mirror of
https://github.com/libsdl-org/SDL.git
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Remove gles2 vita render
This commit is contained in:
committed by
Sam Lantinga
parent
058bbe0286
commit
ca969eb2be
@@ -2118,7 +2118,6 @@ elseif(VITA)
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if(HAVE_PIGS_IN_BLANKET_H)
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set(SDL_VIDEO_OPENGL_ES2 1)
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set(SDL_VIDEO_RENDER_VITA_GLES2 1)
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list(APPEND EXTRA_LIBS
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pib
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)
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@@ -416,7 +416,6 @@
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#cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@
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#cmakedefine SDL_VIDEO_RENDER_DIRECTFB @SDL_VIDEO_RENDER_DIRECTFB@
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#cmakedefine SDL_VIDEO_RENDER_METAL @SDL_VIDEO_RENDER_METAL@
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#cmakedefine SDL_VIDEO_RENDER_VITA_GLES2 @SDL_VIDEO_RENDER_VITA_GLES2@
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#cmakedefine SDL_VIDEO_RENDER_VITA_GXM @SDL_VIDEO_RENDER_VITA_GXM@
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/* Enable OpenGL support */
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@@ -1,77 +0,0 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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SDL_PROC(void, glActiveTexture, (GLenum))
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SDL_PROC(void, glAttachShader, (GLuint, GLuint))
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SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
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SDL_PROC(void, glBindTexture, (GLenum, GLuint))
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SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum))
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SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
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SDL_PROC(void, glClear, (GLbitfield))
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SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
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SDL_PROC(void, glCompileShader, (GLuint))
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SDL_PROC(GLuint, glCreateProgram, (void))
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SDL_PROC(GLuint, glCreateShader, (GLenum))
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SDL_PROC(void, glDeleteProgram, (GLuint))
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SDL_PROC(void, glDeleteShader, (GLuint))
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SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
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SDL_PROC(void, glDisable, (GLenum))
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SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
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SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
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SDL_PROC(void, glEnable, (GLenum))
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SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
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SDL_PROC(void, glFinish, (void))
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SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
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SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
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SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
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SDL_PROC(const GLubyte *, glGetString, (GLenum))
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SDL_PROC(GLenum, glGetError, (void))
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SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
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SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
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SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
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SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
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SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
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SDL_PROC(void, glLinkProgram, (GLuint))
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SDL_PROC(void, glPixelStorei, (GLenum, GLint))
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SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
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SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
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SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
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SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
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SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
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SDL_PROC(void, glUniform1i, (GLint, GLint))
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SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
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SDL_PROC(void, glUseProgram, (GLuint))
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SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
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SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
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SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
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SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
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SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
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SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
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SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
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SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
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SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *))
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SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
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SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
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SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,70 +0,0 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#ifndef SDL_shaders_gles2vita_h_
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#define SDL_shaders_gles2vita_h_
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#if SDL_VIDEO_RENDER_VITA_GLES2
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typedef struct VITA_GLES2_ShaderInstance
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{
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GLenum type;
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GLenum format;
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int length;
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const void *data;
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} VITA_GLES2_ShaderInstance;
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typedef struct VITA_GLES2_Shader
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{
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int instance_count;
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const VITA_GLES2_ShaderInstance *instances[4];
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} VITA_GLES2_Shader;
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typedef enum
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{
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VITA_GLES2_SHADER_VERTEX_DEFAULT,
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VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC,
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VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC
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} VITA_GLES2_ShaderType;
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#define VITA_GLES2_SOURCE_SHADER (GLenum)-1
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const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type);
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#endif /* SDL_VIDEO_RENDER_VITA_GLES2 */
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#endif /* SDL_shaders_gles2vita_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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