git subrepo clone https://github.com/libretro/libretro-common.git deps/libretro-common
[pcsx_rearmed.git] / deps / libretro-common / include / glsm / glsmsym.h
diff --git a/deps/libretro-common/include/glsm/glsmsym.h b/deps/libretro-common/include/glsm/glsmsym.h
new file mode 100644 (file)
index 0000000..3c9d3bd
--- /dev/null
@@ -0,0 +1,483 @@
+/* Copyright (C) 2010-2018 The RetroArch team
+ *
+ * ---------------------------------------------------------------------------------------
+ * The following license statement only applies to this libretro SDK code part (glsmsym.h).
+ * ---------------------------------------------------------------------------------------
+ *
+ * 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.
+ */
+
+#ifndef LIBRETRO_SDK_GLSM_SYM_H
+#define LIBRETRO_SDK_GLSM_SYM_H
+
+#include <glsm/glsm.h>
+
+#ifdef HAVE_GLSYM_PRIVATE
+#include "glsym_private.h"
+#endif
+
+#include <retro_common_api.h>
+
+RETRO_BEGIN_DECLS
+
+/* deprecated old FF-style GL symbols */
+#define glTexCoord2f                rglTexCoord2f
+
+/* more forward-compatible GL subset symbols */
+#define glDrawRangeElementsBaseVertex rglDrawRangeElementsBaseVertex
+#define glProvokingVertex           rglProvokingVertex
+#define glGetInteger64v             rglGetInteger64v
+#define glGenSamplers               rglGenSamplers
+#define glBindSampler               rglBindSampler
+#define glSamplerParameteri         rglSamplerParameteri
+#define glGetBufferSubData          rglGetBufferSubData
+#define glUniform2iv                rglUniform2iv
+#define glUniform2uiv               rglUniform2uiv
+#define glTextureView               rglTextureView
+#define glGetQueryObjectuiv         rglGetQueryObjectuiv
+#define glGenQueries                rglGenQueries
+#define glDeleteQueries             rglDeleteQueries
+#define glBeginQuery                rglBeginQuery
+#define glEndQuery                  rglEndQuery
+#define glBlitFramebuffer           rglBlitFramebuffer
+#define glVertexAttrib4f            rglVertexAttrib4f
+#define glVertexAttrib4fv           rglVertexAttrib4fv
+#define glDrawArrays                rglDrawArrays
+#define glDrawElements              rglDrawElements
+#define glCompressedTexImage2D      rglCompressedTexImage2D
+#define glBindTexture               rglBindTexture
+#define glActiveTexture             rglActiveTexture
+#define glFramebufferTexture        rglFramebufferTexture
+#define glFramebufferTexture2D      rglFramebufferTexture2D
+#define glFramebufferRenderbuffer   rglFramebufferRenderbuffer
+#define glDeleteFramebuffers        rglDeleteFramebuffers
+#define glDeleteTextures            rglDeleteTextures
+#define glDeleteBuffers             rglDeleteBuffers
+#define glRenderbufferStorage       rglRenderbufferStorage
+#define glBindRenderbuffer          rglBindRenderbuffer
+#define glDeleteRenderbuffers       rglDeleteRenderbuffers
+#define glGenRenderbuffers          rglGenRenderbuffers
+#define glGenFramebuffers           rglGenFramebuffers
+#define glGenTextures               rglGenTextures
+#define glBindFramebuffer           rglBindFramebuffer
+#define glGenerateMipmap            rglGenerateMipmap
+#define glCheckFramebufferStatus    rglCheckFramebufferStatus
+#define glBindFragDataLocation      rglBindFragDataLocation
+#define glBindAttribLocation        rglBindAttribLocation
+#define glLinkProgram               rglLinkProgram
+#define glGetProgramiv              rglGetProgramiv
+#define glGetShaderiv               rglGetShaderiv
+#define glAttachShader              rglAttachShader
+#define glDetachShader              rglDetachShader
+#define glShaderSource              rglShaderSource
+#define glCompileShader             rglCompileShader
+#define glCreateProgram             rglCreateProgram
+#define glGetShaderInfoLog          rglGetShaderInfoLog
+#define glGetProgramInfoLog         rglGetProgramInfoLog
+#define glIsProgram                 rglIsProgram
+#define glEnableVertexAttribArray   rglEnableVertexAttribArray
+#define glDisableVertexAttribArray  rglDisableVertexAttribArray
+#define glVertexAttribPointer       rglVertexAttribPointer
+#define glVertexAttribIPointer      rglVertexAttribIPointer
+#define glVertexAttribLPointer      rglVertexAttribLPointer
+#define glGetUniformLocation        rglGetUniformLocation
+#define glGenBuffers                rglGenBuffers
+#define glDisable(T)                rglDisable(S##T)
+#define glEnable(T)                 rglEnable(S##T)
+#define glIsEnabled(T)              rglIsEnabled(S##T)
+#define glUseProgram                rglUseProgram
+#define glDepthMask                 rglDepthMask
+#define glStencilMask               rglStencilMask
+#define glBufferData                rglBufferData
+#define glBufferSubData             rglBufferSubData
+#define glBindBuffer                rglBindBuffer
+#define glCreateShader              rglCreateShader
+#define glDeleteShader              rglDeleteShader
+#define glDeleteProgram             rglDeleteProgram
+#define glUniform1f                 rglUniform1f
+#define glUniform1i                 rglUniform1i
+#define glUniform2f                 rglUniform2f
+#define glUniform2i                 rglUniform2i
+#define glUniform2fv                rglUniform2fv
+#define glUniform3f                 rglUniform3f
+#define glUniform3fv                rglUniform3fv
+#define glUniform4i                 rglUniform4i
+#define glUniform4f                 rglUniform4f
+#define glUniform4fv                rglUniform4fv
+#define glUniform1ui                rglUniform1ui
+#define glUniform2ui                rglUniform2ui
+#define glUniform3ui                rglUniform3ui
+#define glUniform4ui                rglUniform4ui
+#define glGetActiveUniform          rglGetActiveUniform
+#define glBlendFunc                 rglBlendFunc
+#define glBlendFuncSeparate         rglBlendFuncSeparate
+#define glDepthFunc                 rglDepthFunc
+#define glColorMask                 rglColorMask
+#define glClearColor                rglClearColor
+#define glViewport                  rglViewport
+#define glScissor                   rglScissor
+#define glStencilFunc               rglStencilFunc
+#define glCullFace                  rglCullFace
+#define glStencilOp                 rglStencilOp
+#define glFrontFace                 rglFrontFace
+#define glDepthRange                rglDepthRange
+#define glClearDepth                rglClearDepth
+#define glPolygonOffset             rglPolygonOffset
+#define glPixelStorei               rglPixelStorei
+#define glReadBuffer                rglReadBuffer
+#define glUniformMatrix4fv          rglUniformMatrix4fv
+#define glGetAttribLocation         rglGetAttribLocation
+#define glTexStorage2D              rglTexStorage2D
+#define glDrawBuffers               rglDrawBuffers
+#define glGenVertexArrays           rglGenVertexArrays
+#define glBindVertexArray           rglBindVertexArray
+#define glBlendEquation             rglBlendEquation
+#define glBlendColor                rglBlendColor
+#define glBlendEquationSeparate     rglBlendEquationSeparate
+#define glCopyImageSubData          rglCopyImageSubData
+#define glMapBuffer                 rglMapBuffer
+#define glUnmapBuffer               rglUnmapBuffer
+#define glMapBufferRange            rglMapBufferRange
+#define glUniformBlockBinding       rglUniformBlockBinding
+#define glGetUniformBlockIndex      rglGetUniformBlockIndex
+#define glGetActiveUniformBlockiv   rglGetActiveUniformBlockiv
+#define glBindBufferBase            rglBindBufferBase
+#define glGetUniformIndices         rglGetUniformIndices
+#define glGetActiveUniformsiv       rglGetActiveUniformsiv
+#define glGetError                  rglGetError
+#define glClear                     rglClear
+#define glPolygonMode               rglPolygonMode
+#define glLineWidth                 rglLineWidth
+#define glTexImage3D                rglTexImage3D
+#define glTexImage2DMultisample     rglTexImage2DMultisample
+#define glTexStorage2DMultisample   rglTexStorage2DMultisample
+#define glMemoryBarrier             rglMemoryBarrier
+#define glBindImageTexture          rglBindImageTexture
+#define glProgramBinary             rglProgramBinary
+#define glGetProgramBinary          rglGetProgramBinary
+#define glProgramParameteri         rglProgramParameteri
+#define glTexSubImage2D             rglTexSubImage2D
+#define glDeleteVertexArrays        rglDeleteVertexArrays
+#define glRenderbufferStorageMultisample rglRenderbufferStorageMultisample
+#define glUniform1iv                rglUniform1iv
+#define glUniform1fv                rglUniform1fv
+#define glValidateProgram           rglValidateProgram
+#define glGetStringi                rglGetStringi
+#define glTexBuffer                 rglTexBuffer
+#define glClearBufferfv             rglClearBufferfv
+#define glClearBufferfi             rglClearBufferfi
+#define glWaitSync                  rglWaitSync
+#define glFenceSync                 rglFenceSync
+#define glDeleteSync                rglDeleteSync
+#define glBufferStorage             rglBufferStorage
+#define glFlushMappedBufferRange    rglFlushMappedBufferRange
+#define glClientWaitSync            rglClientWaitSync
+#define glDrawElementsBaseVertex    rglDrawElementsBaseVertex
+
+const GLubyte* rglGetStringi(GLenum name, GLuint index);
+void rglTexBuffer(GLenum target, GLenum internalFormat, GLuint buffer);
+void rglClearBufferfv(         GLenum buffer,
+       GLint drawBuffer,
+       const GLfloat * value);
+void rglClearBufferfi(         GLenum buffer,
+       GLint drawBuffer,
+       GLfloat depth,
+       GLint stencil);
+void rglValidateProgram(GLuint program);
+void rglRenderbufferStorageMultisample(        GLenum target,
+       GLsizei samples,
+       GLenum internalformat,
+       GLsizei width,
+       GLsizei height);
+void rglUniform1iv(GLint location,  GLsizei count,  const GLint *value);
+void rglUniform1fv(GLint location,  GLsizei count,  const GLfloat *value);
+void rglProgramParameteri(     GLuint program,
+       GLenum pname,
+       GLint value);
+void rglGetProgramBinary(      GLuint program,
+       GLsizei bufsize,
+       GLsizei *length,
+       GLenum *binaryFormat,
+       void *binary);
+void rglProgramBinary(GLuint program,
+       GLenum binaryFormat,
+       const void *binary,
+       GLsizei length);
+void rglBindImageTexture(      GLuint unit,
+       GLuint texture,
+       GLint level,
+       GLboolean layered,
+       GLint layer,
+       GLenum access,
+       GLenum format);
+void rglTexStorage2DMultisample(GLenum target, GLsizei samples,
+      GLenum internalformat, GLsizei width, GLsizei height,
+      GLboolean fixedsamplelocations);
+void rglGetActiveUniformsiv(   GLuint program,
+       GLsizei uniformCount,
+       const GLuint *uniformIndices,
+       GLenum pname,
+       GLint *params);
+void rglGetUniformIndices(     GLuint program,
+       GLsizei uniformCount,
+       const GLchar **uniformNames,
+       GLuint *uniformIndices);
+void rglBindBufferBase(        GLenum target,
+       GLuint index,
+       GLuint buffer);
+void rglGetActiveUniformBlockiv(       GLuint program,
+       GLuint uniformBlockIndex,
+       GLenum pname,
+       GLint *params);
+GLuint rglGetUniformBlockIndex(        GLuint program,
+       const GLchar *uniformBlockName);
+void * rglMapBuffer(   GLenum target, GLenum access);
+void *rglMapBufferRange(       GLenum target,
+       GLintptr offset,
+       GLsizeiptr length,
+       GLbitfield access);
+GLboolean rglUnmapBuffer(      GLenum target);
+void rglBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+void rglBlendEquation(GLenum mode);
+void rglGenVertexArrays(GLsizei n, GLuint *arrays);
+void rglReadBuffer(GLenum mode);
+void rglPixelStorei(GLenum pname, GLint param);
+void rglTexCoord2f(GLfloat s, GLfloat t);
+void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
+                           const GLvoid * indices);
+void rglTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat,
+      GLsizei width, GLsizei height);
+void rglCompressedTexImage2D(GLenum target, GLint level,
+      GLenum internalformat, GLsizei width, GLsizei height,
+      GLint border, GLsizei imageSize, const GLvoid *data);
+void glBindTexture(GLenum target, GLuint texture);
+void glActiveTexture(GLenum texture);
+void rglFramebufferTexture(GLenum target, GLenum attachment,
+       GLuint texture, GLint level);
+void rglFramebufferTexture2D(GLenum target, GLenum attachment,
+      GLenum textarget, GLuint texture, GLint level);
+void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
+      GLenum renderbuffertarget, GLuint renderbuffer);
+void rglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
+void rglRenderbufferStorage(GLenum target, GLenum internalFormat,
+      GLsizei width, GLsizei height);
+void rglDeleteTextures(GLsizei n, const GLuint *textures);
+void rglBindRenderbuffer(GLenum target, GLuint renderbuffer);
+void rglDeleteRenderbuffers(GLsizei n, GLuint *renderbuffers);
+void rglGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
+void rglGenFramebuffers(GLsizei n, GLuint *ids);
+void rglGenTextures(GLsizei n, GLuint *textures);
+void rglBindFramebuffer(GLenum target, GLuint framebuffer);
+void rglGenerateMipmap(GLenum target);
+GLenum rglCheckFramebufferStatus(GLenum target);
+void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
+                                   const char * name);
+void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
+void rglLinkProgram(GLuint program);
+void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params);
+void rglGetShaderiv(GLuint shader, GLenum pname, GLint *params);
+void rglAttachShader(GLuint program, GLuint shader);
+void rglShaderSource(GLuint shader, GLsizei count,
+      const GLchar **string, const GLint *length);
+void rglCompileShader(GLuint shader);
+GLuint rglCreateProgram(void);
+void rglGetShaderInfoLog(GLuint shader, GLsizei maxLength,
+      GLsizei *length, GLchar *infoLog);
+void rglGetProgramInfoLog(GLuint shader, GLsizei maxLength,
+      GLsizei *length, GLchar *infoLog);
+GLboolean rglIsProgram(GLuint program);
+void rglEnableVertexAttribArray(GLuint index);
+void rglDisableVertexAttribArray(GLuint index);
+void rglVertexAttribPointer(GLuint name, GLint size,
+      GLenum type, GLboolean normalized, GLsizei stride,
+      const GLvoid* pointer);
+GLint rglGetUniformLocation(GLuint program, const GLchar *name);
+void rglGenBuffers(GLsizei n, GLuint *buffers);
+void rglDisable(GLenum cap);
+void rglEnable(GLenum cap);
+void rglUseProgram(GLuint program);
+void rglDepthMask(GLboolean flag);
+void rglStencilMask(GLenum mask);
+void rglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
+void rglBufferSubData(GLenum target, GLintptr offset,
+      GLsizeiptr size, const GLvoid *data);
+void rglBindBuffer(GLenum target, GLuint buffer);
+GLuint rglCreateShader(GLenum shader);
+void rglDeleteShader(GLuint shader);
+void rglUniform1f(GLint location, GLfloat v0);
+void rglUniform1i(GLint location, GLint v0);
+void rglUniform2f(GLint location, GLfloat v0, GLfloat v1);
+void rglUniform2i(GLint location, GLint v0, GLint v1);
+void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value);
+void rglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value);
+void rglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+void rglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+void rglUniform4fv(GLint location, GLsizei count, const GLfloat *value);
+void rglBlendFunc(GLenum sfactor, GLenum dfactor);
+void rglBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
+      GLenum dstAlpha);
+void rglDepthFunc(GLenum func);
+void rglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void rglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height);
+void rglScissor(GLint x, GLint y, GLsizei width, GLsizei height);
+GLboolean rglIsEnabled(GLenum cap);
+void rglStencilFunc(GLenum func, GLint ref, GLuint mask);
+void rglCullFace(GLenum mode);
+void rglStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
+void rglFrontFace(GLenum mode);
+void rglDepthRange(GLclampd zNear, GLclampd zFar);
+void rglClearDepth(GLdouble depth);
+void rglPolygonOffset(GLfloat factor, GLfloat units);
+void rglDrawArrays(GLenum mode, GLint first, GLsizei count);
+void rglVertexAttrib4f(GLuint name, GLfloat x, GLfloat y,
+      GLfloat z, GLfloat w);
+void rglVertexAttrib4fv(GLuint name, GLfloat* v);
+void rglDeleteProgram(GLuint program);
+void rglDeleteBuffers(GLsizei n, const GLuint *buffers);
+void rglUniform2uiv(   GLint location,
+       GLsizei count,
+       const GLuint *value);
+void rglTextureView(   GLuint texture,
+       GLenum target,
+       GLuint origtexture,
+       GLenum internalformat,
+       GLuint minlevel,
+       GLuint numlevels,
+       GLuint minlayer,
+       GLuint numlayers);
+void rglGenQueries(    GLsizei n,
+       GLuint * ids);
+void rglDeleteQueries( GLsizei n,
+       const GLuint * ids);
+void rglBeginQuery(    GLenum target,
+       GLuint id);
+void rglEndQuery(      GLenum target);
+void rglGetQueryObjectuiv(     GLuint id,
+       GLenum pname,
+       GLuint * params);
+void rglBlitFramebuffer(
+      GLint srcX0, GLint srcY0,
+      GLint srcX1, GLint srcY1,
+      GLint dstX0, GLint dstY0,
+      GLint dstX1, GLint dstY1,
+      GLbitfield mask, GLenum filter);
+void rglDetachShader(GLuint program, GLuint shader);
+void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
+      const GLfloat *value);
+GLint rglGetAttribLocation(GLuint program, const GLchar *name);
+void rglDrawBuffers(GLsizei n, const GLenum *bufs);
+void rglBindVertexArray(GLuint array);
+
+void rglGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize,
+      GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+void rglUniform1ui(GLint location, GLuint v);
+void rglUniform2ui(GLint location, GLuint v0, GLuint v1);
+void rglUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
+void rglUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+void rglBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
+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);
+void rglVertexAttribIPointer(
+      GLuint index,
+      GLint size,
+      GLenum type,
+      GLsizei stride,
+      const GLvoid * pointer);
+void rglVertexAttribLPointer(
+      GLuint index,
+      GLint size,
+      GLenum type,
+      GLsizei stride,
+      const GLvoid * pointer);
+void rglUniformBlockBinding(   GLuint program,
+       GLuint uniformBlockIndex,
+       GLuint uniformBlockBinding);
+GLenum rglGetError(void);
+void rglClear(GLbitfield mask);
+void rglPolygonMode(GLenum face, GLenum mode);
+void rglLineWidth(GLfloat width);
+void rglTexImage3D(    GLenum target,
+       GLint level,
+       GLint internalFormat,
+       GLsizei width,
+       GLsizei height,
+       GLsizei depth,
+       GLint border,
+       GLenum format,
+       GLenum type,
+       const GLvoid * data);
+void rglTexImage2DMultisample(         GLenum target,
+       GLsizei samples,
+       GLenum internalformat,
+       GLsizei width,
+       GLsizei height,
+       GLboolean fixedsamplelocations);
+void rglMemoryBarrier(         GLbitfield barriers);
+void rglTexSubImage2D(         GLenum target,
+       GLint level,
+       GLint xoffset,
+       GLint yoffset,
+       GLsizei width,
+       GLsizei height,
+       GLenum format,
+       GLenum type,
+       const GLvoid * pixels);
+void rglDeleteVertexArrays(GLsizei n, const GLuint *arrays);
+void *rglFenceSync(GLenum condition, GLbitfield flags);
+void rglDeleteSync(void *sync);
+void rglWaitSync(void *sync, GLbitfield flags, uint64_t timeout);
+void rglBufferStorage(GLenum target, GLsizeiptr size, const GLvoid *data, GLbitfield flags);
+void rglFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
+GLenum rglClientWaitSync(void *sync, GLbitfield flags, uint64_t timeout);
+void rglDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
+                              GLvoid *indices, GLint basevertex);
+void rglGetBufferSubData(      GLenum target,
+       GLintptr offset,
+       GLsizeiptr size,
+       GLvoid * data);
+void rglSamplerParameteri(     GLuint sampler,
+       GLenum pname,
+       GLint param);
+void rglBindSampler(   GLuint unit,
+       GLuint sampler);
+void rglGenSamplers(   GLsizei n,
+       GLuint *samplers);
+void rglGetInteger64v( GLenum pname,
+       int64_t * data);
+void rglUniform2iv(    GLint location,
+       GLsizei count,
+       const GLint *value);
+void rglProvokingVertex(       GLenum provokeMode);
+void rglDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLvoid *indices, GLint basevertex);
+
+RETRO_END_DECLS
+
+#endif