--- /dev/null
+/* Copyright (C) 2010-2018 The RetroArch team
+ *
+ * ---------------------------------------------------------------------------------------
+ * The following license statement only applies to this libretro SDK code part (glsm).
+ * ---------------------------------------------------------------------------------------
+ *
+ * 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 THE AUTHORS OR COPYRIGHT HOLDERS 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.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <glsym/glsym.h>
+#include <glsm/glsm.h>
+
+#ifndef GL_DEPTH_CLAMP
+#define GL_DEPTH_CLAMP 0x864F
+#define GL_RASTERIZER_DISCARD 0x8C89
+#define GL_SAMPLE_MASK 0x8E51
+#endif
+
+#if 0
+extern retro_log_printf_t log_cb;
+#define GLSM_DEBUG
+#endif
+
+struct gl_cached_state
+{
+ struct
+ {
+ GLuint *ids;
+ } bind_textures;
+
+ struct
+ {
+ bool used[MAX_ATTRIB];
+ GLint size[MAX_ATTRIB];
+ GLenum type[MAX_ATTRIB];
+ GLboolean normalized[MAX_ATTRIB];
+ GLsizei stride[MAX_ATTRIB];
+ const GLvoid *pointer[MAX_ATTRIB];
+ GLuint buffer[MAX_ATTRIB];
+ } attrib_pointer;
+
+#ifndef HAVE_OPENGLES
+ GLenum colorlogicop;
+#endif
+
+ struct
+ {
+ bool enabled[MAX_ATTRIB];
+ } vertex_attrib_pointer;
+
+ struct
+ {
+ GLenum pname;
+ GLint param;
+ } pixelstore_i;
+
+ struct
+ {
+ GLuint r;
+ GLuint g;
+ GLuint b;
+ GLuint a;
+ } clear_color;
+
+ struct
+ {
+ bool used;
+ GLint x;
+ GLint y;
+ GLsizei w;
+ GLsizei h;
+ } scissor;
+
+ struct
+ {
+ GLint x;
+ GLint y;
+ GLsizei w;
+ GLsizei h;
+ } viewport;
+
+ struct
+ {
+ bool used;
+ GLenum sfactor;
+ GLenum dfactor;
+ } blendfunc;
+
+ struct
+ {
+ bool used;
+ GLenum srcRGB;
+ GLenum dstRGB;
+ GLenum srcAlpha;
+ GLenum dstAlpha;
+ } blendfunc_separate;
+
+ struct
+ {
+ bool used;
+ GLboolean red;
+ GLboolean green;
+ GLboolean blue;
+ GLboolean alpha;
+ } colormask;
+
+ struct
+ {
+ bool used;
+ GLdouble depth;
+ } cleardepth;
+
+ struct
+ {
+ bool used;
+ GLenum func;
+ } depthfunc;
+
+ struct
+ {
+ bool used;
+ GLclampd zNear;
+ GLclampd zFar;
+ } depthrange;
+
+ struct
+ {
+ bool used;
+ GLfloat factor;
+ GLfloat units;
+ } polygonoffset;
+
+ struct
+ {
+ bool used;
+ GLenum func;
+ GLint ref;
+ GLuint mask;
+ } stencilfunc;
+
+ struct
+ {
+ bool used;
+ GLenum sfail;
+ GLenum dpfail;
+ GLenum dppass;
+ } stencilop;
+
+ struct
+ {
+ bool used;
+ GLenum mode;
+ } frontface;
+
+ struct
+ {
+ bool used;
+ GLenum mode;
+ } cullface;
+
+ struct
+ {
+ bool used;
+ GLuint mask;
+ } stencilmask;
+
+ struct
+ {
+ bool used;
+ GLboolean mask;
+ } depthmask;
+
+ struct
+ {
+ GLenum mode;
+ } readbuffer;
+
+ GLuint vao;
+ GLuint framebuf;
+ GLuint array_buffer;
+ GLuint program;
+ GLenum active_texture;
+ int cap_state[SGL_CAP_MAX];
+ int cap_translate[SGL_CAP_MAX];
+};
+
+static GLuint default_framebuffer;
+static GLint glsm_max_textures;
+struct retro_hw_render_callback hw_render;
+static struct gl_cached_state gl_state;
+
+/* GL wrapper-side */
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+GLenum rglGetError(void)
+{
+ return glGetError();
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : N/A
+ */
+
+void rglProvokingVertex( GLenum provokeMode)
+{
+#if defined(HAVE_OPENGL)
+ glProvokingVertex(provokeMode);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : 3.0
+ */
+void rglGetInteger64v( GLenum pname, int64_t *data)
+{
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGetInteger64v(pname, (GLint64*)data);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : 3.0
+ */
+void rglSamplerParameteri( GLuint sampler,
+ GLenum pname,
+ GLint param)
+{
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glSamplerParameteri(sampler, pname, param);
+#endif
+}
+
+void rglGenSamplers( GLsizei n,
+ GLuint *samplers)
+{
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGenSamplers(n, samplers);
+#endif
+}
+
+void rglBindSampler( GLuint unit,
+ GLuint sampler)
+{
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glBindSampler(unit, sampler);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglClear(GLbitfield mask)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glClear.\n");
+#endif
+ glClear(mask);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglValidateProgram(GLuint program)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glValidateProgram.\n");
+#endif
+ glValidateProgram(program);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ * OpenGLES : N/A
+ */
+void rglPolygonMode(GLenum face, GLenum mode)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glPolygonMode.\n");
+#endif
+#ifndef HAVE_OPENGLES
+ glPolygonMode(face, mode);
+#endif
+}
+
+void rglTexSubImage2D(
+ GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const GLvoid * pixels)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glTexSubImage2D.\n");
+#endif
+ glTexSubImage2D(target, level, xoffset, yoffset,
+ width, height, format, type, pixels);
+}
+
+void rglGetBufferSubData( GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLvoid * data)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetBufferSubData.\n");
+#endif
+#if defined(HAVE_OPENGL)
+ glGetBufferSubData(target, offset, size, data);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglLineWidth(GLfloat width)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glLineWidth.\n");
+#endif
+ glLineWidth(width);
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 3.0
+ */
+void rglBlitFramebuffer(
+ GLint srcX0, GLint srcY0,
+ GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0,
+ GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBlitFramebuffer.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1,
+ mask, filter);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 3.0
+ */
+void rglReadBuffer(GLenum mode)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glReadBuffer.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glReadBuffer(mode);
+ gl_state.readbuffer.mode = mode;
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglClearDepth(GLdouble depth)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glClearDepth.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+#ifdef HAVE_OPENGLES
+ glClearDepthf(depth);
+#else
+ glClearDepth(depth);
+#endif
+ gl_state.cleardepth.used = true;
+ gl_state.cleardepth.depth = depth;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglPixelStorei(GLenum pname, GLint param)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glPixelStorei.\n");
+#endif
+ glPixelStorei(pname, param);
+ gl_state.pixelstore_i.pname = pname;
+ gl_state.pixelstore_i.param = param;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglDepthRange(GLclampd zNear, GLclampd zFar)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDepthRange.\n");
+#endif
+#ifdef HAVE_OPENGLES
+ glDepthRangef(zNear, zFar);
+#else
+ glDepthRange(zNear, zFar);
+#endif
+ gl_state.depthrange.used = true;
+ gl_state.depthrange.zNear = zNear;
+ gl_state.depthrange.zFar = zFar;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglFrontFace(GLenum mode)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glFrontFace.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glFrontFace(mode);
+ gl_state.frontface.used = true;
+ gl_state.frontface.mode = mode;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglDepthFunc(GLenum func)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDepthFunc.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ gl_state.depthfunc.used = true;
+ gl_state.depthfunc.func = func;
+ glDepthFunc(func);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglColorMask(GLboolean red, GLboolean green,
+ GLboolean blue, GLboolean alpha)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glColorMask.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glColorMask(red, green, blue, alpha);
+ gl_state.colormask.red = red;
+ gl_state.colormask.green = green;
+ gl_state.colormask.blue = blue;
+ gl_state.colormask.alpha = alpha;
+ gl_state.colormask.used = true;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglCullFace(GLenum mode)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glCullFace.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glCullFace(mode);
+ gl_state.cullface.used = true;
+ gl_state.cullface.mode = mode;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glStencilOp.\n");
+#endif
+ glStencilOp(sfail, dpfail, dppass);
+ gl_state.stencilop.used = true;
+ gl_state.stencilop.sfail = sfail;
+ gl_state.stencilop.dpfail = dpfail;
+ gl_state.stencilop.dppass = dppass;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglStencilFunc(GLenum func, GLint ref, GLuint mask)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glStencilFunc.\n");
+#endif
+ glStencilFunc(func, ref, mask);
+ gl_state.stencilfunc.used = true;
+ gl_state.stencilfunc.func = func;
+ gl_state.stencilfunc.ref = ref;
+ gl_state.stencilfunc.mask = mask;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+GLboolean rglIsEnabled(GLenum cap)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glIsEnabled.\n");
+#endif
+ return gl_state.cap_state[cap] ? GL_TRUE : GL_FALSE;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglClearColor(GLclampf red, GLclampf green,
+ GLclampf blue, GLclampf alpha)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glClearColor.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glClearColor(red, green, blue, alpha);
+ gl_state.clear_color.r = red;
+ gl_state.clear_color.g = green;
+ gl_state.clear_color.b = blue;
+ gl_state.clear_color.a = alpha;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0 (maybe earlier?)
+ */
+void rglScissor(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glScissor.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glScissor(x, y, width, height);
+ gl_state.scissor.used = true;
+ gl_state.scissor.x = x;
+ gl_state.scissor.y = y;
+ gl_state.scissor.w = width;
+ gl_state.scissor.h = height;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glViewport.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glViewport(x, y, width, height);
+ gl_state.viewport.x = x;
+ gl_state.viewport.y = y;
+ gl_state.viewport.w = width;
+ gl_state.viewport.h = height;
+}
+
+void rglBlendFunc(GLenum sfactor, GLenum dfactor)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBlendFunc.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ gl_state.blendfunc.used = true;
+ gl_state.blendfunc.sfactor = sfactor;
+ gl_state.blendfunc.dfactor = dfactor;
+ glBlendFunc(sfactor, dfactor);
+}
+
+/*
+ * Category: Blending
+ *
+ * Core in:
+ * OpenGL : 1.4
+ */
+void rglBlendFuncSeparate(GLenum sfactor, GLenum dfactor)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBlendFuncSeparate.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ gl_state.blendfunc_separate.used = true;
+ gl_state.blendfunc_separate.srcRGB = sfactor;
+ gl_state.blendfunc_separate.dstRGB = dfactor;
+ gl_state.blendfunc_separate.srcAlpha = sfactor;
+ gl_state.blendfunc_separate.dstAlpha = dfactor;
+ glBlendFunc(sfactor, dfactor);
+}
+
+/*
+ * Category: Textures
+ *
+ * Core in:
+ * OpenGL : 1.3
+ */
+void rglActiveTexture(GLenum texture)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glActiveTexture.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glActiveTexture(texture);
+ gl_state.active_texture = texture - GL_TEXTURE0;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.1
+ */
+void rglBindTexture(GLenum target, GLuint texture)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindTexture.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glBindTexture(target, texture);
+ gl_state.bind_textures.ids[gl_state.active_texture] = texture;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglDisable(GLenum cap)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDisable.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glDisable(gl_state.cap_translate[cap]);
+ gl_state.cap_state[cap] = 0;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglEnable(GLenum cap)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glEnable.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glEnable(gl_state.cap_translate[cap]);
+ gl_state.cap_state[cap] = 1;
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUseProgram(GLuint program)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUseProgram.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ gl_state.program = program;
+ glUseProgram(program);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglDepthMask(GLboolean flag)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDepthMask.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glDepthMask(flag);
+ gl_state.depthmask.used = true;
+ gl_state.depthmask.mask = flag;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglStencilMask(GLenum mask)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glStencilMask.\n");
+#endif
+ glStencilMask(mask);
+ gl_state.stencilmask.used = true;
+ gl_state.stencilmask.mask = mask;
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.5
+ */
+void rglBufferData(GLenum target, GLsizeiptr size,
+ const GLvoid *data, GLenum usage)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBufferData.\n");
+#endif
+ glBufferData(target, size, data, usage);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.5
+ */
+void rglBufferSubData(GLenum target, GLintptr offset,
+ GLsizeiptr size, const GLvoid *data)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBufferSubData.\n");
+#endif
+ glBufferSubData(target, offset, size, data);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.5
+ */
+void rglBindBuffer(GLenum target, GLuint buffer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindBuffer.\n");
+#endif
+ if (target == GL_ARRAY_BUFFER)
+ gl_state.array_buffer = buffer;
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glBindBuffer(target, buffer);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglLinkProgram(GLuint program)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glLinkProgram.\n");
+#endif
+ glLinkProgram(program);
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 2.0
+ */
+void rglFramebufferTexture2D(GLenum target, GLenum attachment,
+ GLenum textarget, GLuint texture, GLint level)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glFramebufferTexture2D.\n");
+#endif
+ glFramebufferTexture2D(target, attachment, textarget, texture, level);
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 3.2
+ */
+void rglFramebufferTexture(GLenum target, GLenum attachment,
+ GLuint texture, GLint level)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glFramebufferTexture.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3_2)
+ glFramebufferTexture(target, attachment, texture, level);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.1
+ */
+void rglDrawArrays(GLenum mode, GLint first, GLsizei count)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDrawArrays.\n");
+#endif
+ glDrawArrays(mode, first, count);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.1
+ */
+void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid * indices)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDrawElements.\n");
+#endif
+ glDrawElements(mode, count, type, indices);
+}
+
+void rglCompressedTexImage2D(GLenum target, GLint level,
+ GLenum internalformat, GLsizei width, GLsizei height,
+ GLint border, GLsizei imageSize, const GLvoid *data)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glCompressedTexImage2D.\n");
+#endif
+ glCompressedTexImage2D(target, level, internalformat,
+ width, height, border, imageSize, data);
+}
+
+void rglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteFramebuffers.\n");
+#endif
+ glDeleteFramebuffers(n, framebuffers);
+}
+
+void rglDeleteTextures(GLsizei n, const GLuint *textures)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteTextures.\n");
+#endif
+ glDeleteTextures(n, textures);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 2.0
+ */
+void rglRenderbufferStorage(GLenum target, GLenum internalFormat,
+ GLsizei width, GLsizei height)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glRenderbufferStorage.\n");
+#endif
+ glRenderbufferStorage(target, internalFormat, width, height);
+}
+
+/*
+ *
+ * Core in:
+ *
+ * OpenGL : 3.0
+ * OpenGLES : 2.0
+ */
+void rglBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindRenderbuffer.\n");
+#endif
+ glBindRenderbuffer(target, renderbuffer);
+}
+
+/*
+ *
+ * Core in:
+ *
+ * OpenGLES : 2.0
+ */
+void rglDeleteRenderbuffers(GLsizei n, GLuint *renderbuffers)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteRenderbuffers.\n");
+#endif
+ glDeleteRenderbuffers(n, renderbuffers);
+}
+
+/*
+ *
+ * Core in:
+ *
+ * OpenGL : 3.0
+ * OpenGLES : 2.0
+ */
+void rglGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGenRenderbuffers.\n");
+#endif
+ glGenRenderbuffers(n, renderbuffers);
+}
+
+/*
+ *
+ * Core in:
+ *
+ * OpenGL : 3.0
+ * OpenGLES : 2.0
+ */
+void rglGenerateMipmap(GLenum target)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGenerateMipmap.\n");
+#endif
+ glGenerateMipmap(target);
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ */
+GLenum rglCheckFramebufferStatus(GLenum target)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glCheckFramebufferStatus.\n");
+#endif
+ return glCheckFramebufferStatus(target);
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 2.0
+ */
+void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
+ GLenum renderbuffertarget, GLuint renderbuffer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glFramebufferRenderbuffer.\n");
+#endif
+ glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 3.0
+ */
+void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
+ const char * name)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindFragDataLocation.\n");
+#endif
+#if !defined(HAVE_OPENGLES2)
+ glBindFragDataLocation(program, colorNumber, name);
+#endif
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetProgramiv.\n");
+#endif
+ glGetProgramiv(shader, pname, params);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 4.1
+ * OpenGLES : 3.0
+ */
+void rglProgramParameteri( GLuint program,
+ GLenum pname,
+ GLint value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glProgramParameteri.\n");
+#endif
+#if !defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES) && (defined(HAVE_OPENGLES3) || defined(HAVE_OPENGLES_3_1))
+ glProgramParameteri(program, pname, value);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize,
+ GLsizei *length, GLint *size, GLenum *type, GLchar *name)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetActiveUniform.\n");
+#endif
+ glGetActiveUniform(program, index, bufsize, length, size, type, name);
+}
+
+void rglGenQueries( GLsizei n,
+ GLuint * ids)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGenQueries.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGenQueries(n, ids);
+#endif
+}
+
+void rglGetQueryObjectuiv( GLuint id,
+ GLenum pname,
+ GLuint * params)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetQueryObjectuiv.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGetQueryObjectuiv(id, pname, params);
+#endif
+}
+
+void rglDeleteQueries( GLsizei n,
+ const GLuint * ids)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteQueries.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glDeleteQueries(n, ids);
+#endif
+}
+
+void rglBeginQuery( GLenum target,
+ GLuint id)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBeginQuery.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glBeginQuery(target, id);
+#endif
+}
+
+void rglEndQuery( GLenum target)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glEndQuery.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glEndQuery(target);
+#endif
+}
+
+/*
+ * Category: UBO
+ *
+ * Core in:
+ *
+ * OpenGL : 2.0
+ * OpenGLES : 3.0
+ */
+void rglGetActiveUniformBlockiv(GLuint program,
+ GLuint uniformBlockIndex,
+ GLenum pname,
+ GLint *params)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetActiveUniformBlockiv.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGetActiveUniformBlockiv(program, uniformBlockIndex,
+ pname, params);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ *
+ * Core in:
+ *
+ * OpenGLES : 3.0
+ */
+void rglGetActiveUniformsiv( GLuint program,
+ GLsizei uniformCount,
+ const GLuint *uniformIndices,
+ GLenum pname,
+ GLint *params)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetActiveUniformsiv.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGetActiveUniformsiv(program, uniformCount,
+ uniformIndices, pname, params);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ *
+ * Core in:
+ *
+ * OpenGLES : 3.0
+ */
+void rglGetUniformIndices(GLuint program,
+ GLsizei uniformCount,
+ const GLchar **uniformNames,
+ GLuint *uniformIndices)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetUniformIndices.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGetUniformIndices(program, uniformCount,
+ uniformNames, uniformIndices);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ * Category: UBO
+ *
+ * Core in:
+ *
+ * OpenGLES : 3.0
+ */
+void rglBindBufferBase( GLenum target,
+ GLuint index,
+ GLuint buffer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindBufferBase.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glBindBufferBase(target, index, buffer);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ *
+ * Category: UBO
+ *
+ * Core in:
+ *
+ * OpenGLES : 3.0
+ */
+GLuint rglGetUniformBlockIndex( GLuint program,
+ const GLchar *uniformBlockName)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetUniformBlockIndex.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ return glGetUniformBlockIndex(program, uniformBlockName);
+#else
+ printf("WARNING! Not implemented.\n");
+ return 0;
+#endif
+}
+
+/*
+ * Category: UBO
+ *
+ * Core in:
+ *
+ * OpenGLES : 3.0
+ */
+void rglUniformBlockBinding( GLuint program,
+ GLuint uniformBlockIndex,
+ GLuint uniformBlockBinding)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniformBlockBinding.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glUniformBlockBinding(program, uniformBlockIndex,
+ uniformBlockBinding);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 3.0
+ */
+void rglUniform1ui(GLint location, GLuint v)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform1ui.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glUniform1ui(location ,v);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 3.0
+ */
+void rglUniform2ui(GLint location, GLuint v0, GLuint v1)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform2ui.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glUniform2ui(location, v0, v1);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 3.0
+ */
+void rglUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform3ui.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glUniform3ui(location, v0, v1, v2);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 3.0
+ */
+void rglUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform4ui.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glUniform4ui(location, v0, v1, v2, v3);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat *value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniformMatrix4fv.\n");
+#endif
+ glUniformMatrix4fv(location, count, transpose, value);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglDetachShader(GLuint program, GLuint shader)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDetachShader.\n");
+#endif
+ glDetachShader(program, shader);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglGetShaderiv(GLuint shader, GLenum pname, GLint *params)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetShaderiv.\n");
+#endif
+ glGetShaderiv(shader, pname, params);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglAttachShader(GLuint program, GLuint shader)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glAttachShader.\n");
+#endif
+ glAttachShader(program, shader);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+GLint rglGetAttribLocation(GLuint program, const GLchar *name)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetAttribLocation.\n");
+#endif
+ return glGetAttribLocation(program, name);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglShaderSource(GLuint shader, GLsizei count,
+ const GLchar **string, const GLint *length)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glShaderSource.\n");
+#endif
+ return glShaderSource(shader, count, string, length);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglCompileShader(GLuint shader)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glCompileShader.\n");
+#endif
+ glCompileShader(shader);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+GLuint rglCreateProgram(void)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glCreateProgram.\n");
+#endif
+ return glCreateProgram();
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.1
+ */
+void rglGenTextures(GLsizei n, GLuint *textures)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGenTextures.\n");
+#endif
+ glGenTextures(n, textures);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglGetShaderInfoLog(GLuint shader, GLsizei maxLength,
+ GLsizei *length, GLchar *infoLog)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetShaderInfoLog.\n");
+#endif
+ glGetShaderInfoLog(shader, maxLength, length, infoLog);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglGetProgramInfoLog(GLuint shader, GLsizei maxLength,
+ GLsizei *length, GLchar *infoLog)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetProgramInfoLog.\n");
+#endif
+ glGetProgramInfoLog(shader, maxLength, length, infoLog);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+GLboolean rglIsProgram(GLuint program)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glIsProgram.\n");
+#endif
+ return glIsProgram(program);
+}
+
+void rglTexCoord2f(GLfloat s, GLfloat t)
+{
+#ifdef HAVE_LEGACY_GL
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glTexCoord2f.\n");
+#endif
+ glTexCoord2f(s, t);
+#endif
+}
+
+/*
+ * Category: Generic vertex attributes
+ *
+ * Core in:
+ * OpenGL : 2.0
+ *
+ */
+void rglDisableVertexAttribArray(GLuint index)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDisableVertexAttribArray.\n");
+#endif
+ gl_state.vertex_attrib_pointer.enabled[index] = 0;
+ glDisableVertexAttribArray(index);
+}
+
+/*
+ * Category: Generic vertex attributes
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglEnableVertexAttribArray(GLuint index)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glEnableVertexAttribArray.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ gl_state.vertex_attrib_pointer.enabled[index] = 1;
+ glEnableVertexAttribArray(index);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglVertexAttribIPointer(
+ GLuint index,
+ GLint size,
+ GLenum type,
+ GLsizei stride,
+ const GLvoid * pointer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glVertexAttribIPointer.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glVertexAttribIPointer(index, size, type, stride, pointer);
+#endif
+}
+
+void rglVertexAttribLPointer(
+ GLuint index,
+ GLint size,
+ GLenum type,
+ GLsizei stride,
+ const GLvoid * pointer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glVertexAttribLPointer.\n");
+#endif
+#if defined(HAVE_OPENGL)
+ glVertexAttribLPointer(index, size, type, stride, pointer);
+#endif
+}
+
+/*
+ * Category: Generic vertex attributes
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglVertexAttribPointer(GLuint name, GLint size,
+ GLenum type, GLboolean normalized, GLsizei stride,
+ const GLvoid* pointer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glVertexAttribPointer.\n");
+#endif
+ gl_state.attrib_pointer.used[name] = 1;
+ gl_state.attrib_pointer.size[name] = size;
+ gl_state.attrib_pointer.type[name] = type;
+ gl_state.attrib_pointer.normalized[name] = normalized;
+ gl_state.attrib_pointer.stride[name] = stride;
+ gl_state.attrib_pointer.pointer[name] = pointer;
+ gl_state.attrib_pointer.buffer[name] = gl_state.array_buffer;
+ glVertexAttribPointer(name, size, type, normalized, stride, pointer);
+}
+
+/*
+ * Category: Generic vertex attributes
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindAttribLocation.\n");
+#endif
+ glBindAttribLocation(program, index, name);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglVertexAttrib4f(GLuint name, GLfloat x, GLfloat y,
+ GLfloat z, GLfloat w)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glVertexAttrib4f.\n");
+#endif
+ glVertexAttrib4f(name, x, y, z, w);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglVertexAttrib4fv(GLuint name, GLfloat* v)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glVertexAttrib4fv.\n");
+#endif
+ glVertexAttrib4fv(name, v);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+GLuint rglCreateShader(GLenum shaderType)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glCreateShader.\n");
+#endif
+ return glCreateShader(shaderType);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglDeleteProgram(GLuint program)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteProgram.\n");
+#endif
+ glDeleteProgram(program);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglDeleteShader(GLuint shader)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteShader.\n");
+#endif
+ glDeleteShader(shader);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+GLint rglGetUniformLocation(GLuint program, const GLchar *name)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetUniformLocation.\n");
+#endif
+ return glGetUniformLocation(program, name);
+}
+
+/*
+ * Category: VBO and PBO
+ *
+ * Core in:
+ * OpenGL : 1.5
+ */
+void rglDeleteBuffers(GLsizei n, const GLuint *buffers)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteBuffers.\n");
+#endif
+ glDeleteBuffers(n, buffers);
+}
+
+/*
+ * Category: VBO and PBO
+ *
+ * Core in:
+ * OpenGL : 1.5
+ */
+void rglGenBuffers(GLsizei n, GLuint *buffers)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGenBuffers.\n");
+#endif
+ glGenBuffers(n, buffers);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform1f(GLint location, GLfloat v0)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform1f.\n");
+#endif
+ glUniform1f(location, v0);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform1fv(GLint location, GLsizei count, const GLfloat *value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform1fv.\n");
+#endif
+ glUniform1fv(location, count, value);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform1iv(GLint location, GLsizei count, const GLint *value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform1iv.\n");
+#endif
+ glUniform1iv(location, count, value);
+}
+
+void rglClearBufferfv( GLenum buffer,
+ GLint drawBuffer,
+ const GLfloat * value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glClearBufferfv.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3)
+ glClearBufferfv(buffer, drawBuffer, value);
+#endif
+}
+
+void rglTexBuffer(GLenum target, GLenum internalFormat, GLuint buffer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glTexBuffer.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3_2)
+ glTexBuffer(target, internalFormat, buffer);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 3.0
+ */
+const GLubyte* rglGetStringi(GLenum name, GLuint index)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetString.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3)
+ return glGetStringi(name, index);
+#else
+ return NULL;
+#endif
+}
+
+void rglClearBufferfi( GLenum buffer,
+ GLint drawBuffer,
+ GLfloat depth,
+ GLint stencil)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glClearBufferfi.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3)
+ glClearBufferfi(buffer, drawBuffer, depth, stencil);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 3.0
+ */
+void rglRenderbufferStorageMultisample( GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glRenderbufferStorageMultisample.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3)
+ glRenderbufferStorageMultisample(target, samples, internalformat, width, height);
+#endif
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform1i(GLint location, GLint v0)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform1i.\n");
+#endif
+ glUniform1i(location, v0);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform2f(GLint location, GLfloat v0, GLfloat v1)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform2f.\n");
+#endif
+ glUniform2f(location, v0, v1);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform2i(GLint location, GLint v0, GLint v1)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform2i.\n");
+#endif
+ glUniform2i(location, v0, v1);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform2fv.\n");
+#endif
+ glUniform2fv(location, count, value);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform3f.\n");
+#endif
+ glUniform3f(location, v0, v1, v2);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform3fv.\n");
+#endif
+ glUniform3fv(location, count, value);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform4i.\n");
+#endif
+ glUniform4i(location, v0, v1, v2, v3);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform4f.\n");
+#endif
+ glUniform4f(location, v0, v1, v2, v3);
+}
+
+/*
+ * Category: Shaders
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglUniform4fv(GLint location, GLsizei count, const GLfloat *value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform4fv.\n");
+#endif
+ glUniform4fv(location, count, value);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.0
+ */
+void rglPolygonOffset(GLfloat factor, GLfloat units)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glPolygonOffset.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glPolygonOffset(factor, units);
+ gl_state.polygonoffset.used = true;
+ gl_state.polygonoffset.factor = factor;
+ gl_state.polygonoffset.units = units;
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ */
+void rglGenFramebuffers(GLsizei n, GLuint *ids)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGenFramebuffers.\n");
+#endif
+ glGenFramebuffers(n, ids);
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ */
+void rglBindFramebuffer(GLenum target, GLuint framebuffer)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindFramebuffer.\n");
+#endif
+ glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
+ glBindFramebuffer(target, framebuffer);
+ gl_state.framebuf = framebuffer;
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 3.0
+ */
+void rglDrawBuffers(GLsizei n, const GLenum *bufs)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDrawBuffers.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glDrawBuffers(n, bufs);
+#endif
+}
+
+/*
+ * Category: FBO
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 3.0
+ */
+void *rglMapBufferRange( GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glMapBufferRange.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ return glMapBufferRange(target, offset, length, access);
+#else
+ printf("WARNING! Not implemented.\n");
+ return NULL;
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 4.3
+ * OpenGLES : 3.1
+ */
+void rglTexStorage2DMultisample(GLenum target, GLsizei samples,
+ GLenum internalformat, GLsizei width, GLsizei height,
+ GLboolean fixedsamplelocations)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glTexStorage2DMultisample.\n");
+#endif
+#if defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3_1)
+ glTexStorage2DMultisample(target, samples, internalformat,
+ width, height, fixedsamplelocations);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGLES : 3.0
+ */
+void rglTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat,
+ GLsizei width, GLsizei height)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glTexStorage2D.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glTexStorage2D(target, levels, internalFormat, width, height);
+#endif
+}
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : 3.2
+ */
+void rglDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLvoid *indices, GLint basevertex)
+{
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3_2)
+ glDrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 4.2
+ * OpenGLES : 3.1
+ */
+void rglMemoryBarrier( GLbitfield barriers)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glMemoryBarrier.\n");
+#endif
+#if !defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3) && defined(HAVE_OPENGLES_3_1)
+ glMemoryBarrier(barriers);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 4.2
+ * OpenGLES : 3.1
+ */
+void rglBindImageTexture( GLuint unit,
+ GLuint texture,
+ GLint level,
+ GLboolean layered,
+ GLint layer,
+ GLenum access,
+ GLenum format)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindImageTexture.\n");
+#endif
+#if !defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3) && defined(HAVE_OPENGLES_3_1)
+ glBindImageTexture(unit, texture, level, layered, layer, access, format);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 4.1
+ * OpenGLES : 3.1
+ */
+void rglGetProgramBinary( GLuint program,
+ GLsizei bufsize,
+ GLsizei *length,
+ GLenum *binaryFormat,
+ void *binary)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGetProgramBinary.\n");
+#endif
+#if !defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGetProgramBinary(program, bufsize, length, binaryFormat, binary);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 4.1
+ * OpenGLES : 3.1
+ */
+void rglProgramBinary(GLuint program,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glProgramBinary.\n");
+#endif
+#if !defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3_1)
+ glProgramBinary(program, binaryFormat, binary, length);
+#else
+ printf("WARNING! Not implemented.\n");
+#endif
+}
+
+void rglTexImage2DMultisample( GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glTexImage2DMultisample.\n");
+#endif
+#ifndef HAVE_OPENGLES
+ glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
+#endif
+}
+
+void rglTexImage3D( GLenum target,
+ GLint level,
+ GLint internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const GLvoid * data)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glTexImage3D.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, data);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.5
+ */
+void * rglMapBuffer( GLenum target, GLenum access)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glMapBuffer.\n");
+#endif
+#if defined(HAVE_OPENGLES)
+ return glMapBufferOES(target, access);
+#else
+ return glMapBuffer(target, access);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 1.5
+ */
+GLboolean rglUnmapBuffer( GLenum target)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUnmapBuffer.\n");
+#endif
+#if defined(HAVE_OPENGLES)
+ return glUnmapBufferOES(target);
+#else
+ return glUnmapBuffer(target);
+#endif
+}
+
+void rglBlendEquation(GLenum mode)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBlendEquation.\n");
+#endif
+ glBlendEquation(mode);
+}
+
+void rglBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBlendColor.\n");
+#endif
+ glBlendColor(red, green, blue, alpha);
+}
+
+/*
+ * Category: Blending
+ *
+ * Core in:
+ * OpenGL : 2.0
+ */
+void rglBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBlendEquationSeparate.\n");
+#endif
+ glBlendEquationSeparate(modeRGB, modeAlpha);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 3.2
+ */
+void rglCopyImageSubData( GLuint srcName,
+ GLenum srcTarget,
+ GLint srcLevel,
+ GLint srcX,
+ GLint srcY,
+ GLint srcZ,
+ GLuint dstName,
+ GLenum dstTarget,
+ GLint dstLevel,
+ GLint dstX,
+ GLint dstY,
+ GLint dstZ,
+ GLsizei srcWidth,
+ GLsizei srcHeight,
+ GLsizei srcDepth)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glCopyImageSubData.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES_3_2)
+ glCopyImageSubData(srcName,
+ srcTarget,
+ srcLevel,
+ srcX,
+ srcY,
+ srcZ,
+ dstName,
+ dstTarget,
+ dstLevel,
+ dstX,
+ dstY,
+ dstZ,
+ srcWidth,
+ srcHeight,
+ srcDepth);
+#endif
+}
+
+/*
+ * Category: VAO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 3.0
+ */
+void rglBindVertexArray(GLuint array)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBindVertexArray.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glBindVertexArray(array);
+#endif
+}
+
+/*
+ * Category: VAO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 3.0
+ */
+void rglGenVertexArrays(GLsizei n, GLuint *arrays)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glGenVertexArrays.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glGenVertexArrays(n, arrays);
+#endif
+}
+
+/*
+ * Category: VAO
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 3.0
+ */
+void rglDeleteVertexArrays(GLsizei n, const GLuint *arrays)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteVertexArrays.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glDeleteVertexArrays(n, arrays);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : 3.0
+ */
+void *rglFenceSync(GLenum condition, GLbitfield flags)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glFenceSync.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ return (GLsync)glFenceSync(condition, flags);
+#else
+ return NULL;
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : 3.0
+ */
+void rglDeleteSync(void * sync)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDeleteSync.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glDeleteSync((GLsync)sync);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : 3.0
+ */
+void rglWaitSync(void *sync, GLbitfield flags, uint64_t timeout)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glWaitSync.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glWaitSync((GLsync)sync, flags, (GLuint64)timeout);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 4.4
+ * OpenGLES : Not available
+ */
+void rglBufferStorage(GLenum target, GLsizeiptr size, const GLvoid *data, GLbitfield flags)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glBufferStorage.\n");
+#endif
+#if defined(HAVE_OPENGL)
+ glBufferStorage(target, size, data, flags);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 2.0
+ * OpenGLES : 2.0
+ */
+
+void rglUniform2iv( GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform2iv.\n");
+#endif
+ glUniform2iv(location, count, value);
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : ?.?
+ */
+
+void rglUniform2uiv( GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glUniform2uiv.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glUniform2uiv(location, count, value);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 4.3
+ * OpenGLES : ?.?
+ */
+void rglTextureView( GLuint texture,
+ GLenum target,
+ GLuint origtexture,
+ GLenum internalformat,
+ GLuint minlevel,
+ GLuint numlevels,
+ GLuint minlayer,
+ GLuint numlayers)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glTextureView.\n");
+#endif
+#if defined(HAVE_OPENGL)
+ glTextureView(texture, target, origtexture, internalformat, minlevel, numlevels, minlayer, numlayers);
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.0
+ * OpenGLES : 3.0
+ */
+void rglFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glFlushMappedBufferRange.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ glFlushMappedBufferRange(target, offset, length);
+#endif
+}
+
+#ifndef GL_WAIT_FAILED
+#define GL_WAIT_FAILED 0x911D
+#endif
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : 3.0
+ */
+GLenum rglClientWaitSync(void *sync, GLbitfield flags, uint64_t timeout)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glClientWaitSync.\n");
+#endif
+#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3)
+ return glClientWaitSync((GLsync)sync, flags, (GLuint64)timeout);
+#else
+ return GL_WAIT_FAILED;
+#endif
+}
+
+/*
+ *
+ * Core in:
+ * OpenGL : 3.2
+ * OpenGLES : Not available
+ */
+void rglDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
+ GLvoid *indices, GLint basevertex)
+{
+#ifdef GLSM_DEBUG
+ log_cb(RETRO_LOG_INFO, "glDrawElementsBaseVertex.\n");
+#endif
+#if defined(HAVE_OPENGL)
+ glDrawElementsBaseVertex(mode, count, type, indices, basevertex);
+#endif
+}
+
+/* GLSM-side */
+
+static void glsm_state_setup(void)
+{
+ unsigned i;
+
+ gl_state.cap_translate[SGL_DEPTH_TEST] = GL_DEPTH_TEST;
+ gl_state.cap_translate[SGL_BLEND] = GL_BLEND;
+ gl_state.cap_translate[SGL_POLYGON_OFFSET_FILL] = GL_POLYGON_OFFSET_FILL;
+ gl_state.cap_translate[SGL_FOG] = GL_FOG;
+ gl_state.cap_translate[SGL_CULL_FACE] = GL_CULL_FACE;
+ gl_state.cap_translate[SGL_ALPHA_TEST] = GL_ALPHA_TEST;
+ gl_state.cap_translate[SGL_SCISSOR_TEST] = GL_SCISSOR_TEST;
+ gl_state.cap_translate[SGL_STENCIL_TEST] = GL_STENCIL_TEST;
+
+#ifndef HAVE_OPENGLES
+ gl_state.cap_translate[SGL_COLOR_LOGIC_OP] = GL_COLOR_LOGIC_OP;
+ gl_state.cap_translate[SGL_CLIP_DISTANCE0] = GL_CLIP_DISTANCE0;
+ gl_state.cap_translate[SGL_DEPTH_CLAMP] = GL_DEPTH_CLAMP;
+#endif
+
+ for (i = 0; i < MAX_ATTRIB; i++)
+ {
+ gl_state.vertex_attrib_pointer.enabled[i] = 0;
+ gl_state.attrib_pointer.used[i] = 0;
+ }
+
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &glsm_max_textures);
+
+ gl_state.bind_textures.ids = (GLuint*)calloc(glsm_max_textures, sizeof(GLuint));
+
+ default_framebuffer = glsm_get_current_framebuffer();
+ gl_state.framebuf = default_framebuffer;
+ gl_state.cullface.mode = GL_BACK;
+ gl_state.frontface.mode = GL_CCW;
+
+ gl_state.blendfunc_separate.used = false;
+ gl_state.blendfunc_separate.srcRGB = GL_ONE;
+ gl_state.blendfunc_separate.dstRGB = GL_ZERO;
+ gl_state.blendfunc_separate.srcAlpha = GL_ONE;
+ gl_state.blendfunc_separate.dstAlpha = GL_ZERO;
+
+ gl_state.depthfunc.used = false;
+
+ gl_state.colormask.used = false;
+ gl_state.colormask.red = GL_TRUE;
+ gl_state.colormask.green = GL_TRUE;
+ gl_state.colormask.blue = GL_TRUE;
+ gl_state.colormask.alpha = GL_TRUE;
+
+ gl_state.polygonoffset.used = false;
+
+ gl_state.depthfunc.func = GL_LESS;
+
+#ifndef HAVE_OPENGLES
+ gl_state.colorlogicop = GL_COPY;
+#endif
+
+#ifdef CORE
+ glGenVertexArrays(1, &gl_state.vao);
+#endif
+}
+
+static void glsm_state_bind(void)
+{
+ unsigned i;
+#ifdef CORE
+ glBindVertexArray(gl_state.vao);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, gl_state.array_buffer);
+
+ for (i = 0; i < MAX_ATTRIB; i++)
+ {
+ if (gl_state.vertex_attrib_pointer.enabled[i])
+ glEnableVertexAttribArray(i);
+ else
+ glDisableVertexAttribArray(i);
+
+ if (gl_state.attrib_pointer.used[i] && gl_state.attrib_pointer.buffer[i] == gl_state.array_buffer)
+ {
+ glVertexAttribPointer(
+ i,
+ gl_state.attrib_pointer.size[i],
+ gl_state.attrib_pointer.type[i],
+ gl_state.attrib_pointer.normalized[i],
+ gl_state.attrib_pointer.stride[i],
+ gl_state.attrib_pointer.pointer[i]);
+ }
+ }
+
+ glBindFramebuffer(RARCH_GL_FRAMEBUFFER, default_framebuffer);
+
+ if (gl_state.blendfunc.used)
+ glBlendFunc(
+ gl_state.blendfunc.sfactor,
+ gl_state.blendfunc.dfactor);
+
+ if (gl_state.blendfunc_separate.used)
+ glBlendFuncSeparate(
+ gl_state.blendfunc_separate.srcRGB,
+ gl_state.blendfunc_separate.dstRGB,
+ gl_state.blendfunc_separate.srcAlpha,
+ gl_state.blendfunc_separate.dstAlpha
+ );
+
+ glClearColor(
+ gl_state.clear_color.r,
+ gl_state.clear_color.g,
+ gl_state.clear_color.b,
+ gl_state.clear_color.a);
+
+ if (gl_state.depthfunc.used)
+ glDepthFunc(gl_state.depthfunc.func);
+
+ if (gl_state.colormask.used)
+ glColorMask(
+ gl_state.colormask.red,
+ gl_state.colormask.green,
+ gl_state.colormask.blue,
+ gl_state.colormask.alpha);
+
+ if (gl_state.cullface.used)
+ glCullFace(gl_state.cullface.mode);
+
+ if (gl_state.depthmask.used)
+ glDepthMask(gl_state.depthmask.mask);
+
+ if (gl_state.polygonoffset.used)
+ glPolygonOffset(
+ gl_state.polygonoffset.factor,
+ gl_state.polygonoffset.units);
+
+ if (gl_state.scissor.used)
+ glScissor(
+ gl_state.scissor.x,
+ gl_state.scissor.y,
+ gl_state.scissor.w,
+ gl_state.scissor.h);
+
+ glUseProgram(gl_state.program);
+
+ glViewport(
+ gl_state.viewport.x,
+ gl_state.viewport.y,
+ gl_state.viewport.w,
+ gl_state.viewport.h);
+
+ for(i = 0; i < SGL_CAP_MAX; i ++)
+ {
+ if (gl_state.cap_state[i])
+ glEnable(gl_state.cap_translate[i]);
+ }
+
+ if (gl_state.frontface.used)
+ glFrontFace(gl_state.frontface.mode);
+
+ if (gl_state.stencilmask.used)
+ glStencilMask(gl_state.stencilmask.mask);
+
+ if (gl_state.stencilop.used)
+ glStencilOp(gl_state.stencilop.sfail,
+ gl_state.stencilop.dpfail,
+ gl_state.stencilop.dppass);
+
+ if (gl_state.stencilfunc.used)
+ glStencilFunc(
+ gl_state.stencilfunc.func,
+ gl_state.stencilfunc.ref,
+ gl_state.stencilfunc.mask);
+
+ for (i = 0; i < glsm_max_textures; i ++)
+ {
+ glActiveTexture(GL_TEXTURE0 + i);
+ glBindTexture(GL_TEXTURE_2D, gl_state.bind_textures.ids[i]);
+ }
+
+ glActiveTexture(GL_TEXTURE0 + gl_state.active_texture);
+}
+
+static void glsm_state_unbind(void)
+{
+ unsigned i;
+#ifdef CORE
+ glBindVertexArray(0);
+#endif
+ for (i = 0; i < SGL_CAP_MAX; i ++)
+ {
+ if (gl_state.cap_state[i])
+ glDisable(gl_state.cap_translate[i]);
+ }
+
+ glBlendFunc(GL_ONE, GL_ZERO);
+
+ if (gl_state.colormask.used)
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ if (gl_state.blendfunc_separate.used)
+ glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
+
+ if (gl_state.cullface.used)
+ glCullFace(GL_BACK);
+
+ if (gl_state.depthmask.used)
+ glDepthMask(GL_TRUE);
+
+ if (gl_state.polygonoffset.used)
+ glPolygonOffset(0, 0);
+
+ glUseProgram(0);
+ glClearColor(0,0,0,0.0f);
+
+ if (gl_state.depthrange.used)
+ rglDepthRange(0, 1);
+
+ glStencilMask(1);
+ glFrontFace(GL_CCW);
+ if (gl_state.depthfunc.used)
+ glDepthFunc(GL_LESS);
+
+ if (gl_state.stencilop.used)
+ glStencilOp(GL_KEEP,GL_KEEP, GL_KEEP);
+
+ if (gl_state.stencilfunc.used)
+ glStencilFunc(GL_ALWAYS,0,1);
+
+ /* Clear textures */
+ for (i = 0; i < glsm_max_textures; i ++)
+ {
+ glActiveTexture(GL_TEXTURE0 + i);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+ glActiveTexture(GL_TEXTURE0);
+
+ for (i = 0; i < MAX_ATTRIB; i ++)
+ glDisableVertexAttribArray(i);
+
+ glBindFramebuffer(RARCH_GL_FRAMEBUFFER, 0);
+}
+
+static bool glsm_state_ctx_destroy(void *data)
+{
+ if (gl_state.bind_textures.ids)
+ free(gl_state.bind_textures.ids);
+ gl_state.bind_textures.ids = NULL;
+
+ return true;
+}
+
+static bool glsm_state_ctx_init(glsm_ctx_params_t *params)
+{
+ if (!params || !params->environ_cb)
+ return false;
+
+#ifdef HAVE_OPENGLES
+#if defined(HAVE_OPENGLES_3_1)
+ hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES_VERSION;
+ hw_render.version_major = 3;
+ hw_render.version_minor = 1;
+#elif defined(HAVE_OPENGLES3)
+ hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES3;
+#else
+ hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES2;
+#endif
+#else
+ hw_render.context_type = RETRO_HW_CONTEXT_OPENGL;
+ if (params->context_type != RETRO_HW_CONTEXT_NONE)
+ hw_render.context_type = params->context_type;
+ if (params->major != 0)
+ hw_render.version_major = params->major;
+ if (params->minor != 0)
+ hw_render.version_minor = params->minor;
+#endif
+
+ hw_render.context_reset = params->context_reset;
+ hw_render.context_destroy = params->context_destroy;
+ hw_render.stencil = params->stencil;
+ hw_render.depth = true;
+ hw_render.bottom_left_origin = true;
+ hw_render.cache_context = false;
+
+ if (!params->environ_cb(RETRO_ENVIRONMENT_SET_HW_RENDER, &hw_render))
+ return false;
+
+ return true;
+}
+
+GLuint glsm_get_current_framebuffer(void)
+{
+ return hw_render.get_current_framebuffer();
+}
+
+bool glsm_ctl(enum glsm_state_ctl state, void *data)
+{
+ switch (state)
+ {
+ case GLSM_CTL_IMM_VBO_DRAW:
+ return false;
+ case GLSM_CTL_IMM_VBO_DISABLE:
+ return false;
+ case GLSM_CTL_IS_IMM_VBO:
+ return false;
+ case GLSM_CTL_SET_IMM_VBO:
+ break;
+ case GLSM_CTL_UNSET_IMM_VBO:
+ break;
+ case GLSM_CTL_PROC_ADDRESS_GET:
+ {
+ glsm_ctx_proc_address_t *proc = (glsm_ctx_proc_address_t*)data;
+ if (!hw_render.get_proc_address)
+ return false;
+ proc->addr = hw_render.get_proc_address;
+ }
+ break;
+ case GLSM_CTL_STATE_CONTEXT_RESET:
+ rglgen_resolve_symbols(hw_render.get_proc_address);
+ break;
+ case GLSM_CTL_STATE_CONTEXT_DESTROY:
+ glsm_state_ctx_destroy(data);
+ break;
+ case GLSM_CTL_STATE_CONTEXT_INIT:
+ return glsm_state_ctx_init((glsm_ctx_params_t*)data);
+ case GLSM_CTL_STATE_SETUP:
+ glsm_state_setup();
+ break;
+ case GLSM_CTL_STATE_UNBIND:
+ glsm_state_unbind();
+ break;
+ case GLSM_CTL_STATE_BIND:
+ glsm_state_bind();
+ break;
+ case GLSM_CTL_NONE:
+ default:
+ break;
+ }
+
+ return true;
+}