mirror of https://github.com/PCSX2/pcsx2.git
windows requires APIENTRY (=> stdcall)
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7b0775d887
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@ -147,31 +147,31 @@ PFNGLTEXTUREBARRIERPROC gl_TextureBarrier = NU
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#endif
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namespace Emulate_DSA {
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void BindTextureUnit(GLuint unit, GLuint texture) {
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void APIENTRY BindTextureUnit(GLuint unit, GLuint texture) {
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gl_ActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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void CreateTexture(GLenum target, GLsizei n, GLuint *textures) {
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void APIENTRY CreateTexture(GLenum target, GLsizei n, GLuint *textures) {
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glGenTextures(1, textures);
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}
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void TextureStorage(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) {
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void APIENTRY TextureStorage(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) {
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BindTextureUnit(7, texture);
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gl_TexStorage2D(GL_TEXTURE_2D, levels, internalformat, width, height);
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}
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void TextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {
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void APIENTRY TextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {
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BindTextureUnit(7, texture);
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glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, type, pixels);
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}
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void CopyTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
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void APIENTRY CopyTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
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BindTextureUnit(7, texture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, x, y, width, height);
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}
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void GetTexureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) {
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void APIENTRY GetTexureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) {
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BindTextureUnit(7, texture);
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glGetTexImage(GL_TEXTURE_2D, level, format, type, pixels);
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}
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