2010-07-03 06:16:28 +00:00
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#ifndef ZZGL_H_INCLUDED
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#define ZZGL_H_INCLUDED
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#include "PS2Etypes.h"
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#include "PS2Edefs.h"
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// Need this before gl.h
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#ifdef _WIN32
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "glprocs.h"
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#else
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// adding glew support instead of glXGetProcAddress (thanks to scaught)
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <GL/glx.h>
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inline void* wglGetProcAddress(const char* x)
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{
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return (void*)glXGetProcAddress((const GLubyte*)x);
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}
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#endif
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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2010-07-03 06:34:27 +00:00
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#include <cstring>
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#include "zerogsmath.h"
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2010-07-03 07:57:56 +00:00
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#include "ZeroGSShaders/zerogsshaders.h"
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2010-07-03 06:34:27 +00:00
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2010-07-03 07:57:56 +00:00
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extern u32 s_stencilfunc, s_stencilref, s_stencilmask;
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2010-07-03 06:34:27 +00:00
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// Defines
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#ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils
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# define GL_DEPTH_STENCIL_EXT 0x84F9
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# define GL_UNSIGNED_INT_24_8_EXT 0x84FA
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# define GL_DEPTH24_STENCIL8_EXT 0x88F0
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# define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
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#endif
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#define GL_STENCILFUNC(func, ref, mask) { \
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s_stencilfunc = func; \
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s_stencilref = ref; \
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s_stencilmask = mask; \
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glStencilFunc(func, ref, mask); \
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}
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#define GL_STENCILFUNC_SET() glStencilFunc(s_stencilfunc, s_stencilref, s_stencilmask)
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// sets the data stream
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#define SET_STREAM() { \
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)8); \
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glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)12); \
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glTexCoordPointer(3, GL_FLOAT, sizeof(VertexGPU), (void*)16); \
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glVertexPointer(4, GL_SHORT, sizeof(VertexGPU), (void*)0); \
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}
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2010-07-03 07:57:56 +00:00
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// global alpha blending settings
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extern GLenum g_internalFloatFmt;
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extern GLenum g_internalRGBAFloatFmt;
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extern GLenum g_internalRGBAFloat16Fmt;
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extern CGprogram g_vsprog, g_psprog;
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extern CGparameter g_vparamPosXY[2], g_fparamFogColor;
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2010-07-03 06:34:27 +00:00
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extern const char* ShaderCallerName;
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extern const char* ShaderHandleName;
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2010-07-03 07:57:56 +00:00
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extern const GLenum primtype[8];
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2010-07-03 06:34:27 +00:00
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inline void SetShaderCaller(const char* Name)
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{
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ShaderCallerName = Name;
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}
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inline void SetHandleName(const char* Name)
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{
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ShaderHandleName = Name;
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}
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extern void HandleCgError(CGcontext ctx, CGerror err, void* appdata);
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extern void ZZcgSetParameter4fv(CGparameter param, const float* v, const char* name);
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#define SETVERTEXSHADER(prog) { \
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if( (prog) != g_vsprog ) { \
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cgGLBindProgram(prog); \
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g_vsprog = prog; \
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} \
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} \
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#define SETPIXELSHADER(prog) { \
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if( (prog) != g_psprog ) { \
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cgGLBindProgram(prog); \
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g_psprog = prog; \
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} \
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} \
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#define SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } }
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#define SAFE_RELEASE_TEX(x) { if( (x) != 0 ) { glDeleteTextures(1, &(x)); x = 0; } }
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// inline for an extremely often used sequence
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// This is turning off all gl functions. Safe to do updates.
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inline void DisableAllgl()
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{
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(0);
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glDisable(GL_STENCIL_TEST);
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glColorMask(1, 1, 1, 1);
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}
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//--------------------- Dummies
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#ifdef _WIN32
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extern void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum);
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extern void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum);
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#else
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extern void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum);
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extern void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum);
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#endif
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// ------------------------ Types -------------------------
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struct FRAGMENTSHADER
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{
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FRAGMENTSHADER() : prog(0), sMemory(0), sFinal(0), sBitwiseANDX(0), sBitwiseANDY(0), sInterlace(0), sCLUT(0), sOneColor(0), sBitBltZ(0),
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fTexAlpha2(0), fTexOffset(0), fTexDims(0), fTexBlock(0), fClampExts(0), fTexWrapMode(0),
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fRealTexDims(0), fTestBlack(0), fPageOffset(0), fTexAlpha(0) {}
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CGprogram prog;
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CGparameter sMemory, sFinal, sBitwiseANDX, sBitwiseANDY, sInterlace, sCLUT;
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CGparameter sOneColor, sBitBltZ, sInvTexDims;
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CGparameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha;
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void set_uniform_param(CGparameter &var, const char *name)
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{
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CGparameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) var = p;
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}
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bool set_texture(GLuint texobj, const char *name)
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{
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CGparameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
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{
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cgGLSetTextureParameter(p, texobj);
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cgGLEnableTextureParameter(p);
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return true;
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}
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return false;
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}
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bool connect(CGparameter &tex, const char *name)
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{
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CGparameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
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{
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cgConnectParameter(tex, p);
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return true;
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}
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return false;
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}
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bool set_texture(CGparameter &tex, const char *name)
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{
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CGparameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
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{
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//cgGLEnableTextureParameter(p);
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tex = p;
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return true;
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}
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return false;
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}
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bool set_shader_const(Vector v, const char *name)
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{
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CGparameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
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{
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cgGLSetParameter4fv(p, v);
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return true;
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}
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return false;
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}
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};
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2010-07-03 07:57:56 +00:00
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/////////////////////
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// graphics resources
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extern map<string, GLbyte> mapGLExtensions;
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//extern map<int, SHADERHEADER*> mapShaderResources;
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2010-07-03 06:34:27 +00:00
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struct VERTEXSHADER
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{
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VERTEXSHADER() : prog(0), sBitBltPos(0), sBitBltTex(0) {}
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CGprogram prog;
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CGparameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants
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};
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2010-07-03 06:16:28 +00:00
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2010-07-03 07:57:56 +00:00
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extern CGprofile cgvProf, cgfProf;
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extern CGprogram pvs[16];
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extern FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
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extern FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2];
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extern GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT
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2010-07-03 06:16:28 +00:00
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// GL prototypes
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extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT;
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extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
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extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
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extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
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extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
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extern PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT;
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extern PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT;
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extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
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extern PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
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extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
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extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
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extern PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT;
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extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
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extern PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT;
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extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
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extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT;
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extern PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT;
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extern PFNGLDRAWBUFFERSPROC glDrawBuffers;
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#endif // ZZGL_H_INCLUDED
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