Remove gles2 vita render

This commit is contained in:
Ivan Epifanov
2021-04-24 14:13:09 -07:00
committed by Sam Lantinga
parent 058bbe0286
commit ca969eb2be
6 changed files with 0 additions and 2819 deletions
-1
View File
@@ -2118,7 +2118,6 @@ elseif(VITA)
if(HAVE_PIGS_IN_BLANKET_H)
set(SDL_VIDEO_OPENGL_ES2 1)
set(SDL_VIDEO_RENDER_VITA_GLES2 1)
list(APPEND EXTRA_LIBS
pib
)
-1
View File
@@ -416,7 +416,6 @@
#cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@
#cmakedefine SDL_VIDEO_RENDER_DIRECTFB @SDL_VIDEO_RENDER_DIRECTFB@
#cmakedefine SDL_VIDEO_RENDER_METAL @SDL_VIDEO_RENDER_METAL@
#cmakedefine SDL_VIDEO_RENDER_VITA_GLES2 @SDL_VIDEO_RENDER_VITA_GLES2@
#cmakedefine SDL_VIDEO_RENDER_VITA_GXM @SDL_VIDEO_RENDER_VITA_GXM@
/* Enable OpenGL support */
-77
View File
@@ -1,77 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
SDL_PROC(void, glActiveTexture, (GLenum))
SDL_PROC(void, glAttachShader, (GLuint, GLuint))
SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum))
SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
SDL_PROC(void, glClear, (GLbitfield))
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
SDL_PROC(void, glCompileShader, (GLuint))
SDL_PROC(GLuint, glCreateProgram, (void))
SDL_PROC(GLuint, glCreateShader, (GLenum))
SDL_PROC(void, glDeleteProgram, (GLuint))
SDL_PROC(void, glDeleteShader, (GLuint))
SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
SDL_PROC(void, glDisable, (GLenum))
SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
SDL_PROC(void, glEnable, (GLenum))
SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
SDL_PROC(void, glFinish, (void))
SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
SDL_PROC(const GLubyte *, glGetString, (GLenum))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
SDL_PROC(void, glLinkProgram, (GLuint))
SDL_PROC(void, glPixelStorei, (GLenum, GLint))
SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
SDL_PROC(void, glUniform1i, (GLint, GLint))
SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
SDL_PROC(void, glUseProgram, (GLuint))
SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *))
SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,70 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_shaders_gles2vita_h_
#define SDL_shaders_gles2vita_h_
#if SDL_VIDEO_RENDER_VITA_GLES2
typedef struct VITA_GLES2_ShaderInstance
{
GLenum type;
GLenum format;
int length;
const void *data;
} VITA_GLES2_ShaderInstance;
typedef struct VITA_GLES2_Shader
{
int instance_count;
const VITA_GLES2_ShaderInstance *instances[4];
} VITA_GLES2_Shader;
typedef enum
{
VITA_GLES2_SHADER_VERTEX_DEFAULT,
VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC
} VITA_GLES2_ShaderType;
#define VITA_GLES2_SOURCE_SHADER (GLenum)-1
const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type);
#endif /* SDL_VIDEO_RENDER_VITA_GLES2 */
#endif /* SDL_shaders_gles2vita_h_ */
/* vi: set ts=4 sw=4 expandtab: */