fucntions
PFNGLBLENDFUNCPROC glBlendFunc;
PFNGLPIXELSTOREIPROC glPixelStorei;
PFNGLCLEARCOLORPROC glClearColor;
PFNGLCULLFACEPROC glCullFace;
PFNGLDEPTHFUNCPROC glDepthFunc;
PFNGLDEPTHMASKPROC glDepthMask;
PFNGLDISABLEPROC glDisable;
PFNGLENABLEPROC glEnable;
PFNGLPOLYGONOFFSETPROC glPolygonOffset;
PFNGLSCISSORPROC glScissor;
PFNGLVIEWPORTPROC glViewport;
PFNGLBINDTEXTUREPROC glBindTexture;
PFNGLTEXIMAGE2DPROC glTexImage2D;
PFNGLTEXPARAMETERIPROC glTexParameteri;
PFNGLGETINTEGERVPROC glGetIntegerv;
PFNGLGETSTRINGPROC glGetString;
PFNGLREADPIXELSPROC glReadPixels;
PFNGLTEXSUBIMAGE2DPROC glTexSubImage2D;
PFNGLDRAWARRAYSPROC glDrawArrays;
PFNGLGETERRORPROC glGetError;
PFNGLDRAWELEMENTSPROC glDrawElements;
PFNGLLINEWIDTHPROC glLineWidth;
PFNGLCLEARPROC glClear;
PFNGLGETFLOATVPROC glGetFloatv;
PFNGLDELETETEXTURESPROC glDeleteTextures;
PFNGLGENTEXTURESPROC glGenTextures;
PFNGLTEXPARAMETERFPROC glTexParameterf;
#endif // EGL
// GLSL functions
PFNGLCREATESHADERPROC glCreateShader;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM2FPROC glUniform2f;
PFNGLUNIFORM2IPROC glUniform2i;
PFNGLUNIFORM4IPROC glUniform4i;
PFNGLUNIFORM4FPROC glUniform4f;
PFNGLUNIFORM3FVPROC glUniform3fv;
PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLDETACHSHADERPROC glDetachShader;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv;
// multitexture functions
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLDEPTHRANGEFPROC glDepthRangef;
PFNGLCLEARDEPTHFPROC glClearDepthf;
PFNGLBLENDCOLORPROC glBlendColor;
PFNGLDRAWBUFFERSPROC glDrawBuffers;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
PFNGLTEXSTORAGE2DMULTISAMPLEPROC glTexStorage2DMultisample;
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
PFNGLMEMORYBARRIERPROC glMemoryBarrier;
PFNGLGETSTRINGIPROC glGetStringi;
PFNGLINVALIDATEFRAMEBUFFERPROC glInvalidateFramebuffer;
PFNGLBUFFERSTORAGEPROC glBufferStorage;
PFNGLFENCESYNCPROC glFenceSync;
PFNGLCLIENTWAITSYNCPROC glClientWaitSync;
PFNGLDELETESYNCPROC glDeleteSync;
PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv;
PFNGLGETUNIFORMINDICESPROC glGetUniformIndices;
PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv;
PFNGLBINDBUFFERBASEPROC glBindBufferBase;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLGETPROGRAMBINARYPROC glGetProgramBinary;
PFNGLPROGRAMBINARYPROC glProgramBinary;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri;
PFNGLTEXSTORAGE2DPROC glTexStorage2D;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex;
void initGLFunctions()
{
#ifdef EGL
glBlendFunc = (PFNGLBLENDFUNCPROC)glGetProcAddress("glBlendFunc");
glPixelStorei = (PFNGLPIXELSTOREIPROC)glGetProcAddress("glPixelStorei");
glClearColor = (PFNGLCLEARCOLORPROC)glGetProcAddress("glClearColor");
glCullFace = (PFNGLCULLFACEPROC)glGetProcAddress("glCullFace");
glDepthFunc = (PFNGLDEPTHFUNCPROC)glGetProcAddress("glDepthFunc");
glDepthMask = (PFNGLDEPTHMASKPROC)glGetProcAddress("glDepthMask");
glDisable = (PFNGLDISABLEPROC)glGetProcAddress("glDisable");
glEnable = (PFNGLENABLEPROC)glGetProcAddress("glEnable");
glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)glGetProcAddress("glPolygonOffset");
glScissor = (PFNGLSCISSORPROC)glGetProcAddress("glScissor");
glViewport = (PFNGLVIEWPORTPROC)glGetProcAddress("glViewport");
glBindTexture = (PFNGLBINDTEXTUREPROC)glGetProcAddress("glBindTexture");
glTexImage2D = (PFNGLTEXIMAGE2DPROC)glGetProcAddress("glTexImage2D");
glTexParameteri = (PFNGLTEXPARAMETERIPROC)glGetProcAddress("glTexParameteri");
glGetIntegerv = (PFNGLGETINTEGERVPROC)glGetProcAddress("glGetIntegerv");
glGetString = (PFNGLGETSTRINGPROC)glGetProcAddress("glGetString");
glReadPixels = (PFNGLREADPIXELSPROC)glGetProcAddress("glReadPixels");
glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)glGetProcAddress("glTexSubImage2D");
glDrawArrays = (PFNGLDRAWARRAYSPROC)glGetProcAddress("glDrawArrays");
glGetError = (PFNGLGETERRORPROC)glGetProcAddress("glGetError");
glDrawElements = (PFNGLDRAWELEMENTSPROC)glGetProcAddress("glDrawElements");
glLineWidth = (PFNGLLINEWIDTHPROC)glGetProcAddress("glLineWidth");
glClear = (PFNGLCLEARPROC)glGetProcAddress("glClear");
glGetFloatv = (PFNGLGETFLOATVPROC)glGetProcAddress("glGetFloatv");
glDeleteTextures = (PFNGLDELETETEXTURESPROC)glGetProcAddress("glDeleteTextures");
glGenTextures = (PFNGLGENTEXTURESPROC)glGetProcAddress("glGenTextures");
glTexParameterf = (PFNGLTEXPARAMETERFPROC)glGetProcAddress("glTexParameterf");
#endif
glCreateShader = (PFNGLCREATESHADERPROC)glGetProcAddress("glCreateShader");
glCompileShader = (PFNGLCOMPILESHADERPROC)glGetProcAddress("glCompileShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)glGetProcAddress("glShaderSource");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)glGetProcAddress("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)glGetProcAddress("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)glGetProcAddress("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)glGetProcAddress("glUseProgram");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glGetProcAddress("glGetUniformLocation");
glUniform1i = (PFNGLUNIFORM1IPROC)glGetProcAddress("glUniform1i");
glUniform1f = (PFNGLUNIFORM1FPROC)glGetProcAddress("glUniform1f");
glUniform2f = (PFNGLUNIFORM2FPROC)glGetProcAddress("glUniform2f");
glUniform2i = (PFNGLUNIFORM2IPROC)glGetProcAddress("glUniform2i");
glUniform4i = (PFNGLUNIFORM4IPROC)glGetProcAddress("glUniform4i");
glUniform4f = (PFNGLUNIFORM4FPROC)glGetProcAddress("glUniform4f");
glUniform3fv = (PFNGLUNIFORM3FVPROC)glGetProcAddress("glUniform3fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC)glGetProcAddress("glUniform4fv");
glDetachShader = (PFNGLDETACHSHADERPROC)glGetProcAddress("glDetachShader");
glDeleteShader = (PFNGLDELETESHADERPROC)glGetProcAddress("glDeleteShader");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)glGetProcAddress("glDeleteProgram");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)glGetProcAddress("glGetProgramInfoLog");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)glGetProcAddress("glGetShaderInfoLog");
glGetShaderiv = (PFNGLGETSHADERIVPROC)glGetProcAddress("glGetShaderiv");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)glGetProcAddress("glGetProgramiv");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)glGetProcAddress("glEnableVertexAttribArray");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)glGetProcAddress("glDisableVertexAttribArray");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)glGetProcAddress("glVertexAttribPointer");
glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)glGetProcAddress("glBindAttribLocation");
glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)glGetProcAddress("glVertexAttrib4f");
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)glGetProcAddress("glVertexAttrib4fv");
glActiveTexture = (PFNGLACTIVETEXTUREPROC)glGetProcAddress( "glActiveTexture" );
glDepthRangef = (PFNGLDEPTHRANGEFPROC)glGetProcAddress( "glDepthRangef" );
glClearDepthf = (PFNGLCLEARDEPTHFPROC)glGetProcAddress( "glClearDepthf" );
glBlendColor = (PFNGLBLENDCOLORPROC)glGetProcAddress( "glBlendColor" );
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)glGetProcAddress( "glDrawBuffers" );
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)glGetProcAddress( "glBindFramebuffer" );
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)glGetProcAddress( "glDeleteFramebuffers" );
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)glGetProcAddress( "glGenFramebuffers" );
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)glGetProcAddress( "glFramebufferTexture2D" );
glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)glGetProcAddress("glTexImage2DMultisample");
glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)glGetProcAddress("glTexStorage2DMultisample");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)glGetProcAddress( "glGenRenderbuffers" );
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)glGetProcAddress( "glBindRenderbuffer" );
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)glGetProcAddress( "glRenderbufferStorage" );
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)glGetProcAddress( "glFramebufferRenderbuffer" );
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)glGetProcAddress( "glDeleteRenderbuffers" );
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)glGetProcAddress( "glCheckFramebufferStatus" );
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)glGetProcAddress( "glBlitFramebuffer" );
glGenBuffers = (PFNGLGENBUFFERSPROC)glGetProcAddress( "glGenBuffers" );
glBindBuffer = (PFNGLBINDBUFFERPROC)glGetProcAddress( "glBindBuffer" );
glBufferData = (PFNGLBUFFERDATAPROC)glGetProcAddress( "glBufferData" );
glMapBuffer = (PFNGLMAPBUFFERPROC)glGetProcAddress( "glMapBuffer" );
glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)glGetProcAddress("glMapBufferRange");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)glGetProcAddress( "glUnmapBuffer" );
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)glGetProcAddress( "glDeleteBuffers" );
glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)glGetProcAddress( "glBindImageTexture" );
glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)glGetProcAddress( "glMemoryBarrier" );
glGetStringi = (PFNGLGETSTRINGIPROC)glGetProcAddress("glGetStringi");
glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)glGetProcAddress("glInvalidateFramebuffer");
glBufferStorage = (PFNGLBUFFERSTORAGEPROC)glGetProcAddress("glBufferStorage"); //For GLES 3.0 and 3.1 this is glBufferStorageEXT
glFenceSync = (PFNGLFENCESYNCPROC)glGetProcAddress("glFenceSync");
glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)glGetProcAddress("glClientWaitSync");
glDeleteSync = (PFNGLDELETESYNCPROC)glGetProcAddress("glDeleteSync");
glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)glGetProcAddress("glGetUniformBlockIndex");
glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)glGetProcAddress("glUniformBlockBinding");
glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)glGetProcAddress("glGetActiveUniformBlockiv");
glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)glGetProcAddress("glGetUniformIndices");
glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)glGetProcAddress("glGetActiveUniformsiv");
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)glGetProcAddress("glBindBufferBase");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)glGetProcAddress("glBufferSubData");
glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)glGetProcAddress("glGetProgramBinary");
glProgramBinary = (PFNGLPROGRAMBINARYPROC)glGetProcAddress("glProgramBinary");
glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)glGetProcAddress("glProgramParameteri");
glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)glGetProcAddress("glTexStorage2D");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)glGetProcAddress("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)glGetProcAddress("glBindVertexArray");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)glGetProcAddress("glDeleteVertexArrays");
glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)glGetProcAddress("glDrawElementsBaseVertex");
}