This commit is contained in:
Bigfoot71 2025-05-17 17:21:14 +02:00
parent 87fae2cf31
commit 6c73c62713

106
src/external/rlsw.h vendored
View file

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