tweaks
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87fae2cf31
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1 changed files with 53 additions and 53 deletions
106
src/external/rlsw.h
vendored
106
src/external/rlsw.h
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@ -250,64 +250,64 @@ typedef double GLclampd;
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/* === OpenGL Binding === */
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#define glReadPixels(x, y, w, h, f, t, p) swCopyFramebuffer(x, y, w, h, f, t, p)
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#define glEnable(state) swEnable(state)
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#define glDisable(state) swDisable(state)
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#define glGetFloatv(pname, params) swGetFloatv(pname, params)
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#define glGetString(pname) swGetString(pname)
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#define glReadPixels(x, y, w, h, f, t, p) swCopyFramebuffer((x), (y), (w), (h), (f), (t), (p))
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#define glEnable(state) swEnable((state))
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#define glDisable(state) swDisable((state))
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#define glGetFloatv(pname, params) swGetFloatv((pname), (params))
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#define glGetString(pname) swGetString((pname))
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#define glGetError() swGetError()
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#define glViewport(x, y, w, h) swViewport(x, y, w, h)
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#define glScissor(x, y, w, h) swScissor(x, y, w, h)
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#define glClearColor(r, g, b, a) swClearColor(r, g, b, a)
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#define glClear(bitmask) swClear(bitmask)
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#define glBlendFunc(sfactor, dfactor) swBlendFunc(sfactor, dfactor)
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#define glPolygonMode(face, mode) swPolygonMode(mode)
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#define glCullFace(face) swCullFace(face)
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#define glPointSize(size) swPointSize(size)
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#define glLineWidth(width) swLineWidth(width)
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#define glMatrixMode(mode) swMatrixMode(mode)
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#define glViewport(x, y, w, h) swViewport((x), (y), (w), (h))
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#define glScissor(x, y, w, h) swScissor((x), (y), (w), (h))
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#define glClearColor(r, g, b, a) swClearColor((r), (g), (b), (a))
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#define glClear(bitmask) swClear((bitmask))
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#define glBlendFunc(sfactor, dfactor) swBlendFunc((sfactor), (dfactor))
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#define glPolygonMode(face, mode) swPolygonMode((mode))
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#define glCullFace(face) swCullFace((face))
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#define glPointSize(size) swPointSize((size))
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#define glLineWidth(width) swLineWidth((width))
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#define glMatrixMode(mode) swMatrixMode((mode))
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#define glPushMatrix() swPushMatrix()
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#define glPopMatrix() swPopMatrix()
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#define glLoadIdentity() swLoadIdentity()
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#define glTranslatef(x, y, z) swTranslatef(x, y, z)
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#define glRotatef(a, x, y, z) swRotatef(a, x, y, z)
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#define glScalef(x, y, z) swScalef(x, y, z)
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#define glMultMatrixf(v) swMultMatrixf(v)
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#define glFrustum(l, r, b, t, n, f) swFrustum(l, r, b, t, n, f)
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#define glOrtho(l, r, b, t, n, f) swOrtho(l, r, b, t, n, f)
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#define glBegin(mode) swBegin(mode)
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#define glTranslatef(x, y, z) swTranslatef((x), (y), (z))
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#define glRotatef(a, x, y, z) swRotatef((a), (x), (y), (z))
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#define glScalef(x, y, z) swScalef((x), (y), (z))
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#define glMultMatrixf(v) swMultMatrixf((v))
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#define glFrustum(l, r, b, t, n, f) swFrustum((l), (r), (b), (t), (n), (f))
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#define glOrtho(l, r, b, t, n, f) swOrtho((l), (r), (b), (t), (n), (f))
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#define glBegin(mode) swBegin((mode))
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#define glEnd() swEnd()
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#define glVertex2i(x, y) swVertex2i(x, y)
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#define glVertex2f(x, y) swVertex2f(x, y)
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#define glVertex2fv(v) swVertex2fv(v)
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#define glVertex3i(x, y, z) swVertex3i(x, y, z)
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#define glVertex3f(x, y, z) swVertex3f(x, y, z)
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#define glvertex3fv(v) swVertex3fv(v)
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#define glVertex4i(x, y, z, w) swVertex4i(x, y, z, w)
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#define glVertex4f(x, y, z, w) swVertex4f(x, y, z, w)
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#define glVertex4fv(v) swVertex4fv(v)
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#define glColor3ub(r, g, b) swColor3ub(r, g, b)
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#define glColor3ubv(v) swColor3ubv(v)
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#define glColor3f(r, g, b) swColor3f(r, g, b)
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#define glColor3fv(v) swColor3fv(v)
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#define glColor4ub(r, g, b, a) swColor4ub(r, g, b, a)
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#define glColor4ubv(v) swColor4ubv(v)
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#define glColor4f(r, g, b, a) swColor4f(r, g, b, a)
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#define glColor4fv(v) swColor4fv(v)
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#define glTexCoord2f(u, v) swTexCoord2f(u, v)
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#define glTexCoord2fv(v) swTexCoord2fv(v)
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#define glVertex2i(x, y) swVertex2i((x), (y))
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#define glVertex2f(x, y) swVertex2f((x), (y))
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#define glVertex2fv(v) swVertex2fv((v))
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#define glVertex3i(x, y, z) swVertex3i((x), (y), (z))
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#define glVertex3f(x, y, z) swVertex3f((x), (y), (z))
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#define glvertex3fv(v) swVertex3fv((v))
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#define glVertex4i(x, y, z, w) swVertex4i((x), (y), (z), (w))
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#define glVertex4f(x, y, z, w) swVertex4f((x), (y), (z), (w))
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#define glVertex4fv(v) swVertex4fv((v))
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#define glColor3ub(r, g, b) swColor3ub((r), (g), (b))
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#define glColor3ubv(v) swColor3ubv((v))
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#define glColor3f(r, g, b) swColor3f((r), (g), (b))
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#define glColor3fv(v) swColor3fv((v))
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#define glColor4ub(r, g, b, a) swColor4ub((r), (g), (b), (a))
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#define glColor4ubv(v) swColor4ubv((v))
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#define glColor4f(r, g, b, a) swColor4f((r), (g), (b), (a))
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#define glColor4fv(v) swColor4fv((v))
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#define glTexCoord2f(u, v) swTexCoord2f((u), (v))
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#define glTexCoord2fv(v) swTexCoord2fv((v))
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#define glEnableClientState(t) ((void)(t))
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#define glDisableClientState(t) swBindArray(t, 0)
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#define glVertexPointer(sz, t, s, p) swBindArray(SW_VERTEX_ARRAY, p)
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#define glTexCoordPointer(sz, t, s, p) swBindArray(SW_TEXTURE_COORD_ARRAY, p)
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#define glColorPointer(sz, t, s, p) swBindArray(SW_COLOR_ARRAY, p)
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#define glDrawArrays(m, o, c) swDrawArrays(m, o, c)
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#define glGenTextures(c, v) swGenTextures(c, v)
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#define glDeleteTextures(c, v) swDeleteTextures(c, v)
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#define glTexImage2D(tr, l, if, w, h, b, f, t, p) swTexImage2D(w, h, f, t, SW_GL_BINDING_COPY_TEXTURE, p)
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#define glTexParameteri(tr, pname, param) swTexParameteri(pname, param)
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#define glBindTexture(tr, id) swBindTexture(id)
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#define glDisableClientState(t) swBindArray((t), 0)
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#define glVertexPointer(sz, t, s, p) swBindArray(SW_VERTEX_ARRAY, (p))
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#define glTexCoordPointer(sz, t, s, p) swBindArray(SW_TEXTURE_COORD_ARRAY, (p))
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#define glColorPointer(sz, t, s, p) swBindArray(SW_COLOR_ARRAY, (p))
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#define glDrawArrays(m, o, c) swDrawArrays((m), (o), (c))
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#define glGenTextures(c, v) swGenTextures((c), (v))
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#define glDeleteTextures(c, v) swDeleteTextures((c), (v))
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#define glTexImage2D(tr, l, if, w, h, b, f, t, p) swTexImage2D((w), (h), (f), (t), SW_GL_BINDING_COPY_TEXTURE, (p))
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#define glTexParameteri(tr, pname, param) swTexParameteri((pname), (param))
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#define glBindTexture(tr, id) swBindTexture((id))
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/* === Not Implemented === */
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@ -4973,8 +4973,8 @@ void swTexImage2D(int width, int height, SWformat format, SWtype type, bool copy
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sw_texture_t* texture = &RLSW.loadedTextures[id];
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if (copy) {
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int bpp = sw_get_pixel_bytes(pixelFormat);
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int size = bpp * width * height;
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int bytes = sw_get_pixel_bytes(pixelFormat);
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int size = bytes * width * height;
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texture->pixels.ptr = SW_MALLOC(size);
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if (texture->pixels.ptr == NULL) {
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RLSW.errCode = SW_STACK_OVERFLOW; //< Out of memory...
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