OpenGL2: Fix GL_EXT_direct_state_access function names.

This commit is contained in:
SmileTheory 2016-07-28 20:04:25 -07:00
parent 1051df45e3
commit e022abeebb
8 changed files with 113 additions and 203 deletions

View file

@ -43,7 +43,7 @@ void GL_BindNullTextures()
{
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
{
qglBindMultiTexture(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0);
qglBindMultiTextureEXT(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0);
glDsaState.textures[i] = 0;
}
}
@ -71,12 +71,12 @@ int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
target = GL_TEXTURE_CUBE_MAP;
qglBindMultiTexture(texunit, target, texture);
qglBindMultiTextureEXT(texunit, target, texture);
glDsaState.textures[tmu] = texture;
return 1;
}
GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
GLvoid APIENTRY GLDSA_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture)
{
if (glDsaState.texunit != texunit)
{
@ -87,47 +87,47 @@ GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint tex
qglBindTexture(target, texture);
}
GLvoid APIENTRY GLDSA_TextureParameterf(GLuint texture, GLenum target, GLenum pname, GLfloat param)
GLvoid APIENTRY GLDSA_TextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexParameterf(target, pname, param);
}
GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param)
GLvoid APIENTRY GLDSA_TextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexParameteri(target, pname, param);
}
GLvoid APIENTRY GLDSA_TextureImage2D(GLuint texture, GLenum target, GLint level, GLint internalformat,
GLvoid APIENTRY GLDSA_TextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
GLvoid APIENTRY GLDSA_TextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLvoid APIENTRY GLDSA_TextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLvoid APIENTRY GLDSA_CopyTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
GLvoid APIENTRY GLDSA_CompressedTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}
GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target, GLint level,
GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
GLsizei imageSize, const GLvoid *data)
{
@ -135,7 +135,7 @@ GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target,
qglCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target)
GLvoid APIENTRY GLDSA_GenerateTextureMipmapEXT(GLuint texture, GLenum target)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglGenerateMipmapEXT(target);
@ -157,47 +157,47 @@ int GL_UseProgram(GLuint program)
return 1;
}
GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0)
GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0)
{
GL_UseProgram(program);
qglUniform1i(location, v0);
}
GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
GLvoid APIENTRY GLDSA_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0)
{
GL_UseProgram(program);
qglUniform1f(location, v0);
}
GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location,
GLfloat v0, GLfloat v1)
{
GL_UseProgram(program);
qglUniform2f(location, v0, v1);
}
GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniform3fEXT(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2)
{
GL_UseProgram(program);
qglUniform3f(location, v0, v1, v2);
}
GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
GL_UseProgram(program);
qglUniform4f(location, v0, v1, v2, v3);
}
GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location,
GLsizei count, const GLfloat *value)
{
GL_UseProgram(program);
qglUniform1fv(location, count, value);
}
GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value)
{
@ -252,34 +252,34 @@ void GL_BindRenderbuffer(GLuint renderbuffer)
}
}
GLvoid APIENTRY GLDSA_NamedRenderbufferStorage(GLuint renderbuffer,
GLvoid APIENTRY GLDSA_NamedRenderbufferStorageEXT(GLuint renderbuffer,
GLenum internalformat, GLsizei width, GLsizei height)
{
GL_BindRenderbuffer(renderbuffer);
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalformat, width, height);
}
GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisample(GLuint renderbuffer,
GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer,
GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
GL_BindRenderbuffer(renderbuffer);
qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internalformat, width, height);
}
GLenum APIENTRY GLDSA_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
GLenum APIENTRY GLDSA_CheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target)
{
GL_BindFramebuffer(target, framebuffer);
return qglCheckFramebufferStatusEXT(target);
}
GLvoid APIENTRY GLDSA_NamedFramebufferTexture2D(GLuint framebuffer,
GLvoid APIENTRY GLDSA_NamedFramebufferTexture2DEXT(GLuint framebuffer,
GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, textarget, texture, level);
}
GLvoid APIENTRY GLDSA_NamedFramebufferRenderbuffer(GLuint framebuffer,
GLvoid APIENTRY GLDSA_NamedFramebufferRenderbufferEXT(GLuint framebuffer,
GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);