cococa port compiling again
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8dc70c893b
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@ -111,11 +111,12 @@ static bool isTranslucent;
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#ifdef _WIN32
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#define INITOGLEXT(x,y) y = (x)wglGetProcAddress(#y);
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#else
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#elif !defined(DESMUME_COCOA)
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#include <GL/glx.h>
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#define INITOGLEXT(x,y) y = (x)glXGetProcAddress((const GLubyte *) #y);
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#endif
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#ifndef DESMUME_COCOA
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OGLEXT(PFNGLCREATESHADERPROC,glCreateShader)
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//zero: i dont understand this at all. my glext.h has the wrong thing declared here... so I have to do it myself
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typedef void (APIENTRYP X_PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLchar **source, GLsizei *length);
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@ -134,6 +135,7 @@ OGLEXT(PFNGLVALIDATEPROGRAMPROC,glValidateProgram)
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OGLEXT(PFNGLBLENDFUNCSEPARATEEXTPROC,glBlendFuncSeparateEXT)
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OGLEXT(PFNGLGETUNIFORMLOCATIONPROC,glGetUniformLocation)
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OGLEXT(PFNGLUNIFORM1IPROC,glUniform1i)
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#endif
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#ifdef _WIN32
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OGLEXT(PFNGLACTIVETEXTUREPROC,glActiveTexture)
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#endif
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@ -306,21 +308,21 @@ void createShaders()
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{
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hasShaders = true;
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if (!glCreateShader ||
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!glShaderSource ||
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!glCompileShader ||
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!glCreateProgram ||
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!glAttachShader ||
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!glLinkProgram ||
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!glUseProgram ||
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!glGetShaderInfoLog)
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if (glCreateShader == NULL || //use ==NULL instead of !func to avoid always true warnings for some systems
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glShaderSource == NULL ||
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glCompileShader == NULL ||
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glCreateProgram == NULL ||
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glAttachShader == NULL ||
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glLinkProgram == NULL ||
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glUseProgram == NULL ||
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glGetShaderInfoLog == NULL)
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NOSHADERS(1);
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vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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if(!vertexShaderID)
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NOSHADERS(2);
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glShaderSource(vertexShaderID, 1, (GLchar**)&vertexShader, NULL);
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glShaderSource(vertexShaderID, 1, (const GLchar**)&vertexShader, NULL);
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glCompileShader(vertexShaderID);
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SHADER_COMPCHECK(vertexShaderID);
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@ -328,7 +330,7 @@ void createShaders()
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if(!fragmentShaderID)
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NOSHADERS(2);
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glShaderSource(fragmentShaderID, 1, (GLchar**)&fragmentShader, NULL);
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glShaderSource(fragmentShaderID, 1, (const GLchar**)&fragmentShader, NULL);
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glCompileShader(fragmentShaderID);
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SHADER_COMPCHECK(fragmentShaderID);
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@ -398,6 +400,7 @@ static char Init(void)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#ifndef DESMUME_COCOA
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INITOGLEXT(PFNGLCREATESHADERPROC,glCreateShader)
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INITOGLEXT(X_PFNGLGETSHADERSOURCEPROC,glShaderSource)
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INITOGLEXT(PFNGLCOMPILESHADERPROC,glCompileShader)
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@ -414,6 +417,7 @@ static char Init(void)
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INITOGLEXT(PFNGLBLENDFUNCSEPARATEEXTPROC,glBlendFuncSeparateEXT)
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INITOGLEXT(PFNGLGETUNIFORMLOCATIONPROC,glGetUniformLocation)
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INITOGLEXT(PFNGLUNIFORM1IPROC,glUniform1i)
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#endif
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#ifdef _WIN32
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INITOGLEXT(PFNGLACTIVETEXTUREPROC,glActiveTexture)
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#endif
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@ -436,7 +440,7 @@ static char Init(void)
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}
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//we want to use alpha destination blending so we can track the last-rendered alpha value
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if(glBlendFuncSeparateEXT)
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if(glBlendFuncSeparateEXT != NULL)
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{
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glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA);
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}
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@ -448,7 +452,7 @@ static char Init(void)
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glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP); //clamp so that we dont run off the edges due to 1.0 -> [0,31] math
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if(!glBlendFuncSeparateEXT)
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if(glBlendFuncSeparateEXT == NULL)
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clearAlpha = 1;
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else
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clearAlpha = 0;
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