mirror of
https://github.com/mkxp-z/mkxp-z.git
synced 2025-08-30 02:33:03 +02:00
132 lines
4.1 KiB
Diff
132 lines
4.1 KiB
Diff
# Renames all the shader texture functions to reduce probability of symbol conflicts with the libretro frontend.
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--- a/portablegl.h
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+++ b/portablegl.h
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@@ -2988,9 +2988,9 @@ typedef struct glContext
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cvector_glVertex glverts;
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} glContext;
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-
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-
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-
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+#ifdef __cplusplus
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+extern "C" {
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+#endif
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/*************************************
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* GLSL(ish) functions
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*************************************/
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@@ -3004,15 +3004,15 @@ typedef struct glContext
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//int clampi(int i, int min, int max);
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//shader texture functions
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-vec4 texture1D(GLuint tex, float x);
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-vec4 texture2D(GLuint tex, float x, float y);
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-vec4 texture3D(GLuint tex, float x, float y, float z);
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-vec4 texture2DArray(GLuint tex, float x, float y, int z);
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-vec4 texture_rect(GLuint tex, float x, float y);
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-vec4 texture_cubemap(GLuint texture, float x, float y, float z);
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-
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-
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-
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+vec4 mkxp_pgl_texture1D(GLuint tex, float x);
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+vec4 mkxp_pgl_texture2D(GLuint tex, float x, float y);
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+vec4 mkxp_pgl_texture3D(GLuint tex, float x, float y, float z);
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+vec4 mkxp_pgl_texture2DArray(GLuint tex, float x, float y, int z);
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+vec4 mkxp_pgl_texture_rect(GLuint tex, float x, float y);
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+vec4 mkxp_pgl_texture_cubemap(GLuint texture, float x, float y, float z);
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+#ifdef __cplusplus
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+}
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+#endif
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typedef struct pgl_uniforms
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@@ -10230,7 +10230,7 @@ static int wrap(int i, int size, GLenum mode)
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// used in the following 4 texture access functions
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// Not sure if it's actually necessary since wrap() clamps
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#define EPSILON 0.000001
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-vec4 texture1D(GLuint tex, float x)
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+vec4 mkxp_pgl_texture1D(GLuint tex, float x)
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{
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int i0, i1;
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@@ -10276,7 +10276,7 @@ vec4 texture1D(GLuint tex, float x)
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}
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}
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-vec4 texture2D(GLuint tex, float x, float y)
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+vec4 mkxp_pgl_texture2D(GLuint tex, float x, float y)
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{
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int i0, j0, i1, j1;
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@@ -10341,7 +10341,7 @@ vec4 texture2D(GLuint tex, float x, float y)
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}
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}
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-vec4 texture3D(GLuint tex, float x, float y, float z)
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+vec4 mkxp_pgl_texture3D(GLuint tex, float x, float y, float z)
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{
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int i0, j0, i1, j1, k0, k1;
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@@ -10427,7 +10427,7 @@ vec4 texture3D(GLuint tex, float x, float y, float z)
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}
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// for now this should work
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-vec4 texture2DArray(GLuint tex, float x, float y, int z)
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+vec4 mkxp_pgl_texture2DArray(GLuint tex, float x, float y, int z)
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{
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int i0, j0, i1, j1;
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@@ -10490,7 +10490,7 @@ vec4 texture2DArray(GLuint tex, float x, float y, int z)
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}
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}
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-vec4 texture_rect(GLuint tex, float x, float y)
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+vec4 mkxp_pgl_texture_rect(GLuint tex, float x, float y)
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{
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int i0, j0, i1, j1;
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@@ -10552,7 +10552,7 @@ vec4 texture_rect(GLuint tex, float x, float y)
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}
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}
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-vec4 texture_cubemap(GLuint texture, float x, float y, float z)
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+vec4 mkxp_pgl_texture_cubemap(GLuint texture, float x, float y, float z)
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{
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glTexture* tex = &c->textures.a[texture];
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Color* texdata = (Color*)tex->data;
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@@ -11592,7 +11592,7 @@ static void pgl_tex_rplc_fs(float* fs_input, Shader_Builtins* builtins, void* un
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vec2 tex_coords = ((vec2*)fs_input)[0];
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GLuint tex = ((pgl_uniforms*)uniforms)->tex0;
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- builtins->gl_FragColor = texture2D(tex, tex_coords.x, tex_coords.y);
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+ builtins->gl_FragColor = mkxp_pgl_texture2D(tex, tex_coords.x, tex_coords.y);
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}
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@@ -11613,7 +11613,7 @@ static void pgl_tex_rect_rplc_fs(float* fs_input, Shader_Builtins* builtins, voi
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vec2 tex_coords = ((vec2*)fs_input)[0];
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GLuint tex = ((pgl_uniforms*)uniforms)->tex0;
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- builtins->gl_FragColor = texture_rect(tex, tex_coords.x, tex_coords.y);
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+ builtins->gl_FragColor = mkxp_pgl_texture_rect(tex, tex_coords.x, tex_coords.y);
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}
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@@ -11637,7 +11637,7 @@ static void pgl_tex_modulate_fs(float* fs_input, Shader_Builtins* builtins, void
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GLuint tex = u->tex0;
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- builtins->gl_FragColor = mult_vec4s(u->color, texture2D(tex, tex_coords.x, tex_coords.y));
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+ builtins->gl_FragColor = mult_vec4s(u->color, mkxp_pgl_texture2D(tex, tex_coords.x, tex_coords.y));
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}
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@@ -11686,7 +11686,7 @@ static void pgl_tex_pnt_light_diff_fs(float* fs_input, Shader_Builtins* builtins
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GLuint tex = u->tex0;
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- builtins->gl_FragColor = mult_vec4s(((vec4*)fs_input)[0], texture2D(tex, tex_coords.x, tex_coords.y));
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+ builtins->gl_FragColor = mult_vec4s(((vec4*)fs_input)[0], mkxp_pgl_texture2D(tex, tex_coords.x, tex_coords.y));
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}
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