</ProjectConfiguration>\r
</ItemGroup>\r
<PropertyGroup Label="Globals">\r
- <ProjectGuid>{5B3A6DB8-1E7E-40D7-92B9-DA8AAE619FAD}</ProjectGuid>\r
+ <ProjectGuid>{5AEBF8B8-3454-4984-9D77-A8F13BC0377B}</ProjectGuid>\r
<RootNamespace>compiler</RootNamespace>\r
<Keyword>Win32Proj</Keyword>\r
<ProjectName>Compiler</ProjectName>\r
</ItemGroup>\r
<ItemGroup>\r
<ProjectReference Include="preprocessor\preprocessor.vcxproj">\r
- <Project>{92940255-ab4b-42fb-a2c4-0fab19c3c48a}</Project>\r
- <Private>true</Private>\r
+ <Project>{6303975e-7060-4ce7-8090-cb2de0b840b4}</Project>\r
+ <Private>false</Private>\r
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>\r
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>\r
<LinkLibraryDependencies>true</LinkLibraryDependencies>\r
#include "common/debug.h"\r
#include "compiler/InfoSink.h"\r
\r
-#include "libGLESv2/Shader.h"\r
+#include "libRAD/Shader.h"\r
\r
#define GL_APICALL\r
#include <GLES2/gl2.h>\r
this->registerIndex = registerIndex;\r
}\r
\r
- OutputASM::OutputASM(TParseContext &context, es2::Shader *shaderObject) : TIntermTraverser(true, true, true), mContext(context), shaderObject(shaderObject)\r
+ OutputASM::OutputASM(TParseContext &context, rad::Shader *shaderObject) : TIntermTraverser(true, true, true), mContext(context), shaderObject(shaderObject)\r
{\r
shader = 0;\r
pixelShader = 0;\r
{\r
const TType &type = varying->getType();\r
const char *name = varying->getAsSymbolNode()->getSymbol().c_str();\r
- es2::VaryingList &activeVaryings = shaderObject->varyings;\r
+ rad::VaryingList &activeVaryings = shaderObject->varyings;\r
\r
// Check if this varying has been declared before without having a register assigned\r
- for(es2::VaryingList::iterator v = activeVaryings.begin(); v != activeVaryings.end(); v++)\r
+ for(rad::VaryingList::iterator v = activeVaryings.begin(); v != activeVaryings.end(); v++)\r
{\r
if(v->name == name)\r
{\r
}\r
}\r
\r
- activeVaryings.push_back(es2::Varying(glVariableType(type), name, varying->getArraySize(), reg, 0));\r
+ activeVaryings.push_back(rad::Varying(glVariableType(type), name, varying->getArraySize(), reg, 0));\r
}\r
}\r
\r
#include <set>\r
#include <map>\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Shader;\r
}\r
class OutputASM : public TIntermTraverser\r
{\r
public:\r
- explicit OutputASM(TParseContext &context, es2::Shader *shaderObject);\r
+ explicit OutputASM(TParseContext &context, rad::Shader *shaderObject);\r
~OutputASM();\r
\r
void output();\r
static int dim2(TIntermNode *m);\r
static unsigned int loopCount(TIntermLoop *node);\r
\r
- es2::Shader *const shaderObject;\r
+ rad::Shader *const shaderObject;\r
sw::Shader *shader;\r
sw::PixelShader *pixelShader;\r
sw::VertexShader *vertexShader;\r
\r
#include "InitializeParseContext.h"\r
\r
-TranslatorASM::TranslatorASM(es2::Shader *shaderObject, ShShaderType type, ShShaderSpec spec) : TCompiler(type, spec), shaderObject(shaderObject)\r
+TranslatorASM::TranslatorASM(rad::Shader *shaderObject, ShShaderType type, ShShaderSpec spec) : TCompiler(type, spec), shaderObject(shaderObject)\r
{\r
}\r
\r
#include "Shader/PixelShader.hpp"\r
#include "Shader/VertexShader.hpp"\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Shader;\r
}\r
class TranslatorASM : public TCompiler\r
{\r
public:\r
- TranslatorASM(es2::Shader *shaderObject, ShShaderType type, ShShaderSpec spec);\r
+ TranslatorASM(rad::Shader *shaderObject, ShShaderType type, ShShaderSpec spec);\r
\r
protected:\r
virtual bool translate(TIntermNode* root);\r
\r
private:\r
- es2::Shader *const shaderObject;\r
+ rad::Shader *const shaderObject;\r
};\r
\r
#endif // COMPILER_TRANSLATORASM_H_\r
</ProjectConfiguration>\r
</ItemGroup>\r
<PropertyGroup Label="Globals">\r
- <ProjectGuid>{92940255-AB4B-42FB-A2C4-0FAB19C3C48A}</ProjectGuid>\r
+ <ProjectGuid>{6303975E-7060-4CE7-8090-CB2DE0B840B4}</ProjectGuid>\r
<RootNamespace>preprocessor</RootNamespace>\r
</PropertyGroup>\r
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />\r
const egl::Config *config = mConfigSet.get(configHandle);\r
egl::Context *context = 0;\r
\r
- if(clientVersion == 1 && config->mRenderableType & EGL_OPENGL_ES_BIT)\r
+ if(clientVersion == 2 && config->mRenderableType & EGL_OPENGL_ES2_BIT)\r
{\r
- if(es1::createContext != 0)\r
+ if(rad::createContext != 0)\r
{\r
- context = es1::createContext(config, shareContext);\r
- }\r
- }\r
- else if(clientVersion == 2 && config->mRenderableType & EGL_OPENGL_ES2_BIT)\r
- {\r
- if(es2::createContext != 0)\r
- {\r
- context = es2::createContext(config, shareContext);\r
+ context = rad::createContext(config, shareContext);\r
}\r
}\r
else\r
\r
if(mWindow)\r
{\r
- frameBuffer = es::createFrameBuffer(mDisplay->getNativeDisplay(), mWindow, backBufferWidth, backBufferHeight);\r
+ frameBuffer = rad::createFrameBuffer(mDisplay->getNativeDisplay(), mWindow, backBufferWidth, backBufferHeight);\r
\r
if(!frameBuffer)\r
{\r
}\r
}\r
\r
- backBuffer = es::createBackBuffer(backBufferWidth, backBufferHeight, mConfig);\r
+ backBuffer = rad::createBackBuffer(backBufferWidth, backBufferHeight, mConfig);\r
\r
if(!backBuffer)\r
{\r
\r
if(mConfig->mDepthStencilFormat != sw::FORMAT_NULL)\r
{\r
- mDepthStencil = es::createDepthStencil(backBufferWidth, backBufferHeight, mConfig->mDepthStencilFormat, 1, false);\r
+ mDepthStencil = rad::createDepthStencil(backBufferWidth, backBufferHeight, mConfig->mDepthStencilFormat, 1, false);\r
\r
if(!mDepthStencil)\r
{\r
}\r
}\r
\r
- if(es2::getProcAddress != 0)\r
+ if(rad::getProcAddress != 0)\r
{\r
- __eglMustCastToProperFunctionPointerType proc = es2::getProcAddress(procname);\r
- if(proc) return proc;\r
- }\r
-\r
- if(es1::getProcAddress != 0)\r
- {\r
- __eglMustCastToProperFunctionPointerType proc = es1::getProcAddress(procname);\r
+ __eglMustCastToProperFunctionPointerType proc = rad::getProcAddress(procname);\r
if(proc) return proc;\r
}\r
}\r
</ProjectConfiguration>\r
</ItemGroup>\r
<PropertyGroup Label="Globals">\r
- <ProjectGuid>{E746FCA9-64C3-433E-85E8-9A5A67AB7ED6}</ProjectGuid>\r
+ <ProjectGuid>{2F6770B5-F168-4FCD-8A56-4DD95BEC8893}</ProjectGuid>\r
<RootNamespace>libEGL</RootNamespace>\r
<Keyword>Win32Proj</Keyword>\r
</PropertyGroup>\r
eglAttachThread();\r
\r
#if defined(_WIN32)\r
- const char *libGLES_CM_lib = "libGLES_CM.dll";\r
+ const char *libRAD_lib = "libRAD.dll";\r
#else\r
- const char *libGLES_CM_lib = "libGLES_CM.so.1";\r
+ const char *libRAD_lib = "libRAD.so";\r
#endif\r
\r
- libGLES_CM = loadLibrary(libGLES_CM_lib);\r
- es1::createContext = (egl::Context *(*)(const egl::Config*, const egl::Context*))getProcAddress(libGLES_CM, "glCreateContext");\r
- es1::getProcAddress = (__eglMustCastToProperFunctionPointerType (*)(const char*))getProcAddress(libGLES_CM, "glGetProcAddress");\r
-\r
- #if defined(_WIN32)\r
- const char *libGLESv2_lib = "libGLESv2.dll";\r
- #else\r
- const char *libGLESv2_lib = "libGLESv2.so.2";\r
- #endif\r
- \r
- libGLESv2 = loadLibrary(libGLESv2_lib);\r
- es2::createContext = (egl::Context *(*)(const egl::Config*, const egl::Context*))getProcAddress(libGLESv2, "glCreateContext");\r
- es2::getProcAddress = (__eglMustCastToProperFunctionPointerType (*)(const char*))getProcAddress(libGLESv2, "glGetProcAddress");\r
-\r
- es::createBackBuffer = (egl::Image *(*)(int, int, const egl::Config*))getProcAddress(libGLES_CM, "createBackBuffer");\r
- es::createDepthStencil = (egl::Image *(*)(unsigned int, unsigned int, sw::Format, int, bool))getProcAddress(libGLES_CM, "createDepthStencil");\r
- es::createFrameBuffer = (sw::FrameBuffer *(*)(EGLNativeDisplayType, EGLNativeWindowType, int, int))getProcAddress(libGLES_CM, "createFrameBuffer");\r
-\r
- if(!es::createBackBuffer)\r
- {\r
- es::createBackBuffer = (egl::Image *(*)(int, int, const egl::Config*))getProcAddress(libGLESv2, "createBackBuffer");\r
- es::createDepthStencil = (egl::Image *(*)(unsigned int, unsigned int, sw::Format, int, bool))getProcAddress(libGLESv2, "createDepthStencil");\r
- es::createFrameBuffer = (sw::FrameBuffer *(*)(EGLNativeDisplayType, EGLNativeWindowType, int, int))getProcAddress(libGLESv2, "createFrameBuffer");\r
- }\r
-\r
- return libGLES_CM != 0 || libGLESv2 != 0;\r
+ libRAD = loadLibrary(libRAD_lib);\r
+ rad::createContext = (egl::Context *(*)(const egl::Config*, const egl::Context*))getProcAddress(libRAD, "glCreateContext");\r
+ rad::getProcAddress = (__eglMustCastToProperFunctionPointerType (*)(const char*))getProcAddress(libRAD, "glGetProcAddress");\r
+ rad::createBackBuffer = (egl::Image *(*)(int, int, const egl::Config*))getProcAddress(libRAD, "createBackBuffer");\r
+ rad::createDepthStencil = (egl::Image *(*)(unsigned int, unsigned int, sw::Format, int, bool))getProcAddress(libRAD, "createDepthStencil");\r
+ rad::createFrameBuffer = (sw::FrameBuffer *(*)(EGLNativeDisplayType, EGLNativeWindowType, int, int))getProcAddress(libRAD, "createFrameBuffer");\r
+\r
+ return libRAD != 0;\r
}\r
\r
DESTRUCTOR static void eglDetachProcess()\r
\r
eglDetachThread();\r
sw::Thread::freeLocalStorageKey(currentTLS);\r
- freeLibrary(libGLESv2);\r
+ freeLibrary(libRAD);\r
}\r
\r
#if defined(_WIN32)\r
}\r
}\r
\r
-namespace es1\r
-{\r
- egl::Context *(*createContext)(const egl::Config *config, const egl::Context *shareContext) = 0;\r
- __eglMustCastToProperFunctionPointerType (*getProcAddress)(const char *procname) = 0;\r
-}\r
-\r
-namespace es2\r
+namespace rad\r
{\r
egl::Context *(*createContext)(const egl::Config *config, const egl::Context *shareContext) = 0;\r
__eglMustCastToProperFunctionPointerType (*getProcAddress)(const char *procname) = 0;\r
-}\r
\r
-namespace es\r
-{\r
egl::Image *(*createBackBuffer)(int width, int height, const egl::Config *config) = 0;\r
egl::Image *(*createDepthStencil)(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard) = 0;\r
sw::FrameBuffer *(*createFrameBuffer)(EGLNativeDisplayType display, EGLNativeWindowType window, int width, int height) = 0;\r
}\r
\r
-void *libGLES_CM = 0; // Handle to the libGLES_CM module\r
-void *libGLESv2 = 0; // Handle to the libGLESv2 module\r
+void *libRAD = 0; // Handle to the libRAD module\r
enum Format : unsigned char;
}
-// libGLES_CM dependencies
-namespace es1
+// libRAD dependencies
+namespace rad
{
extern egl::Context *(*createContext)(const egl::Config *config, const egl::Context *shareContext);
extern __eglMustCastToProperFunctionPointerType (*getProcAddress)(const char *procname);
-}
-// libGLESv2 dependencies
-namespace es2
-{
- extern egl::Context *(*createContext)(const egl::Config *config, const egl::Context *shareContext);
- extern __eglMustCastToProperFunctionPointerType (*getProcAddress)(const char *procname);
-}
-
-namespace es
-{
extern egl::Image *(*createBackBuffer)(int width, int height, const egl::Config *config);
extern egl::Image *(*createDepthStencil)(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
extern sw::FrameBuffer *(*createFrameBuffer)(EGLNativeDisplayType display, EGLNativeWindowType window, int width, int height);
}
-extern void *libGLES_CM; // Handle to the libGLES_CM module
-extern void *libGLESv2; // Handle to the libGLESv2 module
+extern void *libRAD; // Handle to the libRAD module
#endif // LIBEGL_MAIN_H_
#include "VertexDataManager.h"
#include "IndexDataManager.h"
-namespace es2
+namespace rad
{
Buffer::Buffer(GLuint id) : RefCountObject(id)
#include <cstddef>\r
#include <vector>\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Buffer : public RefCountObject\r
{\r
// or implied, including but not limited to any patent rights, are granted to you.\r
//\r
\r
-// Context.cpp: Implements the es2::Context class, managing all GL state and performing\r
+// Context.cpp: Implements the rad::Context class, managing all GL state and performing\r
// rendering operations. It is the GLES2 specific implementation of EGLContext.\r
\r
#include "Context.h"\r
#undef near\r
#undef far\r
\r
-namespace es2\r
+namespace rad\r
{\r
Device *Context::device = 0;\r
\r
\r
if(mState.cullFace)\r
{\r
- device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));\r
+ device->setCullMode(rad2sw::ConvertCullMode(mState.cullMode, mState.frontFace));\r
}\r
else\r
{\r
if(mState.depthTest)\r
{\r
device->setDepthBufferEnable(true);\r
- device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));\r
+ device->setDepthCompare(rad2sw::ConvertDepthComparison(mState.depthFunc));\r
}\r
else\r
{\r
device->setAlphaBlendEnable(true);\r
device->setSeparateAlphaBlendEnable(true);\r
\r
- device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));\r
+ device->setBlendConstant(rad2sw::ConvertColor(mState.blendColor));\r
\r
- device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));\r
- device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));\r
- device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));\r
+ device->setSourceBlendFactor(rad2sw::ConvertBlendFunc(mState.sourceBlendRGB));\r
+ device->setDestBlendFactor(rad2sw::ConvertBlendFunc(mState.destBlendRGB));\r
+ device->setBlendOperation(rad2sw::ConvertBlendOp(mState.blendEquationRGB));\r
\r
- device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));\r
- device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));\r
- device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));\r
+ device->setSourceBlendFactorAlpha(rad2sw::ConvertBlendFunc(mState.sourceBlendAlpha));\r
+ device->setDestBlendFactorAlpha(rad2sw::ConvertBlendFunc(mState.destBlendAlpha));\r
+ device->setBlendOperationAlpha(rad2sw::ConvertBlendOp(mState.blendEquationAlpha));\r
}\r
else\r
{\r
if(mState.frontFace == GL_CCW)\r
{\r
device->setStencilWriteMask(mState.stencilWritemask);\r
- device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));\r
+ device->setStencilCompare(rad2sw::ConvertStencilComparison(mState.stencilFunc));\r
\r
device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);\r
device->setStencilMask(mState.stencilMask);\r
\r
- device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));\r
- device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));\r
- device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));\r
+ device->setStencilFailOperation(rad2sw::ConvertStencilOp(mState.stencilFail));\r
+ device->setStencilZFailOperation(rad2sw::ConvertStencilOp(mState.stencilPassDepthFail));\r
+ device->setStencilPassOperation(rad2sw::ConvertStencilOp(mState.stencilPassDepthPass));\r
\r
device->setStencilWriteMaskCCW(mState.stencilBackWritemask);\r
- device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));\r
+ device->setStencilCompareCCW(rad2sw::ConvertStencilComparison(mState.stencilBackFunc));\r
\r
device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);\r
device->setStencilMaskCCW(mState.stencilBackMask);\r
\r
- device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));\r
- device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));\r
- device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));\r
+ device->setStencilFailOperationCCW(rad2sw::ConvertStencilOp(mState.stencilBackFail));\r
+ device->setStencilZFailOperationCCW(rad2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));\r
+ device->setStencilPassOperationCCW(rad2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));\r
}\r
else\r
{\r
device->setStencilWriteMaskCCW(mState.stencilWritemask);\r
- device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));\r
+ device->setStencilCompareCCW(rad2sw::ConvertStencilComparison(mState.stencilFunc));\r
\r
device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);\r
device->setStencilMaskCCW(mState.stencilMask);\r
\r
- device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));\r
- device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));\r
- device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));\r
+ device->setStencilFailOperationCCW(rad2sw::ConvertStencilOp(mState.stencilFail));\r
+ device->setStencilZFailOperationCCW(rad2sw::ConvertStencilOp(mState.stencilPassDepthFail));\r
+ device->setStencilPassOperationCCW(rad2sw::ConvertStencilOp(mState.stencilPassDepthPass));\r
\r
device->setStencilWriteMask(mState.stencilBackWritemask);\r
- device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));\r
+ device->setStencilCompare(rad2sw::ConvertStencilComparison(mState.stencilBackFunc));\r
\r
device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);\r
device->setStencilMask(mState.stencilBackMask);\r
\r
- device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));\r
- device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));\r
- device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));\r
+ device->setStencilFailOperation(rad2sw::ConvertStencilOp(mState.stencilBackFail));\r
+ device->setStencilZFailOperation(rad2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));\r
+ device->setStencilPassOperation(rad2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));\r
}\r
}\r
else\r
\r
if(mMaskStateDirty)\r
{\r
- device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));\r
+ device->setColorWriteMask(0, rad2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));\r
device->setDepthWriteEnable(mState.depthMask);\r
\r
mMaskStateDirty = false;\r
GLenum magFilter = texture->getMagFilter();\r
GLenum maxAnisotropy = texture->getMaxAnisotropy();\r
\r
- device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));\r
- device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));\r
+ device->setAddressingModeU(samplerType, samplerIndex, rad2sw::ConvertTextureWrap(wrapS));\r
+ device->setAddressingModeV(samplerType, samplerIndex, rad2sw::ConvertTextureWrap(wrapT));\r
\r
sw::FilterType minFilter;\r
sw::MipmapType mipFilter;\r
- es2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter, maxAnisotropy);\r
- // ASSERT(minFilter == es2sw::ConvertMagFilter(magFilter));\r
+ rad2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter, maxAnisotropy);\r
+ // ASSERT(minFilter == rad2sw::ConvertMagFilter(magFilter));\r
\r
device->setTextureFilter(samplerType, samplerIndex, minFilter);\r
- // device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertMagFilter(magFilter));\r
+ // device->setTextureFilter(samplerType, samplerIndex, rad2sw::ConvertMagFilter(magFilter));\r
device->setMipmapFilter(samplerType, samplerIndex, mipFilter);\r
device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); \r
\r
PrimitiveType primitiveType;\r
int primitiveCount;\r
\r
- if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount))\r
+ if(!rad2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount))\r
return error(GL_INVALID_ENUM);\r
\r
if(primitiveCount <= 0)\r
PrimitiveType primitiveType;\r
int primitiveCount;\r
\r
- if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount))\r
+ if(!rad2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount))\r
return error(GL_INVALID_ENUM);\r
\r
if(primitiveCount <= 0)\r
\r
void Context::bindTexImage(egl::Surface *surface)\r
{\r
- es2::Texture2D *textureObject = getTexture2D();\r
+ rad::Texture2D *textureObject = getTexture2D();\r
\r
if(textureObject)\r
{\r
return EGL_BAD_PARAMETER;\r
}\r
\r
- if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
+ if(textureLevel >= rad::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
{\r
return EGL_BAD_MATCH;\r
}\r
\r
if(textureTarget != GL_NONE)\r
{\r
- es2::Texture *texture = getTexture(name);\r
+ rad::Texture *texture = getTexture(name);\r
\r
if(!texture || texture->getTarget() != textureTarget)\r
{\r
}\r
else if(target == EGL_GL_RENDERBUFFER_KHR)\r
{\r
- es2::Renderbuffer *renderbuffer = getRenderbuffer(name);\r
+ rad::Renderbuffer *renderbuffer = getRenderbuffer(name);\r
\r
if(!renderbuffer)\r
{\r
\r
if(textureTarget != GL_NONE)\r
{\r
- es2::Texture *texture = getTexture(name);\r
+ rad::Texture *texture = getTexture(name);\r
\r
return texture->createSharedImage(textureTarget, textureLevel);\r
}\r
else if(target == EGL_GL_RENDERBUFFER_KHR)\r
{\r
- es2::Renderbuffer *renderbuffer = getRenderbuffer(name);\r
+ rad::Renderbuffer *renderbuffer = getRenderbuffer(name);\r
\r
return renderbuffer->createSharedImage();\r
}\r
if(!device)\r
{\r
sw::Context *context = new sw::Context();\r
- device = new es2::Device(context);\r
+ device = new rad::Device(context);\r
}\r
\r
return device;\r
// Exported functions for use by EGL\r
extern "C"\r
{\r
- es2::Context *glCreateContext(const egl::Config *config, const es2::Context *shareContext)\r
+ rad::Context *glCreateContext(const egl::Config *config, const rad::Context *shareContext)\r
{\r
- return new es2::Context(config, shareContext);\r
+ return new rad::Context(config, shareContext);\r
}\r
}\r
class Config;\r
}\r
\r
-namespace es2\r
+namespace rad\r
{\r
struct TranslatedAttribute;\r
struct TranslatedIndexData;\r
\r
bool localShaderConstants = false;\r
\r
-namespace es2\r
+namespace rad\r
{\r
using namespace sw;\r
\r
class Image;\r
}\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Texture;\r
class Image;\r
#include "main.h"\r
#include "Common/Thread.hpp"\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
Fence::Fence()\r
#define GL_APICALL\r
#include <GLES2/gl2.h>\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
class Fence\r
#include "Texture.h"
#include "utilities.h"
-namespace es2
+namespace rad
{
Framebuffer::Framebuffer()
if(mColorbufferType == GL_RENDERBUFFER)
{
- if(!es2::IsColorRenderable(colorbuffer->getFormat()))
+ if(!rad::IsColorRenderable(colorbuffer->getFormat()))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
return GL_FRAMEBUFFER_UNSUPPORTED;
}
- if(es2::IsDepthTexture(format) || es2::IsStencilTexture(format))
+ if(rad::IsDepthTexture(format) || rad::IsStencilTexture(format))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
if(mDepthbufferType == GL_RENDERBUFFER)
{
- if(!es2::IsDepthRenderable(depthbuffer->getFormat()))
+ if(!rad::IsDepthRenderable(depthbuffer->getFormat()))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
}
else if(IsTextureTarget(mDepthbufferType))
{
- if(!es2::IsDepthTexture(depthbuffer->getFormat()))
+ if(!rad::IsDepthTexture(depthbuffer->getFormat()))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
if(mStencilbufferType == GL_RENDERBUFFER)
{
- if(!es2::IsStencilRenderable(stencilbuffer->getFormat()))
+ if(!rad::IsStencilRenderable(stencilbuffer->getFormat()))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
{
GLenum internalformat = stencilbuffer->getFormat();
- if(!es2::IsStencilTexture(internalformat))
+ if(!rad::IsStencilTexture(internalformat))
{
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
}
#define GL_APICALL\r
#include <GLES2/gl2.h>\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Renderbuffer;\r
class Colorbuffer;\r
#include "main.h"
-namespace es2
+namespace rad
{
HandleAllocator::HandleAllocator() : mBaseValue(1), mNextValue(1)
\r
#include <vector>\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
class HandleAllocator\r
#include <GLES2/gl2ext.h>
-namespace es2
+namespace rad
{
static sw::Resource *getParentResource(Texture *texture)
{
#define GL_APICALL
#include <GLES2/gl2.h>
-namespace es2
+namespace rad
{
class Texture;
enum { INITIAL_INDEX_BUFFER_SIZE = 4096 * sizeof(GLuint) };\r
}\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
IndexDataManager::IndexDataManager()\r
#define GL_APICALL\r
#include <GLES2/gl2.h>\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
struct TranslatedIndexData\r
#include <string>\r
#include <stdlib.h>\r
\r
-namespace es2\r
+namespace rad\r
{\r
unsigned int Program::currentSerial = 1;\r
\r
#include <vector>\r
#include <set>\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Device;\r
class ResourceManager;\r
static unsigned int issueSerial();\r
\r
private:\r
- es2::Device *device;\r
+ rad::Device *device;\r
FragmentShader *fragmentShader;\r
VertexShader *vertexShader;\r
\r
// or implied, including but not limited to any patent rights, are granted to you.\r
//\r
\r
-// Query.cpp: Implements the es2::Query class\r
+// Query.cpp: Implements the rad::Query class\r
\r
#include "Query.h"\r
\r
#include "main.h"\r
#include "Common/Thread.hpp"\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
Query::Query(GLuint id, GLenum type) : RefCountObject(id)\r
// or implied, including but not limited to any patent rights, are granted to you.\r
//\r
\r
-// Query.h: Defines the es2::Query class\r
+// Query.h: Defines the rad::Query class\r
\r
#ifndef LIBGLESV2_QUERY_H_\r
#define LIBGLESV2_QUERY_H_\r
#define GL_APICALL\r
#include <GLES2/gl2.h>\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
class Query : public RefCountObject\r
#include "Common/Thread.hpp"
-namespace es2
+namespace rad
{
RefCountObject::RefCountObject(GLuint id)
#include <cstddef>
-namespace es2
+namespace rad
{
class RefCountObject
#include "Texture.h"
#include "utilities.h"
-namespace es2
+namespace rad
{
RenderbufferInterface::RenderbufferInterface()
{
GLuint RenderbufferInterface::getRedSize() const
{
- return sw2es::GetRedSize(getInternalFormat());
+ return sw2rad::GetRedSize(getInternalFormat());
}
GLuint RenderbufferInterface::getGreenSize() const
{
- return sw2es::GetGreenSize(getInternalFormat());
+ return sw2rad::GetGreenSize(getInternalFormat());
}
GLuint RenderbufferInterface::getBlueSize() const
{
- return sw2es::GetBlueSize(getInternalFormat());
+ return sw2rad::GetBlueSize(getInternalFormat());
}
GLuint RenderbufferInterface::getAlphaSize() const
{
- return sw2es::GetAlphaSize(getInternalFormat());
+ return sw2rad::GetAlphaSize(getInternalFormat());
}
GLuint RenderbufferInterface::getDepthSize() const
{
- return sw2es::GetDepthSize(getInternalFormat());
+ return sw2rad::GetDepthSize(getInternalFormat());
}
GLuint RenderbufferInterface::getStencilSize() const
{
- return sw2es::GetStencilSize(getInternalFormat());
+ return sw2rad::GetStencilSize(getInternalFormat());
}
///// RenderbufferTexture2D Implementation ////////
mWidth = renderTarget->getWidth();
mHeight = renderTarget->getHeight();
internalFormat = renderTarget->getInternalFormat();
- format = sw2es::ConvertBackBufferFormat(internalFormat);
+ format = sw2rad::ConvertBackBufferFormat(internalFormat);
mSamples = renderTarget->getMultiSampleDepth() & ~1;
}
}
{
Device *device = getDevice();
- sw::Format requestedFormat = es2sw::ConvertRenderbufferFormat(format);
+ sw::Format requestedFormat = rad2sw::ConvertRenderbufferFormat(format);
int supportedSamples = Context::getSupportedMultiSampleDepth(requestedFormat, samples);
if(width > 0 && height > 0)
mWidth = depthStencil->getWidth();
mHeight = depthStencil->getHeight();
internalFormat = depthStencil->getInternalFormat();
- format = sw2es::ConvertDepthStencilFormat(internalFormat);
+ format = sw2rad::ConvertDepthStencilFormat(internalFormat);
mSamples = depthStencil->getMultiSampleDepth() & ~1;
}
}
#define GL_APICALL\r
#include <GLES2/gl2.h>\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Texture2D;\r
class TextureCubeMap;\r
#include "Shader.h"
#include "Texture.h"
-namespace es2
+namespace rad
{
ResourceManager::ResourceManager()
{
\r
#include <map>\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Buffer;\r
class Shader;\r
#include <string>
-namespace es2
+namespace rad
{
Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager)
{
class OutputASM;\r
}\r
\r
-namespace es2\r
+namespace rad\r
{\r
struct Varying\r
{\r
return arraySize >= 1;\r
}\r
\r
- int size() const // Unify with es2::Uniform?\r
+ int size() const // Unify with rad::Uniform?\r
{\r
return arraySize > 0 ? arraySize : 1;\r
}\r
\r
#include <algorithm>\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
Texture::Texture(GLuint id) : RefCountObject(id)\r
// Exported functions for use by EGL\r
extern "C"\r
{\r
- es2::Image *createBackBuffer(int width, int height, const egl::Config *config)\r
+ rad::Image *createBackBuffer(int width, int height, const egl::Config *config)\r
{\r
if(config)\r
{\r
- return new es2::Image(0, width, height, config->mAlphaSize ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE);\r
+ return new rad::Image(0, width, height, config->mAlphaSize ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE);\r
}\r
\r
return 0;\r
}\r
\r
- es2::Image *createDepthStencil(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard)\r
+ rad::Image *createDepthStencil(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard)\r
{\r
if(width == 0 || height == 0 || height > OUTLINE_RESOLUTION)\r
{\r
UNREACHABLE();\r
}\r
\r
- es2::Image *surface = new es2::Image(0, width, height, format, multiSampleDepth, lockable, true);\r
+ rad::Image *surface = new rad::Image(0, width, height, format, multiSampleDepth, lockable, true);\r
\r
if(!surface)\r
{\r
class Config;\r
}\r
\r
-namespace es2\r
+namespace rad\r
{\r
class Framebuffer;\r
\r
enum {INITIAL_STREAM_BUFFER_SIZE = 1024 * 1024};\r
}\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
VertexDataManager::VertexDataManager(Context *context) : mContext(context)\r
#define GL_APICALL\r
#include <GLES2/gl2.h>\r
\r
-namespace es2\r
+namespace rad\r
{\r
\r
struct TranslatedAttribute\r
-<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
-<CodeBlocks_project_file>
- <FileVersion major="1" minor="6" />
- <Project>
- <Option title="libGLESv2" />
- <Option pch_mode="2" />
- <Option compiler="gcc" />
- <Build>
- <Target title="Debug x86">
- <Option output="./../../bin/x86/Debug/libGLESv2.so.2" prefix_auto="0" extension_auto="0" />
- <Option object_output="obj/x86/Debug/" />
- <Option type="3" />
- <Option compiler="gcc" />
- <Option createDefFile="1" />
- <Option createStaticLib="1" />
- <Compiler>
- <Add option="-g" />
- <Add option="-m32" />
- </Compiler>
- <Linker>
- <Add option="-m32" />
- <Add library="./../../LLVM/bin/x86/Debug/libLLVM.a" />
- </Linker>
- </Target>
- <Target title="Release x86">
- <Option output="./../../bin/x86/Release/libGLESv2.so.2" prefix_auto="0" extension_auto="0" />
- <Option object_output="obj/x86/Release/" />
- <Option type="3" />
- <Option compiler="gcc" />
- <Option createDefFile="1" />
- <Option createStaticLib="1" />
- <Compiler>
- <Add option="-march=i686" />
- <Add option="-fomit-frame-pointer" />
- <Add option="-O2" />
- <Add option="-m32" />
- <Add option="-ffunction-sections" />
- <Add option="-fdata-sections" />
- <Add option="-DNDEBUG" />
- <Add option="-DANGLE_DISABLE_TRACE" />
- </Compiler>
- <Linker>
- <Add option="-s" />
- <Add option="-m32" />
- <Add option="-Wl,--gc-sections" />
- <Add library="./../../LLVM/bin/x86/Release/libLLVM.a" />
- </Linker>
- </Target>
- <Target title="Debug x64">
- <Option output="./../../bin/x64/Debug/libGLESv2.so.2" prefix_auto="0" extension_auto="0" />
- <Option object_output="obj/x64/Debug/" />
- <Option type="3" />
- <Option compiler="gcc" />
- <Option createDefFile="1" />
- <Option createStaticLib="1" />
- <Compiler>
- <Add option="-g" />
- <Add option="-m64" />
- <Add option="-fPIC" />
- </Compiler>
- <Linker>
- <Add option="-m64" />
- <Add library="./../../LLVM/bin/x64/Debug/libLLVM.a" />
- </Linker>
- </Target>
- <Target title="Release x64">
- <Option output="./../../bin/x64/Release/libGLESv2.so.2" prefix_auto="0" extension_auto="0" />
- <Option object_output="obj/x64/Release/" />
- <Option type="3" />
- <Option compiler="gcc" />
- <Option createDefFile="1" />
- <Option createStaticLib="1" />
- <Compiler>
- <Add option="-march=core2" />
- <Add option="-fomit-frame-pointer" />
- <Add option="-O2" />
- <Add option="-m64" />
- <Add option="-fPIC" />
- <Add option="-ffunction-sections" />
- <Add option="-fdata-sections" />
- <Add option="-DNDEBUG" />
- <Add option="-DANGLE_DISABLE_TRACE" />
- </Compiler>
- <Linker>
- <Add option="-s" />
- <Add option="-m64" />
- <Add option="-Wl,--gc-sections" />
- <Add library="./../../LLVM/bin/x64/Release/libLLVM.a" />
- </Linker>
- </Target>
- </Build>
- <Compiler>
- <Add option="-Wall" />
- <Add option="-fexceptions" />
- <Add option="-fno-operator-names" />
- <Add option="-ffriend-injection" />
- <Add option="-msse2" />
- <Add option="-D__STDC_LIMIT_MACROS" />
- <Add option="-D__STDC_CONSTANT_MACROS" />
- <Add directory="./../" />
- <Add directory="./../include/" />
- <Add directory="./../../" />
- <Add directory="./../../LLVM/include-linux/" />
- <Add directory="./../../LLVM/include/" />
- <Add directory="./../../LLVM/lib/Target/X86" />
- <Add directory="./../../Renderer/" />
- <Add directory="./../../Common/" />
- <Add directory="./../../Shader/" />
- <Add directory="./../../Main/" />
- </Compiler>
- <Linker>
- <Add option="-Wl,--version-script=./exports.map" />
- <Add library="pthread" />
- <Add library="X11" />
- <Add library="Xext" />
- </Linker>
- <Unit filename="./../../Common/CPUID.cpp" />
- <Unit filename="./../../Common/CPUID.hpp" />
- <Unit filename="./../../Common/Configurator.cpp" />
- <Unit filename="./../../Common/Configurator.hpp" />
- <Unit filename="./../../Common/Debug.cpp" />
- <Unit filename="./../../Common/Debug.hpp" />
- <Unit filename="./../../Common/ExceptionHandling.hpp" />
- <Unit filename="./../../Common/Half.cpp" />
- <Unit filename="./../../Common/Half.hpp" />
- <Unit filename="./../../Common/Math.cpp" />
- <Unit filename="./../../Common/Math.hpp" />
- <Unit filename="./../../Common/Memory.cpp" />
- <Unit filename="./../../Common/Memory.hpp" />
- <Unit filename="./../../Common/MetaMacro.hpp" />
- <Unit filename="./../../Common/MutexLock.hpp" />
- <Unit filename="./../../Common/Resource.cpp" />
- <Unit filename="./../../Common/Resource.hpp" />
- <Unit filename="./../../Common/Socket.cpp" />
- <Unit filename="./../../Common/Socket.hpp" />
- <Unit filename="./../../Common/Thread.cpp" />
- <Unit filename="./../../Common/Thread.hpp" />
- <Unit filename="./../../Common/Timer.cpp" />
- <Unit filename="./../../Common/Timer.hpp" />
- <Unit filename="./../../Common/Types.hpp" />
- <Unit filename="./../../Common/Version.h" />
- <Unit filename="./../common/debug.cpp" />
- <Unit filename="./../common/debug.h" />
- <Unit filename="../compiler/AnalyzeCallDepth.cpp" />
- <Unit filename="../compiler/AnalyzeCallDepth.h" />
- <Unit filename="../compiler/BaseTypes.h" />
- <Unit filename="../compiler/Common.h" />
- <Unit filename="../compiler/Compiler.cpp" />
- <Unit filename="../compiler/ConstantUnion.h" />
- <Unit filename="../compiler/Diagnostics.cpp" />
- <Unit filename="../compiler/Diagnostics.h" />
- <Unit filename="../compiler/DirectiveHandler.cpp" />
- <Unit filename="../compiler/DirectiveHandler.h" />
- <Unit filename="../compiler/ExtensionBehavior.h" />
- <Unit filename="../compiler/InfoSink.cpp" />
- <Unit filename="../compiler/InfoSink.h" />
- <Unit filename="../compiler/Initialize.cpp" />
- <Unit filename="../compiler/Initialize.h" />
- <Unit filename="../compiler/InitializeDll.cpp" />
- <Unit filename="../compiler/InitializeDll.h" />
- <Unit filename="../compiler/InitializeGlobals.h" />
- <Unit filename="../compiler/InitializeParseContext.cpp" />
- <Unit filename="../compiler/InitializeParseContext.h" />
- <Unit filename="../compiler/IntermTraverse.cpp" />
- <Unit filename="../compiler/Intermediate.cpp" />
- <Unit filename="../compiler/MMap.h" />
- <Unit filename="../compiler/OutputASM.cpp" />
- <Unit filename="../compiler/OutputASM.h" />
- <Unit filename="../compiler/ParseHelper.cpp" />
- <Unit filename="../compiler/ParseHelper.h" />
- <Unit filename="../compiler/PoolAlloc.cpp" />
- <Unit filename="../compiler/PoolAlloc.h" />
- <Unit filename="../compiler/Pragma.h" />
- <Unit filename="../compiler/RemoveTree.cpp" />
- <Unit filename="../compiler/RemoveTree.h" />
- <Unit filename="../compiler/ShHandle.h" />
- <Unit filename="../compiler/ShaderLang.cpp" />
- <Unit filename="../compiler/SymbolTable.cpp" />
- <Unit filename="../compiler/SymbolTable.h" />
- <Unit filename="../compiler/TranslatorASM.cpp" />
- <Unit filename="../compiler/TranslatorASM.h" />
- <Unit filename="../compiler/Types.h" />
- <Unit filename="../compiler/ValidateLimitations.cpp" />
- <Unit filename="../compiler/ValidateLimitations.h" />
- <Unit filename="../compiler/debug.cpp" />
- <Unit filename="../compiler/debug.h" />
- <Unit filename="../compiler/glslang.h" />
- <Unit filename="../compiler/glslang_lex.cpp" />
- <Unit filename="../compiler/glslang_tab.cpp" />
- <Unit filename="../compiler/glslang_tab.h" />
- <Unit filename="../compiler/intermOut.cpp" />
- <Unit filename="../compiler/intermediate.h" />
- <Unit filename="../compiler/localintermediate.h" />
- <Unit filename="../compiler/osinclude.h" />
- <Unit filename="../compiler/ossource_posix.cpp" />
- <Unit filename="../compiler/parseConst.cpp" />
- <Unit filename="../compiler/preprocessor/Diagnostics.cpp" />
- <Unit filename="../compiler/preprocessor/Diagnostics.h" />
- <Unit filename="../compiler/preprocessor/DirectiveHandler.cpp" />
- <Unit filename="../compiler/preprocessor/DirectiveHandler.h" />
- <Unit filename="../compiler/preprocessor/DirectiveParser.cpp" />
- <Unit filename="../compiler/preprocessor/DirectiveParser.h" />
- <Unit filename="../compiler/preprocessor/ExpressionParser.cpp" />
- <Unit filename="../compiler/preprocessor/ExpressionParser.h" />
- <Unit filename="../compiler/preprocessor/Input.cpp" />
- <Unit filename="../compiler/preprocessor/Input.h" />
- <Unit filename="../compiler/preprocessor/Lexer.cpp" />
- <Unit filename="../compiler/preprocessor/Lexer.h" />
- <Unit filename="../compiler/preprocessor/Macro.cpp" />
- <Unit filename="../compiler/preprocessor/Macro.h" />
- <Unit filename="../compiler/preprocessor/MacroExpander.cpp" />
- <Unit filename="../compiler/preprocessor/MacroExpander.h" />
- <Unit filename="../compiler/preprocessor/Preprocessor.cpp" />
- <Unit filename="../compiler/preprocessor/Preprocessor.h" />
- <Unit filename="../compiler/preprocessor/SourceLocation.h" />
- <Unit filename="../compiler/preprocessor/Token.cpp" />
- <Unit filename="../compiler/preprocessor/Token.h" />
- <Unit filename="../compiler/preprocessor/Tokenizer.cpp" />
- <Unit filename="../compiler/preprocessor/Tokenizer.h" />
- <Unit filename="../compiler/preprocessor/length_limits.h" />
- <Unit filename="../compiler/preprocessor/numeric_lex.h" />
- <Unit filename="../compiler/preprocessor/pp_utils.h" />
- <Unit filename="../compiler/util.cpp" />
- <Unit filename="../compiler/util.h" />
- <Unit filename="./../include/EGL/egl.h" />
- <Unit filename="./../include/EGL/eglext.h" />
- <Unit filename="./../include/EGL/eglplatform.h" />
- <Unit filename="./../include/GLES2/gl2.h" />
- <Unit filename="./../include/GLES2/gl2ext.h" />
- <Unit filename="./../include/GLES2/gl2platform.h" />
- <Unit filename="./../include/GLSLANG/ShaderLang.h" />
- <Unit filename="./../include/KHR/khrplatform.h" />
- <Unit filename="./../libGLESv2/Buffer.cpp" />
- <Unit filename="./../libGLESv2/Buffer.h" />
- <Unit filename="./../libGLESv2/Context.cpp" />
- <Unit filename="./../libGLESv2/Context.h" />
- <Unit filename="./../libGLESv2/Device.cpp" />
- <Unit filename="./../libGLESv2/Device.hpp" />
- <Unit filename="./../libGLESv2/Fence.cpp" />
- <Unit filename="./../libGLESv2/Fence.h" />
- <Unit filename="./../libGLESv2/Framebuffer.cpp" />
- <Unit filename="./../libGLESv2/Framebuffer.h" />
- <Unit filename="./../libGLESv2/HandleAllocator.cpp" />
- <Unit filename="./../libGLESv2/HandleAllocator.h" />
- <Unit filename="./../libGLESv2/Image.cpp" />
- <Unit filename="./../libGLESv2/Image.hpp" />
- <Unit filename="./../libGLESv2/IndexDataManager.cpp" />
- <Unit filename="./../libGLESv2/IndexDataManager.h" />
- <Unit filename="./../libGLESv2/Program.cpp" />
- <Unit filename="./../libGLESv2/Program.h" />
- <Unit filename="./../libGLESv2/Query.cpp" />
- <Unit filename="./../libGLESv2/Query.h" />
- <Unit filename="./../libGLESv2/RefCountObject.cpp" />
- <Unit filename="./../libGLESv2/RefCountObject.h" />
- <Unit filename="./../libGLESv2/Renderbuffer.cpp" />
- <Unit filename="./../libGLESv2/Renderbuffer.h" />
- <Unit filename="./../libGLESv2/ResourceManager.cpp" />
- <Unit filename="./../libGLESv2/ResourceManager.h" />
- <Unit filename="./../libGLESv2/Shader.cpp" />
- <Unit filename="./../libGLESv2/Shader.h" />
- <Unit filename="./../libGLESv2/Texture.cpp" />
- <Unit filename="./../libGLESv2/Texture.h" />
- <Unit filename="./../libGLESv2/Unknown.hpp" />
- <Unit filename="./../libGLESv2/VertexDataManager.cpp" />
- <Unit filename="./../libGLESv2/VertexDataManager.h" />
- <Unit filename="./../libGLESv2/libGLESv2.cpp" />
- <Unit filename="./../libGLESv2/main.cpp" />
- <Unit filename="./../libGLESv2/main.h" />
- <Unit filename="./../libGLESv2/mathutil.h" />
- <Unit filename="./../libGLESv2/resource.h" />
- <Unit filename="./../libGLESv2/utilities.cpp" />
- <Unit filename="./../libGLESv2/utilities.h" />
- <Unit filename="./../libGLESv2/vertexconversion.h" />
- <Unit filename="./../../Main/Config.cpp" />
- <Unit filename="./../../Main/Config.hpp" />
- <Unit filename="./../../Main/FrameBuffer.cpp" />
- <Unit filename="./../../Main/FrameBuffer.hpp" />
- <Unit filename="./../../Main/FrameBufferX11.cpp" />
- <Unit filename="./../../Main/FrameBufferX11.hpp" />
- <Unit filename="./../../Main/Logo.cpp" />
- <Unit filename="./../../Main/Register.cpp" />
- <Unit filename="./../../Main/Register.hpp" />
- <Unit filename="./../../Main/SwiftConfig.cpp" />
- <Unit filename="./../../Main/SwiftConfig.hpp" />
- <Unit filename="./../../Main/crc.c">
- <Option compilerVar="CC" />
- </Unit>
- <Unit filename="./../../Main/crc.h" />
- <Unit filename="./../../Main/serialcommon.h" />
- <Unit filename="./../../Main/serialvalid.cpp" />
- <Unit filename="./../../Main/serialvalid.h" />
- <Unit filename="./../../Reactor/Routine.cpp" />
- <Unit filename="./../../Reactor/Routine.hpp" />
- <Unit filename="./../../Reactor/RoutineManager.cpp" />
- <Unit filename="./../../Reactor/RoutineManager.hpp" />
- <Unit filename="./../../Reactor/Nucleus.cpp" />
- <Unit filename="./../../Reactor/Nucleus.hpp" />
- <Unit filename="./../../Reactor/Reactor.hpp" />
- <Unit filename="./../../Reactor/x86.hpp" />
- <Unit filename="./../../Renderer/Blitter.cpp" />
- <Unit filename="./../../Renderer/Blitter.hpp" />
- <Unit filename="./../../Renderer/Clipper.cpp" />
- <Unit filename="./../../Renderer/Clipper.hpp" />
- <Unit filename="./../../Renderer/Color.cpp" />
- <Unit filename="./../../Renderer/Color.hpp" />
- <Unit filename="./../../Renderer/Context.cpp" />
- <Unit filename="./../../Renderer/Context.hpp" />
- <Unit filename="./../../Renderer/LRUCache.hpp" />
- <Unit filename="./../../Renderer/Matrix.cpp" />
- <Unit filename="./../../Renderer/Matrix.hpp" />
- <Unit filename="./../../Renderer/PixelProcessor.cpp" />
- <Unit filename="./../../Renderer/PixelProcessor.hpp" />
- <Unit filename="./../../Renderer/Plane.cpp" />
- <Unit filename="./../../Renderer/Plane.hpp" />
- <Unit filename="./../../Renderer/Point.cpp" />
- <Unit filename="./../../Renderer/Point.hpp" />
- <Unit filename="./../../Renderer/Polygon.hpp" />
- <Unit filename="./../../Renderer/Primitive.hpp" />
- <Unit filename="./../../Renderer/QuadRasterizer.cpp" />
- <Unit filename="./../../Renderer/QuadRasterizer.hpp" />
- <Unit filename="./../../Renderer/Rasterizer.cpp" />
- <Unit filename="./../../Renderer/Rasterizer.hpp" />
- <Unit filename="./../../Renderer/Renderer.cpp" />
- <Unit filename="./../../Renderer/Renderer.hpp" />
- <Unit filename="./../../Renderer/Sampler.cpp" />
- <Unit filename="./../../Renderer/Sampler.hpp" />
- <Unit filename="./../../Renderer/SetupProcessor.cpp" />
- <Unit filename="./../../Renderer/SetupProcessor.hpp" />
- <Unit filename="./../../Renderer/Stream.hpp" />
- <Unit filename="./../../Renderer/Surface.cpp" />
- <Unit filename="./../../Renderer/Surface.hpp" />
- <Unit filename="./../../Renderer/TextureStage.cpp" />
- <Unit filename="./../../Renderer/TextureStage.hpp" />
- <Unit filename="./../../Renderer/Triangle.hpp" />
- <Unit filename="./../../Renderer/Vector.cpp" />
- <Unit filename="./../../Renderer/Vector.hpp" />
- <Unit filename="./../../Renderer/Vertex.hpp" />
- <Unit filename="./../../Renderer/VertexProcessor.cpp" />
- <Unit filename="./../../Renderer/VertexProcessor.hpp" />
- <Unit filename="./../../Shader/Constants.cpp" />
- <Unit filename="./../../Shader/Constants.hpp" />
- <Unit filename="./../../Shader/PixelRoutine.cpp" />
- <Unit filename="./../../Shader/PixelRoutine.hpp" />
- <Unit filename="./../../Shader/PixelShader.cpp" />
- <Unit filename="./../../Shader/PixelShader.hpp" />
- <Unit filename="./../../Shader/SamplerCore.cpp" />
- <Unit filename="./../../Shader/SamplerCore.hpp" />
- <Unit filename="./../../Shader/SetupRoutine.cpp" />
- <Unit filename="./../../Shader/SetupRoutine.hpp" />
- <Unit filename="./../../Shader/Shader.cpp" />
- <Unit filename="./../../Shader/Shader.hpp" />
- <Unit filename="./../../Shader/ShaderCore.cpp" />
- <Unit filename="./../../Shader/ShaderCore.hpp" />
- <Unit filename="./../../Shader/VertexPipeline.cpp" />
- <Unit filename="./../../Shader/VertexPipeline.hpp" />
- <Unit filename="./../../Shader/VertexProgram.cpp" />
- <Unit filename="./../../Shader/VertexProgram.hpp" />
- <Unit filename="./../../Shader/VertexRoutine.cpp" />
- <Unit filename="./../../Shader/VertexRoutine.hpp" />
- <Unit filename="./../../Shader/VertexShader.cpp" />
- <Unit filename="./../../Shader/VertexShader.hpp" />
- <Extensions>
- <code_completion />
- <debugger />
- </Extensions>
- </Project>
-</CodeBlocks_project_file>
+<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>\r
+<CodeBlocks_project_file>\r
+ <FileVersion major="1" minor="6" />\r
+ <Project>\r
+ <Option title="libRAD" />\r
+ <Option pch_mode="2" />\r
+ <Option compiler="gcc" />\r
+ <Build>\r
+ <Target title="Debug x86">\r
+ <Option output="./../../bin/x86/Debug/libRAD.so.2" prefix_auto="0" extension_auto="0" />\r
+ <Option object_output="obj/x86/Debug/" />\r
+ <Option type="3" />\r
+ <Option compiler="gcc" />\r
+ <Option createDefFile="1" />\r
+ <Option createStaticLib="1" />\r
+ <Compiler>\r
+ <Add option="-g" />\r
+ <Add option="-m32" />\r
+ </Compiler>\r
+ <Linker>\r
+ <Add option="-m32" />\r
+ <Add library="./../../LLVM/bin/x86/Debug/libLLVM.a" />\r
+ </Linker>\r
+ </Target>\r
+ <Target title="Release x86">\r
+ <Option output="./../../bin/x86/Release/libRAD.so.2" prefix_auto="0" extension_auto="0" />\r
+ <Option object_output="obj/x86/Release/" />\r
+ <Option type="3" />\r
+ <Option compiler="gcc" />\r
+ <Option createDefFile="1" />\r
+ <Option createStaticLib="1" />\r
+ <Compiler>\r
+ <Add option="-march=i686" />\r
+ <Add option="-fomit-frame-pointer" />\r
+ <Add option="-O2" />\r
+ <Add option="-m32" />\r
+ <Add option="-ffunction-sections" />\r
+ <Add option="-fdata-sections" />\r
+ <Add option="-DNDEBUG" />\r
+ <Add option="-DANGLE_DISABLE_TRACE" />\r
+ </Compiler>\r
+ <Linker>\r
+ <Add option="-s" />\r
+ <Add option="-m32" />\r
+ <Add option="-Wl,--gc-sections" />\r
+ <Add library="./../../LLVM/bin/x86/Release/libLLVM.a" />\r
+ </Linker>\r
+ </Target>\r
+ <Target title="Debug x64">\r
+ <Option output="./../../bin/x64/Debug/libRAD.so.2" prefix_auto="0" extension_auto="0" />\r
+ <Option object_output="obj/x64/Debug/" />\r
+ <Option type="3" />\r
+ <Option compiler="gcc" />\r
+ <Option createDefFile="1" />\r
+ <Option createStaticLib="1" />\r
+ <Compiler>\r
+ <Add option="-g" />\r
+ <Add option="-m64" />\r
+ <Add option="-fPIC" />\r
+ </Compiler>\r
+ <Linker>\r
+ <Add option="-m64" />\r
+ <Add library="./../../LLVM/bin/x64/Debug/libLLVM.a" />\r
+ </Linker>\r
+ </Target>\r
+ <Target title="Release x64">\r
+ <Option output="./../../bin/x64/Release/libRAD.so.2" prefix_auto="0" extension_auto="0" />\r
+ <Option object_output="obj/x64/Release/" />\r
+ <Option type="3" />\r
+ <Option compiler="gcc" />\r
+ <Option createDefFile="1" />\r
+ <Option createStaticLib="1" />\r
+ <Compiler>\r
+ <Add option="-march=core2" />\r
+ <Add option="-fomit-frame-pointer" />\r
+ <Add option="-O2" />\r
+ <Add option="-m64" />\r
+ <Add option="-fPIC" />\r
+ <Add option="-ffunction-sections" />\r
+ <Add option="-fdata-sections" />\r
+ <Add option="-DNDEBUG" />\r
+ <Add option="-DANGLE_DISABLE_TRACE" />\r
+ </Compiler>\r
+ <Linker>\r
+ <Add option="-s" />\r
+ <Add option="-m64" />\r
+ <Add option="-Wl,--gc-sections" />\r
+ <Add library="./../../LLVM/bin/x64/Release/libLLVM.a" />\r
+ </Linker>\r
+ </Target>\r
+ </Build>\r
+ <Compiler>\r
+ <Add option="-Wall" />\r
+ <Add option="-fexceptions" />\r
+ <Add option="-fno-operator-names" />\r
+ <Add option="-ffriend-injection" />\r
+ <Add option="-msse2" />\r
+ <Add option="-D__STDC_LIMIT_MACROS" />\r
+ <Add option="-D__STDC_CONSTANT_MACROS" />\r
+ <Add directory="./../" />\r
+ <Add directory="./../include/" />\r
+ <Add directory="./../../" />\r
+ <Add directory="./../../LLVM/include-linux/" />\r
+ <Add directory="./../../LLVM/include/" />\r
+ <Add directory="./../../LLVM/lib/Target/X86" />\r
+ <Add directory="./../../Renderer/" />\r
+ <Add directory="./../../Common/" />\r
+ <Add directory="./../../Shader/" />\r
+ <Add directory="./../../Main/" />\r
+ </Compiler>\r
+ <Linker>\r
+ <Add option="-Wl,--version-script=./exports.map" />\r
+ <Add library="pthread" />\r
+ <Add library="X11" />\r
+ <Add library="Xext" />\r
+ </Linker>\r
+ <Unit filename="./../../Common/CPUID.cpp" />\r
+ <Unit filename="./../../Common/CPUID.hpp" />\r
+ <Unit filename="./../../Common/Configurator.cpp" />\r
+ <Unit filename="./../../Common/Configurator.hpp" />\r
+ <Unit filename="./../../Common/Debug.cpp" />\r
+ <Unit filename="./../../Common/Debug.hpp" />\r
+ <Unit filename="./../../Common/ExceptionHandling.hpp" />\r
+ <Unit filename="./../../Common/Half.cpp" />\r
+ <Unit filename="./../../Common/Half.hpp" />\r
+ <Unit filename="./../../Common/Math.cpp" />\r
+ <Unit filename="./../../Common/Math.hpp" />\r
+ <Unit filename="./../../Common/Memory.cpp" />\r
+ <Unit filename="./../../Common/Memory.hpp" />\r
+ <Unit filename="./../../Common/MetaMacro.hpp" />\r
+ <Unit filename="./../../Common/MutexLock.hpp" />\r
+ <Unit filename="./../../Common/Resource.cpp" />\r
+ <Unit filename="./../../Common/Resource.hpp" />\r
+ <Unit filename="./../../Common/Socket.cpp" />\r
+ <Unit filename="./../../Common/Socket.hpp" />\r
+ <Unit filename="./../../Common/Thread.cpp" />\r
+ <Unit filename="./../../Common/Thread.hpp" />\r
+ <Unit filename="./../../Common/Timer.cpp" />\r
+ <Unit filename="./../../Common/Timer.hpp" />\r
+ <Unit filename="./../../Common/Types.hpp" />\r
+ <Unit filename="./../../Common/Version.h" />\r
+ <Unit filename="./../common/debug.cpp" />\r
+ <Unit filename="./../common/debug.h" />\r
+ <Unit filename="../compiler/AnalyzeCallDepth.cpp" />\r
+ <Unit filename="../compiler/AnalyzeCallDepth.h" />\r
+ <Unit filename="../compiler/BaseTypes.h" />\r
+ <Unit filename="../compiler/Common.h" />\r
+ <Unit filename="../compiler/Compiler.cpp" />\r
+ <Unit filename="../compiler/ConstantUnion.h" />\r
+ <Unit filename="../compiler/Diagnostics.cpp" />\r
+ <Unit filename="../compiler/Diagnostics.h" />\r
+ <Unit filename="../compiler/DirectiveHandler.cpp" />\r
+ <Unit filename="../compiler/DirectiveHandler.h" />\r
+ <Unit filename="../compiler/ExtensionBehavior.h" />\r
+ <Unit filename="../compiler/InfoSink.cpp" />\r
+ <Unit filename="../compiler/InfoSink.h" />\r
+ <Unit filename="../compiler/Initialize.cpp" />\r
+ <Unit filename="../compiler/Initialize.h" />\r
+ <Unit filename="../compiler/InitializeDll.cpp" />\r
+ <Unit filename="../compiler/InitializeDll.h" />\r
+ <Unit filename="../compiler/InitializeGlobals.h" />\r
+ <Unit filename="../compiler/InitializeParseContext.cpp" />\r
+ <Unit filename="../compiler/InitializeParseContext.h" />\r
+ <Unit filename="../compiler/IntermTraverse.cpp" />\r
+ <Unit filename="../compiler/Intermediate.cpp" />\r
+ <Unit filename="../compiler/MMap.h" />\r
+ <Unit filename="../compiler/OutputASM.cpp" />\r
+ <Unit filename="../compiler/OutputASM.h" />\r
+ <Unit filename="../compiler/ParseHelper.cpp" />\r
+ <Unit filename="../compiler/ParseHelper.h" />\r
+ <Unit filename="../compiler/PoolAlloc.cpp" />\r
+ <Unit filename="../compiler/PoolAlloc.h" />\r
+ <Unit filename="../compiler/Pragma.h" />\r
+ <Unit filename="../compiler/RemoveTree.cpp" />\r
+ <Unit filename="../compiler/RemoveTree.h" />\r
+ <Unit filename="../compiler/ShHandle.h" />\r
+ <Unit filename="../compiler/ShaderLang.cpp" />\r
+ <Unit filename="../compiler/SymbolTable.cpp" />\r
+ <Unit filename="../compiler/SymbolTable.h" />\r
+ <Unit filename="../compiler/TranslatorASM.cpp" />\r
+ <Unit filename="../compiler/TranslatorASM.h" />\r
+ <Unit filename="../compiler/Types.h" />\r
+ <Unit filename="../compiler/ValidateLimitations.cpp" />\r
+ <Unit filename="../compiler/ValidateLimitations.h" />\r
+ <Unit filename="../compiler/debug.cpp" />\r
+ <Unit filename="../compiler/debug.h" />\r
+ <Unit filename="../compiler/glslang.h" />\r
+ <Unit filename="../compiler/glslang_lex.cpp" />\r
+ <Unit filename="../compiler/glslang_tab.cpp" />\r
+ <Unit filename="../compiler/glslang_tab.h" />\r
+ <Unit filename="../compiler/intermOut.cpp" />\r
+ <Unit filename="../compiler/intermediate.h" />\r
+ <Unit filename="../compiler/localintermediate.h" />\r
+ <Unit filename="../compiler/osinclude.h" />\r
+ <Unit filename="../compiler/ossource_posix.cpp" />\r
+ <Unit filename="../compiler/parseConst.cpp" />\r
+ <Unit filename="../compiler/preprocessor/Diagnostics.cpp" />\r
+ <Unit filename="../compiler/preprocessor/Diagnostics.h" />\r
+ <Unit filename="../compiler/preprocessor/DirectiveHandler.cpp" />\r
+ <Unit filename="../compiler/preprocessor/DirectiveHandler.h" />\r
+ <Unit filename="../compiler/preprocessor/DirectiveParser.cpp" />\r
+ <Unit filename="../compiler/preprocessor/DirectiveParser.h" />\r
+ <Unit filename="../compiler/preprocessor/ExpressionParser.cpp" />\r
+ <Unit filename="../compiler/preprocessor/ExpressionParser.h" />\r
+ <Unit filename="../compiler/preprocessor/Input.cpp" />\r
+ <Unit filename="../compiler/preprocessor/Input.h" />\r
+ <Unit filename="../compiler/preprocessor/Lexer.cpp" />\r
+ <Unit filename="../compiler/preprocessor/Lexer.h" />\r
+ <Unit filename="../compiler/preprocessor/Macro.cpp" />\r
+ <Unit filename="../compiler/preprocessor/Macro.h" />\r
+ <Unit filename="../compiler/preprocessor/MacroExpander.cpp" />\r
+ <Unit filename="../compiler/preprocessor/MacroExpander.h" />\r
+ <Unit filename="../compiler/preprocessor/Preprocessor.cpp" />\r
+ <Unit filename="../compiler/preprocessor/Preprocessor.h" />\r
+ <Unit filename="../compiler/preprocessor/SourceLocation.h" />\r
+ <Unit filename="../compiler/preprocessor/Token.cpp" />\r
+ <Unit filename="../compiler/preprocessor/Token.h" />\r
+ <Unit filename="../compiler/preprocessor/Tokenizer.cpp" />\r
+ <Unit filename="../compiler/preprocessor/Tokenizer.h" />\r
+ <Unit filename="../compiler/preprocessor/length_limits.h" />\r
+ <Unit filename="../compiler/preprocessor/numeric_lex.h" />\r
+ <Unit filename="../compiler/preprocessor/pp_utils.h" />\r
+ <Unit filename="../compiler/util.cpp" />\r
+ <Unit filename="../compiler/util.h" />\r
+ <Unit filename="./../include/EGL/egl.h" />\r
+ <Unit filename="./../include/EGL/eglext.h" />\r
+ <Unit filename="./../include/EGL/eglplatform.h" />\r
+ <Unit filename="./../include/GLES2/gl2.h" />\r
+ <Unit filename="./../include/GLES2/gl2ext.h" />\r
+ <Unit filename="./../include/GLES2/gl2platform.h" />\r
+ <Unit filename="./../include/GLSLANG/ShaderLang.h" />\r
+ <Unit filename="./../include/KHR/khrplatform.h" />\r
+ <Unit filename="./../libRAD/Buffer.cpp" />\r
+ <Unit filename="./../libRAD/Buffer.h" />\r
+ <Unit filename="./../libRAD/Context.cpp" />\r
+ <Unit filename="./../libRAD/Context.h" />\r
+ <Unit filename="./../libRAD/Device.cpp" />\r
+ <Unit filename="./../libRAD/Device.hpp" />\r
+ <Unit filename="./../libRAD/Fence.cpp" />\r
+ <Unit filename="./../libRAD/Fence.h" />\r
+ <Unit filename="./../libRAD/Framebuffer.cpp" />\r
+ <Unit filename="./../libRAD/Framebuffer.h" />\r
+ <Unit filename="./../libRAD/HandleAllocator.cpp" />\r
+ <Unit filename="./../libRAD/HandleAllocator.h" />\r
+ <Unit filename="./../libRAD/Image.cpp" />\r
+ <Unit filename="./../libRAD/Image.hpp" />\r
+ <Unit filename="./../libRAD/IndexDataManager.cpp" />\r
+ <Unit filename="./../libRAD/IndexDataManager.h" />\r
+ <Unit filename="./../libRAD/Program.cpp" />\r
+ <Unit filename="./../libRAD/Program.h" />\r
+ <Unit filename="./../libRAD/Query.cpp" />\r
+ <Unit filename="./../libRAD/Query.h" />\r
+ <Unit filename="./../libRAD/RefCountObject.cpp" />\r
+ <Unit filename="./../libRAD/RefCountObject.h" />\r
+ <Unit filename="./../libRAD/Renderbuffer.cpp" />\r
+ <Unit filename="./../libRAD/Renderbuffer.h" />\r
+ <Unit filename="./../libRAD/ResourceManager.cpp" />\r
+ <Unit filename="./../libRAD/ResourceManager.h" />\r
+ <Unit filename="./../libRAD/Shader.cpp" />\r
+ <Unit filename="./../libRAD/Shader.h" />\r
+ <Unit filename="./../libRAD/Texture.cpp" />\r
+ <Unit filename="./../libRAD/Texture.h" />\r
+ <Unit filename="./../libRAD/Unknown.hpp" />\r
+ <Unit filename="./../libRAD/VertexDataManager.cpp" />\r
+ <Unit filename="./../libRAD/VertexDataManager.h" />\r
+ <Unit filename="./../libRAD/libRAD.cpp" />\r
+ <Unit filename="./../libRAD/main.cpp" />\r
+ <Unit filename="./../libRAD/main.h" />\r
+ <Unit filename="./../libRAD/mathutil.h" />\r
+ <Unit filename="./../libRAD/resource.h" />\r
+ <Unit filename="./../libRAD/utilities.cpp" />\r
+ <Unit filename="./../libRAD/utilities.h" />\r
+ <Unit filename="./../libRAD/vertexconversion.h" />\r
+ <Unit filename="./../../Main/Config.cpp" />\r
+ <Unit filename="./../../Main/Config.hpp" />\r
+ <Unit filename="./../../Main/FrameBuffer.cpp" />\r
+ <Unit filename="./../../Main/FrameBuffer.hpp" />\r
+ <Unit filename="./../../Main/FrameBufferX11.cpp" />\r
+ <Unit filename="./../../Main/FrameBufferX11.hpp" />\r
+ <Unit filename="./../../Main/Logo.cpp" />\r
+ <Unit filename="./../../Main/Register.cpp" />\r
+ <Unit filename="./../../Main/Register.hpp" />\r
+ <Unit filename="./../../Main/SwiftConfig.cpp" />\r
+ <Unit filename="./../../Main/SwiftConfig.hpp" />\r
+ <Unit filename="./../../Main/crc.c">\r
+ <Option compilerVar="CC" />\r
+ </Unit>\r
+ <Unit filename="./../../Main/crc.h" />\r
+ <Unit filename="./../../Main/serialcommon.h" />\r
+ <Unit filename="./../../Main/serialvalid.cpp" />\r
+ <Unit filename="./../../Main/serialvalid.h" />\r
+ <Unit filename="./../../Reactor/Routine.cpp" />\r
+ <Unit filename="./../../Reactor/Routine.hpp" />\r
+ <Unit filename="./../../Reactor/RoutineManager.cpp" />\r
+ <Unit filename="./../../Reactor/RoutineManager.hpp" />\r
+ <Unit filename="./../../Reactor/Nucleus.cpp" />\r
+ <Unit filename="./../../Reactor/Nucleus.hpp" />\r
+ <Unit filename="./../../Reactor/Reactor.hpp" />\r
+ <Unit filename="./../../Reactor/x86.hpp" />\r
+ <Unit filename="./../../Renderer/Blitter.cpp" />\r
+ <Unit filename="./../../Renderer/Blitter.hpp" />\r
+ <Unit filename="./../../Renderer/Clipper.cpp" />\r
+ <Unit filename="./../../Renderer/Clipper.hpp" />\r
+ <Unit filename="./../../Renderer/Color.cpp" />\r
+ <Unit filename="./../../Renderer/Color.hpp" />\r
+ <Unit filename="./../../Renderer/Context.cpp" />\r
+ <Unit filename="./../../Renderer/Context.hpp" />\r
+ <Unit filename="./../../Renderer/LRUCache.hpp" />\r
+ <Unit filename="./../../Renderer/Matrix.cpp" />\r
+ <Unit filename="./../../Renderer/Matrix.hpp" />\r
+ <Unit filename="./../../Renderer/PixelProcessor.cpp" />\r
+ <Unit filename="./../../Renderer/PixelProcessor.hpp" />\r
+ <Unit filename="./../../Renderer/Plane.cpp" />\r
+ <Unit filename="./../../Renderer/Plane.hpp" />\r
+ <Unit filename="./../../Renderer/Point.cpp" />\r
+ <Unit filename="./../../Renderer/Point.hpp" />\r
+ <Unit filename="./../../Renderer/Polygon.hpp" />\r
+ <Unit filename="./../../Renderer/Primitive.hpp" />\r
+ <Unit filename="./../../Renderer/QuadRasterizer.cpp" />\r
+ <Unit filename="./../../Renderer/QuadRasterizer.hpp" />\r
+ <Unit filename="./../../Renderer/Rasterizer.cpp" />\r
+ <Unit filename="./../../Renderer/Rasterizer.hpp" />\r
+ <Unit filename="./../../Renderer/Renderer.cpp" />\r
+ <Unit filename="./../../Renderer/Renderer.hpp" />\r
+ <Unit filename="./../../Renderer/Sampler.cpp" />\r
+ <Unit filename="./../../Renderer/Sampler.hpp" />\r
+ <Unit filename="./../../Renderer/SetupProcessor.cpp" />\r
+ <Unit filename="./../../Renderer/SetupProcessor.hpp" />\r
+ <Unit filename="./../../Renderer/Stream.hpp" />\r
+ <Unit filename="./../../Renderer/Surface.cpp" />\r
+ <Unit filename="./../../Renderer/Surface.hpp" />\r
+ <Unit filename="./../../Renderer/TextureStage.cpp" />\r
+ <Unit filename="./../../Renderer/TextureStage.hpp" />\r
+ <Unit filename="./../../Renderer/Triangle.hpp" />\r
+ <Unit filename="./../../Renderer/Vector.cpp" />\r
+ <Unit filename="./../../Renderer/Vector.hpp" />\r
+ <Unit filename="./../../Renderer/Vertex.hpp" />\r
+ <Unit filename="./../../Renderer/VertexProcessor.cpp" />\r
+ <Unit filename="./../../Renderer/VertexProcessor.hpp" />\r
+ <Unit filename="./../../Shader/Constants.cpp" />\r
+ <Unit filename="./../../Shader/Constants.hpp" />\r
+ <Unit filename="./../../Shader/PixelRoutine.cpp" />\r
+ <Unit filename="./../../Shader/PixelRoutine.hpp" />\r
+ <Unit filename="./../../Shader/PixelShader.cpp" />\r
+ <Unit filename="./../../Shader/PixelShader.hpp" />\r
+ <Unit filename="./../../Shader/SamplerCore.cpp" />\r
+ <Unit filename="./../../Shader/SamplerCore.hpp" />\r
+ <Unit filename="./../../Shader/SetupRoutine.cpp" />\r
+ <Unit filename="./../../Shader/SetupRoutine.hpp" />\r
+ <Unit filename="./../../Shader/Shader.cpp" />\r
+ <Unit filename="./../../Shader/Shader.hpp" />\r
+ <Unit filename="./../../Shader/ShaderCore.cpp" />\r
+ <Unit filename="./../../Shader/ShaderCore.hpp" />\r
+ <Unit filename="./../../Shader/VertexPipeline.cpp" />\r
+ <Unit filename="./../../Shader/VertexPipeline.hpp" />\r
+ <Unit filename="./../../Shader/VertexProgram.cpp" />\r
+ <Unit filename="./../../Shader/VertexProgram.hpp" />\r
+ <Unit filename="./../../Shader/VertexRoutine.cpp" />\r
+ <Unit filename="./../../Shader/VertexRoutine.hpp" />\r
+ <Unit filename="./../../Shader/VertexShader.cpp" />\r
+ <Unit filename="./../../Shader/VertexShader.hpp" />\r
+ <Extensions>\r
+ <code_completion />\r
+ <debugger />\r
+ </Extensions>\r
+ </Project>\r
+</CodeBlocks_project_file>\r
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express\r
// or implied, including but not limited to any patent rights, are granted to you.\r
//\r
-// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.\r
+// libRAD.cpp: Implements the exported OpenGL ES 2.0 functions.\r
\r
#include "main.h"\r
#include "mathutil.h"\r
\r
static bool validImageSize(GLint level, GLsizei width, GLsizei height)\r
{\r
- if(level < 0 || level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || width < 0 || height < 0)\r
+ if(level < 0 || level >= rad::IMPLEMENTATION_MAX_TEXTURE_LEVELS || width < 0 || height < 0)\r
{\r
return false;\r
}\r
return true;\r
}\r
\r
-static bool validateSubImageParams(bool compressed, GLsizei width, GLsizei height, GLint xoffset, GLint yoffset, GLenum target, GLint level, GLenum format, es2::Texture *texture)\r
+static bool validateSubImageParams(bool compressed, GLsizei width, GLsizei height, GLint xoffset, GLint yoffset, GLenum target, GLint level, GLenum format, rad::Texture *texture)\r
{\r
if(!texture)\r
{\r
return false;\r
}\r
break;\r
- case es2::IMPLEMENTATION_COLOR_READ_FORMAT:\r
+ case rad::IMPLEMENTATION_COLOR_READ_FORMAT:\r
switch (type)\r
{\r
- case es2::IMPLEMENTATION_COLOR_READ_TYPE:\r
+ case rad::IMPLEMENTATION_COLOR_READ_TYPE:\r
break;\r
default:\r
return false;\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + es2::MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)\r
+ if(texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + rad::MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
- es2::Shader *shaderObject = context->getShader(shader);\r
+ rad::Program *programObject = context->getProgram(program);\r
+ rad::Shader *shaderObject = context->getShader(shader);\r
\r
if(!programObject)\r
{\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Texture *textureObject = context->getTexture(texture);\r
+ rad::Texture *textureObject = context->getTexture(texture);\r
\r
if(textureObject && textureObject->getTarget() != target && texture != 0)\r
{\r
\r
try\r
{\r
- es2::Context* context = es2::getContext();\r
+ rad::Context* context = rad::getContext();\r
\r
if(context)\r
{\r
- context->setBlendColor(es2::clamp01(red), es2::clamp01(green), es2::clamp01(blue), es2::clamp01(alpha));\r
+ context->setBlendColor(rad::clamp01(red), rad::clamp01(green), rad::clamp01(blue), rad::clamp01(alpha));\r
}\r
}\r
catch(std::bad_alloc&)\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Buffer *buffer;\r
+ rad::Buffer *buffer;\r
\r
switch(target)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Buffer *buffer;\r
+ rad::Buffer *buffer;\r
\r
switch(target)\r
{\r
return error(GL_INVALID_ENUM, 0);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Framebuffer *framebuffer = NULL;\r
+ rad::Framebuffer *framebuffer = NULL;\r
if(target == GL_READ_FRAMEBUFFER_ANGLE)\r
{\r
framebuffer = context->getReadFramebuffer();\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Shader *shaderObject = context->getShader(shader);\r
+ rad::Shader *shaderObject = context->getShader(shader);\r
\r
if(!shaderObject)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(level > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
+ if(level > rad::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
switch(target)\r
{\r
case GL_TEXTURE_2D:\r
- if(width > (es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level) ||\r
- height > (es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level))\r
+ if(width > (rad::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level) ||\r
+ height > (rad::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- if(width > (es2::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level) ||\r
- height > (es2::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level))\r
+ if(width > (rad::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level) ||\r
+ height > (rad::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- if(imageSize != es2::ComputeCompressedSize(width, height, internalformat))\r
+ if(imageSize != rad::ComputeCompressedSize(width, height, internalformat))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
if(target == GL_TEXTURE_2D)\r
{\r
- es2::Texture2D *texture = context->getTexture2D();\r
+ rad::Texture2D *texture = context->getTexture2D();\r
\r
if(!texture)\r
{\r
}\r
else\r
{\r
- es2::TextureCubeMap *texture = context->getTextureCubeMap();\r
+ rad::TextureCubeMap *texture = context->getTextureCubeMap();\r
\r
if(!texture)\r
{\r
\r
try\r
{\r
- if(!es2::IsTextureTarget(target))\r
+ if(!rad::IsTextureTarget(target))\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(level > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
+ if(level > rad::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- if(imageSize != es2::ComputeCompressedSize(width, height, format))\r
+ if(imageSize != rad::ComputeCompressedSize(width, height, format))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
if(target == GL_TEXTURE_2D)\r
{\r
- es2::Texture2D *texture = context->getTexture2D();\r
+ rad::Texture2D *texture = context->getTexture2D();\r
\r
if(validateSubImageParams(true, width, height, xoffset, yoffset, target, level, format, texture))\r
{\r
texture->subImageCompressed(level, xoffset, yoffset, width, height, format, imageSize, data);\r
}\r
}\r
- else if(es2::IsCubemapTextureTarget(target))\r
+ else if(rad::IsCubemapTextureTarget(target))\r
{\r
- es2::TextureCubeMap *texture = context->getTextureCubeMap();\r
+ rad::TextureCubeMap *texture = context->getTextureCubeMap();\r
\r
if(validateSubImageParams(true, width, height, xoffset, yoffset, target, level, format, texture))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
switch(target)\r
{\r
case GL_TEXTURE_2D:\r
- if(width > (es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level) ||\r
- height > (es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level))\r
+ if(width > (rad::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level) ||\r
+ height > (rad::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- if(width > (es2::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level) ||\r
- height > (es2::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level))\r
+ if(width > (rad::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level) ||\r
+ height > (rad::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Framebuffer *framebuffer = context->getReadFramebuffer();\r
+ rad::Framebuffer *framebuffer = context->getReadFramebuffer();\r
\r
if(framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)\r
{\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Renderbuffer *source = framebuffer->getColorbuffer();\r
+ rad::Renderbuffer *source = framebuffer->getColorbuffer();\r
GLenum colorbufferFormat = source->getFormat();\r
\r
// [OpenGL ES 2.0.24] table 3.9\r
\r
if(target == GL_TEXTURE_2D)\r
{\r
- es2::Texture2D *texture = context->getTexture2D();\r
+ rad::Texture2D *texture = context->getTexture2D();\r
\r
if(!texture)\r
{\r
\r
texture->copyImage(level, internalformat, x, y, width, height, framebuffer);\r
}\r
- else if(es2::IsCubemapTextureTarget(target))\r
+ else if(rad::IsCubemapTextureTarget(target))\r
{\r
- es2::TextureCubeMap *texture = context->getTextureCubeMap();\r
+ rad::TextureCubeMap *texture = context->getTextureCubeMap();\r
\r
if(!texture)\r
{\r
\r
try\r
{\r
- if(!es2::IsTextureTarget(target))\r
+ if(!rad::IsTextureTarget(target))\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(level > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
+ if(level > rad::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Framebuffer *framebuffer = context->getReadFramebuffer();\r
+ rad::Framebuffer *framebuffer = context->getReadFramebuffer();\r
\r
if(framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)\r
{\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Renderbuffer *source = framebuffer->getColorbuffer();\r
+ rad::Renderbuffer *source = framebuffer->getColorbuffer();\r
GLenum colorbufferFormat = source->getFormat();\r
- es2::Texture *texture = NULL;\r
+ rad::Texture *texture = NULL;\r
\r
if(target == GL_TEXTURE_2D)\r
{\r
texture = context->getTexture2D();\r
}\r
- else if(es2::IsCubemapTextureTarget(target))\r
+ else if(rad::IsCubemapTextureTarget(target))\r
{\r
texture = context->getTextureCubeMap();\r
}\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
case GL_BACK:\r
case GL_FRONT_AND_BACK:\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
- es2::Program *programObject = context->getProgram(program);\r
- es2::Shader *shaderObject = context->getShader(shader);\r
+ rad::Program *programObject = context->getProgram(program);\r
+ rad::Shader *shaderObject = context->getShader(shader);\r
\r
if(!programObject)\r
{\r
- es2::Shader *shaderByProgramHandle;\r
+ rad::Shader *shaderByProgramHandle;\r
shaderByProgramHandle = context->getShader(program);\r
if(!shaderByProgramHandle)\r
{\r
\r
if(!shaderObject)\r
{\r
- es2::Program *programByShaderHandle = context->getProgram(shader);\r
+ rad::Program *programByShaderHandle = context->getProgram(shader);\r
if(!programByShaderHandle)\r
{\r
return error(GL_INVALID_VALUE);\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Fence* fenceObject = context->getFence(fence);\r
+ rad::Fence* fenceObject = context->getFence(fence);\r
\r
if(fenceObject == NULL)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Framebuffer *framebuffer = NULL;\r
+ rad::Framebuffer *framebuffer = NULL;\r
GLuint framebufferHandle = 0;\r
if(target == GL_READ_FRAMEBUFFER_ANGLE)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
}\r
else\r
{\r
- es2::Texture *tex = context->getTexture(texture);\r
+ rad::Texture *tex = context->getTexture(texture);\r
\r
if(tex == NULL)\r
{\r
}\r
}\r
\r
- es2::Framebuffer *framebuffer = NULL;\r
+ rad::Framebuffer *framebuffer = NULL;\r
GLuint framebufferHandle = 0;\r
if(target == GL_READ_FRAMEBUFFER_ANGLE)\r
{\r
case GL_CW:\r
case GL_CCW:\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Texture *texture;\r
+ rad::Texture *texture;\r
\r
switch(target)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Buffer *buffer;\r
+ rad::Buffer *buffer;\r
\r
switch(target)\r
{\r
{\r
TRACE("()");\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Fence *fenceObject = context->getFence(fence);\r
+ rad::Fence *fenceObject = context->getFence(fence);\r
\r
if(fenceObject == NULL)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Framebuffer *framebuffer = NULL;\r
+ rad::Framebuffer *framebuffer = NULL;\r
if(target == GL_READ_FRAMEBUFFER_ANGLE)\r
{\r
if(context->getReadFramebufferHandle() == 0)\r
{\r
attachmentObjectType = attachmentType;\r
}\r
- else if(es2::IsTextureTarget(attachmentType))\r
+ else if(rad::IsTextureTarget(attachmentType))\r
{\r
attachmentObjectType = GL_TEXTURE;\r
}\r
case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:\r
if(attachmentObjectType == GL_TEXTURE)\r
{\r
- if(es2::IsCubemapTextureTarget(attachmentType))\r
+ if(rad::IsCubemapTextureTarget(attachmentType))\r
{\r
*params = attachmentType;\r
}\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Query *queryObject = context->getQuery(id, false, GL_NONE);\r
+ rad::Query *queryObject = context->getQuery(id, false, GL_NONE);\r
\r
if(!queryObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Renderbuffer *renderbuffer = context->getRenderbuffer(context->getRenderbufferHandle());\r
+ rad::Renderbuffer *renderbuffer = context->getRenderbuffer(context->getRenderbufferHandle());\r
\r
switch(pname)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Shader *shaderObject = context->getShader(shader);\r
+ rad::Shader *shaderObject = context->getShader(shader);\r
\r
if(!shaderObject)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Shader *shaderObject = context->getShader(shader);\r
+ rad::Shader *shaderObject = context->getShader(shader);\r
\r
if(!shaderObject)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Shader *shaderObject = context->getShader(shader);\r
+ rad::Shader *shaderObject = context->getShader(shader);\r
\r
if(!shaderObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
switch(name)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Texture *texture;\r
+ rad::Texture *texture;\r
\r
switch(target)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Texture *texture;\r
+ rad::Texture *texture;\r
\r
switch(target)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject || !programObject->isLinked())\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject || !programObject->isLinked())\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject || !programObject->isLinked())\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject || !programObject->isLinked())\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(strstr(name, "gl_") == name)\r
{\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- const es2::VertexAttribute &attribState = context->getVertexAttribState(index);\r
+ const rad::VertexAttribute &attribState = context->getVertexAttribState(index);\r
\r
switch(pname)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- const es2::VertexAttribute &attribState = context->getVertexAttribState(index);\r
+ const rad::VertexAttribute &attribState = context->getVertexAttribState(index);\r
\r
switch(pname)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
return error(GL_INVALID_ENUM); \r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
switch(target)\r
{\r
case GL_GENERATE_MIPMAP_HINT:\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context && buffer)\r
{\r
- es2::Buffer *bufferObject = context->getBuffer(buffer);\r
+ rad::Buffer *bufferObject = context->getBuffer(buffer);\r
\r
if(bufferObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Fence *fenceObject = context->getFence(fence);\r
+ rad::Fence *fenceObject = context->getFence(fence);\r
\r
if(fenceObject == NULL)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context && framebuffer)\r
{\r
- es2::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);\r
+ rad::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);\r
\r
if(framebufferObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context && program)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(programObject)\r
{\r
return GL_FALSE;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Query *queryObject = context->getQuery(id, false, GL_NONE);\r
+ rad::Query *queryObject = context->getQuery(id, false, GL_NONE);\r
\r
if(queryObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context && renderbuffer)\r
{\r
- es2::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);\r
+ rad::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);\r
\r
if(renderbufferObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context && shader)\r
{\r
- es2::Shader *shaderObject = context->getShader(shader);\r
+ rad::Shader *shaderObject = context->getShader(shader);\r
\r
if(shaderObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context && texture)\r
{\r
- es2::Texture *textureObject = context->getTexture(texture);\r
+ rad::Texture *textureObject = context->getTexture(texture);\r
\r
if(textureObject)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Shader::releaseCompiler();\r
+ rad::Shader::releaseCompiler();\r
}\r
catch(std::bad_alloc&)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- if(!es2::IsColorRenderable(internalformat) && !es2::IsDepthRenderable(internalformat) && !es2::IsStencilRenderable(internalformat))\r
+ if(!rad::IsColorRenderable(internalformat) && !rad::IsDepthRenderable(internalformat) && !rad::IsStencilRenderable(internalformat))\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(width > es2::IMPLEMENTATION_MAX_RENDERBUFFER_SIZE || \r
- height > es2::IMPLEMENTATION_MAX_RENDERBUFFER_SIZE ||\r
- samples > es2::IMPLEMENTATION_MAX_SAMPLES)\r
+ if(width > rad::IMPLEMENTATION_MAX_RENDERBUFFER_SIZE || \r
+ height > rad::IMPLEMENTATION_MAX_RENDERBUFFER_SIZE ||\r
+ samples > rad::IMPLEMENTATION_MAX_SAMPLES)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
switch(internalformat)\r
{\r
case GL_DEPTH_COMPONENT16:\r
- context->setRenderbufferStorage(new es2::Depthbuffer(width, height, samples));\r
+ context->setRenderbufferStorage(new rad::Depthbuffer(width, height, samples));\r
break;\r
case GL_RGBA4:\r
case GL_RGB5_A1:\r
case GL_RGB565:\r
case GL_RGB8_OES:\r
case GL_RGBA8_OES:\r
- context->setRenderbufferStorage(new es2::Colorbuffer(width, height, internalformat, samples));\r
+ context->setRenderbufferStorage(new rad::Colorbuffer(width, height, internalformat, samples));\r
break;\r
case GL_STENCIL_INDEX8:\r
- context->setRenderbufferStorage(new es2::Stencilbuffer(width, height, samples));\r
+ context->setRenderbufferStorage(new rad::Stencilbuffer(width, height, samples));\r
break;\r
case GL_DEPTH24_STENCIL8_OES:\r
- context->setRenderbufferStorage(new es2::DepthStencilbuffer(width, height, samples));\r
+ context->setRenderbufferStorage(new rad::DepthStencilbuffer(width, height, samples));\r
break;\r
default:\r
return error(GL_INVALID_ENUM);\r
\r
try\r
{\r
- es2::Context* context = es2::getContext();\r
+ rad::Context* context = rad::getContext();\r
\r
if(context)\r
{\r
- context->setSampleCoverageParams(es2::clamp01(value), invert == GL_TRUE);\r
+ context->setSampleCoverageParams(rad::clamp01(value), invert == GL_TRUE);\r
}\r
}\r
catch(std::bad_alloc&)\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Fence *fenceObject = context->getFence(fence);\r
+ rad::Fence *fenceObject = context->getFence(fence);\r
\r
if(fenceObject == NULL)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context* context = es2::getContext();\r
+ rad::Context* context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Shader *shaderObject = context->getShader(shader);\r
+ rad::Shader *shaderObject = context->getShader(shader);\r
\r
if(!shaderObject)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Fence *fenceObject = context->getFence(fence);\r
+ rad::Fence *fenceObject = context->getFence(fence);\r
\r
if(fenceObject == NULL)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
switch(target)\r
{\r
case GL_TEXTURE_2D:\r
- if(width > (es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level) ||\r
- height > (es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level))\r
+ if(width > (rad::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level) ||\r
+ height > (rad::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- if(width > (es2::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level) ||\r
- height > (es2::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level))\r
+ if(width > (rad::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level) ||\r
+ height > (rad::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE >> level))\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
if(target == GL_TEXTURE_2D)\r
{\r
- es2::Texture2D *texture = context->getTexture2D();\r
+ rad::Texture2D *texture = context->getTexture2D();\r
\r
if(!texture)\r
{\r
}\r
else\r
{\r
- es2::TextureCubeMap *texture = context->getTextureCubeMap();\r
+ rad::TextureCubeMap *texture = context->getTextureCubeMap();\r
\r
if(!texture)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Texture *texture;\r
+ rad::Texture *texture;\r
\r
switch(target)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Texture *texture;\r
+ rad::Texture *texture;\r
\r
switch(target)\r
{\r
\r
try\r
{\r
- if(!es2::IsTextureTarget(target))\r
+ if(!rad::IsTextureTarget(target))\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- if(!es2::CheckTextureFormatType(format, type))\r
+ if(!rad::CheckTextureFormatType(format, type))\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- if(level > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
+ if(level > rad::IMPLEMENTATION_MAX_TEXTURE_LEVELS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
if(target == GL_TEXTURE_2D)\r
{\r
- es2::Texture2D *texture = context->getTexture2D();\r
+ rad::Texture2D *texture = context->getTexture2D();\r
\r
if(validateSubImageParams(false, width, height, xoffset, yoffset, target, level, format, texture))\r
{\r
texture->subImage(level, xoffset, yoffset, width, height, format, type, context->getUnpackAlignment(), pixels);\r
}\r
}\r
- else if(es2::IsCubemapTextureTarget(target))\r
+ else if(rad::IsCubemapTextureTarget(target))\r
{\r
- es2::TextureCubeMap *texture = context->getTextureCubeMap();\r
+ rad::TextureCubeMap *texture = context->getTextureCubeMap();\r
\r
if(validateSubImageParams(false, width, height, xoffset, yoffset, target, level, format, texture))\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
return;\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *program = context->getCurrentProgram();\r
+ rad::Program *program = context->getCurrentProgram();\r
\r
if(!program)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject && program != 0)\r
{\r
\r
try\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::Program *programObject = context->getProgram(program);\r
+ rad::Program *programObject = context->getProgram(program);\r
\r
if(!programObject)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
try\r
{\r
- if(index >= es2::MAX_VERTEX_ATTRIBS)\r
+ if(index >= rad::MAX_VERTEX_ATTRIBS)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_VALUE);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
\r
void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)\r
{\r
- if(egl::getClientVersion() == 1)\r
- {\r
- static auto glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)es1::getProcAddress("glEGLImageTargetTexture2DOES");\r
- return glEGLImageTargetTexture2DOES(target, image);\r
- }\r
-\r
TRACE("(GLenum target = 0x%X, GLeglImageOES image = 0x%0.8p)", target, image);\r
\r
try\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
- es2::TextureExternal *texture = context->getTextureExternal();\r
+ rad::TextureExternal *texture = context->getTextureExternal();\r
\r
if(!texture)\r
{\r
return error(GL_INVALID_OPERATION);\r
}\r
\r
- es2::Image *glImage = static_cast<es2::Image*>(image);\r
+ rad::Image *glImage = static_cast<rad::Image*>(image);\r
\r
texture->setImage(glImage);\r
}\r
-LIBRARY libGLESv2
-EXPORTS
- glActiveTexture @1
- glAttachShader @2
- glBindAttribLocation @3
- glBindBuffer @4
- glBindFramebuffer @5
- glBindRenderbuffer @6
- glBindTexture @7
- glBlendColor @8
- glBlendEquation @9
- glBlendEquationSeparate @10
- glBlendFunc @11
- glBlendFuncSeparate @12
- glBufferData @13
- glBufferSubData @14
- glCheckFramebufferStatus @15
- glClear @16
- glClearColor @17
- glClearDepthf @18
- glClearStencil @19
- glColorMask @20
- glCompileShader @21
- glCompressedTexImage2D @22
- glCompressedTexSubImage2D @23
- glCopyTexImage2D @24
- glCopyTexSubImage2D @25
- glCreateProgram @26
- glCreateShader @27
- glCullFace @28
- glDeleteBuffers @29
- glDeleteFramebuffers @30
- glDeleteProgram @32
- glDeleteRenderbuffers @33
- glDeleteShader @34
- glDeleteTextures @31
- glDepthFunc @36
- glDepthMask @37
- glDepthRangef @38
- glDetachShader @35
- glDisable @39
- glDisableVertexAttribArray @40
- glDrawArrays @41
- glDrawElements @42
- glEnable @43
- glEnableVertexAttribArray @44
- glFinish @45
- glFlush @46
- glFramebufferRenderbuffer @47
- glFramebufferTexture2D @48
- glFrontFace @49
- glGenBuffers @50
- glGenFramebuffers @52
- glGenRenderbuffers @53
- glGenTextures @54
- glGenerateMipmap @51
- glGetActiveAttrib @55
- glGetActiveUniform @56
- glGetAttachedShaders @57
- glGetAttribLocation @58
- glGetBooleanv @59
- glGetBufferParameteriv @60
- glGetError @61
- glGetFloatv @62
- glGetFramebufferAttachmentParameteriv @63
- glGetIntegerv @64
- glGetProgramInfoLog @66
- glGetProgramiv @65
- glGetRenderbufferParameteriv @67
- glGetShaderInfoLog @69
- glGetShaderPrecisionFormat @70
- glGetShaderSource @71
- glGetShaderiv @68
- glGetString @72
- glGetTexParameterfv @73
- glGetTexParameteriv @74
- glGetUniformLocation @77
- glGetUniformfv @75
- glGetUniformiv @76
- glGetVertexAttribPointerv @80
- glGetVertexAttribfv @78
- glGetVertexAttribiv @79
- glHint @81
- glIsBuffer @82
- glIsEnabled @83
- glIsFramebuffer @84
- glIsProgram @85
- glIsRenderbuffer @86
- glIsShader @87
- glIsTexture @88
- glLineWidth @89
- glLinkProgram @90
- glPixelStorei @91
- glPolygonOffset @92
- glReadPixels @93
- glReleaseShaderCompiler @94
- glRenderbufferStorage @95
- glSampleCoverage @96
- glScissor @97
- glShaderBinary @98
- glShaderSource @99
- glStencilFunc @100
- glStencilFuncSeparate @101
- glStencilMask @102
- glStencilMaskSeparate @103
- glStencilOp @104
- glStencilOpSeparate @105
- glTexImage2D @106
- glTexParameterf @107
- glTexParameterfv @108
- glTexParameteri @109
- glTexParameteriv @110
- glTexSubImage2D @111
- glUniform1f @112
- glUniform1fv @113
- glUniform1i @114
- glUniform1iv @115
- glUniform2f @116
- glUniform2fv @117
- glUniform2i @118
- glUniform2iv @119
- glUniform3f @120
- glUniform3fv @121
- glUniform3i @122
- glUniform3iv @123
- glUniform4f @124
- glUniform4fv @125
- glUniform4i @126
- glUniform4iv @127
- glUniformMatrix2fv @128
- glUniformMatrix3fv @129
- glUniformMatrix4fv @130
- glUseProgram @131
- glValidateProgram @132
- glVertexAttrib1f @133
- glVertexAttrib1fv @134
- glVertexAttrib2f @135
- glVertexAttrib2fv @136
- glVertexAttrib3f @137
- glVertexAttrib3fv @138
- glVertexAttrib4f @139
- glVertexAttrib4fv @140
- glVertexAttribPointer @141
- glViewport @142
-
- ; Extensions
- glTexImage3DOES @143
- glBlitFramebufferANGLE @149
- glRenderbufferStorageMultisampleANGLE @150
- glDeleteFencesNV @151
- glFinishFenceNV @152
- glGenFencesNV @153
- glGetFenceivNV @154
- glIsFenceNV @155
- glSetFenceNV @156
- glTestFenceNV @157
- ;glGetTranslatedShaderSourceANGLE @159
- ;glTexStorage2DEXT @160
- glGetGraphicsResetStatusEXT @161
- glReadnPixelsEXT @162
- glGetnUniformfvEXT @163
- glGetnUniformivEXT @164
- glGenQueriesEXT @165
- glDeleteQueriesEXT @166
- glIsQueryEXT @167
- glBeginQueryEXT @168
- glEndQueryEXT @169
- glGetQueryivEXT @170
- glGetQueryObjectuivEXT @171
-
- ; EGL dependencies
- glCreateContext
- glGetProcAddress
-
- createFrameBuffer
- createBackBuffer
- createDepthStencil
-
- Register
\ No newline at end of file
+LIBRARY libRAD\r
+EXPORTS\r
+ glActiveTexture @1\r
+ glAttachShader @2\r
+ glBindAttribLocation @3\r
+ glBindBuffer @4\r
+ glBindFramebuffer @5\r
+ glBindRenderbuffer @6\r
+ glBindTexture @7\r
+ glBlendColor @8\r
+ glBlendEquation @9\r
+ glBlendEquationSeparate @10\r
+ glBlendFunc @11\r
+ glBlendFuncSeparate @12\r
+ glBufferData @13\r
+ glBufferSubData @14\r
+ glCheckFramebufferStatus @15\r
+ glClear @16\r
+ glClearColor @17\r
+ glClearDepthf @18\r
+ glClearStencil @19\r
+ glColorMask @20\r
+ glCompileShader @21\r
+ glCompressedTexImage2D @22\r
+ glCompressedTexSubImage2D @23\r
+ glCopyTexImage2D @24\r
+ glCopyTexSubImage2D @25\r
+ glCreateProgram @26\r
+ glCreateShader @27\r
+ glCullFace @28\r
+ glDeleteBuffers @29\r
+ glDeleteFramebuffers @30\r
+ glDeleteProgram @32\r
+ glDeleteRenderbuffers @33\r
+ glDeleteShader @34\r
+ glDeleteTextures @31\r
+ glDepthFunc @36\r
+ glDepthMask @37\r
+ glDepthRangef @38\r
+ glDetachShader @35\r
+ glDisable @39\r
+ glDisableVertexAttribArray @40\r
+ glDrawArrays @41\r
+ glDrawElements @42\r
+ glEnable @43\r
+ glEnableVertexAttribArray @44\r
+ glFinish @45\r
+ glFlush @46\r
+ glFramebufferRenderbuffer @47\r
+ glFramebufferTexture2D @48\r
+ glFrontFace @49\r
+ glGenBuffers @50\r
+ glGenFramebuffers @52\r
+ glGenRenderbuffers @53\r
+ glGenTextures @54\r
+ glGenerateMipmap @51\r
+ glGetActiveAttrib @55\r
+ glGetActiveUniform @56\r
+ glGetAttachedShaders @57\r
+ glGetAttribLocation @58\r
+ glGetBooleanv @59\r
+ glGetBufferParameteriv @60\r
+ glGetError @61\r
+ glGetFloatv @62\r
+ glGetFramebufferAttachmentParameteriv @63\r
+ glGetIntegerv @64\r
+ glGetProgramInfoLog @66\r
+ glGetProgramiv @65\r
+ glGetRenderbufferParameteriv @67\r
+ glGetShaderInfoLog @69\r
+ glGetShaderPrecisionFormat @70\r
+ glGetShaderSource @71\r
+ glGetShaderiv @68\r
+ glGetString @72\r
+ glGetTexParameterfv @73\r
+ glGetTexParameteriv @74\r
+ glGetUniformLocation @77\r
+ glGetUniformfv @75\r
+ glGetUniformiv @76\r
+ glGetVertexAttribPointerv @80\r
+ glGetVertexAttribfv @78\r
+ glGetVertexAttribiv @79\r
+ glHint @81\r
+ glIsBuffer @82\r
+ glIsEnabled @83\r
+ glIsFramebuffer @84\r
+ glIsProgram @85\r
+ glIsRenderbuffer @86\r
+ glIsShader @87\r
+ glIsTexture @88\r
+ glLineWidth @89\r
+ glLinkProgram @90\r
+ glPixelStorei @91\r
+ glPolygonOffset @92\r
+ glReadPixels @93\r
+ glReleaseShaderCompiler @94\r
+ glRenderbufferStorage @95\r
+ glSampleCoverage @96\r
+ glScissor @97\r
+ glShaderBinary @98\r
+ glShaderSource @99\r
+ glStencilFunc @100\r
+ glStencilFuncSeparate @101\r
+ glStencilMask @102\r
+ glStencilMaskSeparate @103\r
+ glStencilOp @104\r
+ glStencilOpSeparate @105\r
+ glTexImage2D @106\r
+ glTexParameterf @107\r
+ glTexParameterfv @108\r
+ glTexParameteri @109\r
+ glTexParameteriv @110\r
+ glTexSubImage2D @111\r
+ glUniform1f @112\r
+ glUniform1fv @113\r
+ glUniform1i @114\r
+ glUniform1iv @115\r
+ glUniform2f @116\r
+ glUniform2fv @117\r
+ glUniform2i @118\r
+ glUniform2iv @119\r
+ glUniform3f @120\r
+ glUniform3fv @121\r
+ glUniform3i @122\r
+ glUniform3iv @123\r
+ glUniform4f @124\r
+ glUniform4fv @125\r
+ glUniform4i @126\r
+ glUniform4iv @127\r
+ glUniformMatrix2fv @128\r
+ glUniformMatrix3fv @129\r
+ glUniformMatrix4fv @130\r
+ glUseProgram @131\r
+ glValidateProgram @132\r
+ glVertexAttrib1f @133\r
+ glVertexAttrib1fv @134\r
+ glVertexAttrib2f @135\r
+ glVertexAttrib2fv @136\r
+ glVertexAttrib3f @137\r
+ glVertexAttrib3fv @138\r
+ glVertexAttrib4f @139\r
+ glVertexAttrib4fv @140\r
+ glVertexAttribPointer @141\r
+ glViewport @142\r
+\r
+ ; Extensions\r
+ glTexImage3DOES @143\r
+ glBlitFramebufferANGLE @149\r
+ glRenderbufferStorageMultisampleANGLE @150\r
+ glDeleteFencesNV @151\r
+ glFinishFenceNV @152\r
+ glGenFencesNV @153\r
+ glGetFenceivNV @154\r
+ glIsFenceNV @155\r
+ glSetFenceNV @156\r
+ glTestFenceNV @157\r
+ ;glGetTranslatedShaderSourceANGLE @159\r
+ ;glTexStorage2DEXT @160\r
+ glGetGraphicsResetStatusEXT @161\r
+ glReadnPixelsEXT @162\r
+ glGetnUniformfvEXT @163\r
+ glGetnUniformivEXT @164\r
+ glGenQueriesEXT @165\r
+ glDeleteQueriesEXT @166\r
+ glIsQueryEXT @167\r
+ glBeginQueryEXT @168\r
+ glEndQueryEXT @169\r
+ glGetQueryivEXT @170\r
+ glGetQueryObjectuivEXT @171\r
+\r
+ ; EGL dependencies\r
+ glCreateContext\r
+ glGetProcAddress\r
+\r
+ createFrameBuffer\r
+ createBackBuffer\r
+ createDepthStencil\r
+\r
+ Register\r
-// Microsoft Visual C++ generated resource script.
-//
-#include "resource.h"
-
-#define APSTUDIO_READONLY_SYMBOLS
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 2 resource.
-//
-#include <windows.h>
-#include "../../common/Version.h"
-
-/////////////////////////////////////////////////////////////////////////////
-#undef APSTUDIO_READONLY_SYMBOLS
-
-/////////////////////////////////////////////////////////////////////////////
-// English (U.S.) resources
-
-#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
-#ifdef _WIN32
-LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
-#pragma code_page(1252)
-#endif //_WIN32
-
-#ifdef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// TEXTINCLUDE
-//
-
-1 TEXTINCLUDE
-BEGIN
- "resource.h\0"
-END
-
-2 TEXTINCLUDE
-BEGIN
- "#include ""afxres.h""\r\n"
- "#include ""../common/version.h""\0"
-END
-
-3 TEXTINCLUDE
-BEGIN
- "\r\n"
- "\0"
-END
-
-#endif // APSTUDIO_INVOKED
-
-
-/////////////////////////////////////////////////////////////////////////////
-//
-// Version
-//
-
-VS_VERSION_INFO VERSIONINFO
- FILEVERSION MAJOR_VERSION,MINOR_VERSION,BUILD_VERSION,BUILD_REVISION
- PRODUCTVERSION MAJOR_VERSION,MINOR_VERSION,BUILD_VERSION,BUILD_REVISION
- FILEFLAGSMASK 0x17L
-#ifdef _DEBUG
- FILEFLAGS 0x1L
-#else
- FILEFLAGS 0x0L
-#endif
- FILEOS 0x4L
- FILETYPE 0x2L
- FILESUBTYPE 0x0L
-BEGIN
- BLOCK "StringFileInfo"
- BEGIN
- BLOCK "040904b0"
- BEGIN
- VALUE "FileDescription", "SwiftShader libGLESv2 Dynamic Link Library"
- VALUE "FileVersion", VERSION_STRING
- VALUE "InternalName", "libGLESv2"
- VALUE "LegalCopyright", "Copyright (C) 2012 TransGaming Inc."
- VALUE "OriginalFilename", "libGLESv2.dll"
- VALUE "PrivateBuild", VERSION_STRING
- VALUE "ProductName", "SwiftShader libGLESv2 Dynamic Link Library"
- VALUE "ProductVersion", VERSION_STRING
- END
- END
- BLOCK "VarFileInfo"
- BEGIN
- VALUE "Translation", 0x409, 1200
- END
-END
-
-#endif // English (U.S.) resources
-/////////////////////////////////////////////////////////////////////////////
-
-
-
-#ifndef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 3 resource.
-//
-
-
-/////////////////////////////////////////////////////////////////////////////
-#endif // not APSTUDIO_INVOKED
+// Microsoft Visual C++ generated resource script.\r
+//\r
+#include "resource.h"\r
+\r
+#define APSTUDIO_READONLY_SYMBOLS\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// Generated from the TEXTINCLUDE 2 resource.\r
+//\r
+#include <windows.h>\r
+#include "../../common/Version.h"\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+#undef APSTUDIO_READONLY_SYMBOLS\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+// English (U.S.) resources\r
+\r
+#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)\r
+#ifdef _WIN32\r
+LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US\r
+#pragma code_page(1252)\r
+#endif //_WIN32\r
+\r
+#ifdef APSTUDIO_INVOKED\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// TEXTINCLUDE\r
+//\r
+\r
+1 TEXTINCLUDE \r
+BEGIN\r
+ "resource.h\0"\r
+END\r
+\r
+2 TEXTINCLUDE \r
+BEGIN\r
+ "#include ""afxres.h""\r\n"\r
+ "#include ""../common/version.h""\0"\r
+END\r
+\r
+3 TEXTINCLUDE \r
+BEGIN\r
+ "\r\n"\r
+ "\0"\r
+END\r
+\r
+#endif // APSTUDIO_INVOKED\r
+\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// Version\r
+//\r
+\r
+VS_VERSION_INFO VERSIONINFO\r
+ FILEVERSION MAJOR_VERSION,MINOR_VERSION,BUILD_VERSION,BUILD_REVISION\r
+ PRODUCTVERSION MAJOR_VERSION,MINOR_VERSION,BUILD_VERSION,BUILD_REVISION\r
+ FILEFLAGSMASK 0x17L\r
+#ifdef _DEBUG\r
+ FILEFLAGS 0x1L\r
+#else\r
+ FILEFLAGS 0x0L\r
+#endif\r
+ FILEOS 0x4L\r
+ FILETYPE 0x2L\r
+ FILESUBTYPE 0x0L\r
+BEGIN\r
+ BLOCK "StringFileInfo"\r
+ BEGIN\r
+ BLOCK "040904b0"\r
+ BEGIN\r
+ VALUE "FileDescription", "SwiftShader libGLESv2 Dynamic Link Library"\r
+ VALUE "FileVersion", VERSION_STRING\r
+ VALUE "InternalName", "libGLESv2"\r
+ VALUE "LegalCopyright", "Copyright (C) 2012 TransGaming Inc."\r
+ VALUE "OriginalFilename", "libGLESv2.dll"\r
+ VALUE "PrivateBuild", VERSION_STRING\r
+ VALUE "ProductName", "SwiftShader libGLESv2 Dynamic Link Library"\r
+ VALUE "ProductVersion", VERSION_STRING\r
+ END\r
+ END\r
+ BLOCK "VarFileInfo"\r
+ BEGIN\r
+ VALUE "Translation", 0x409, 1200\r
+ END\r
+END\r
+\r
+#endif // English (U.S.) resources\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+\r
+\r
+#ifndef APSTUDIO_INVOKED\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// Generated from the TEXTINCLUDE 3 resource.\r
+//\r
+\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+#endif // not APSTUDIO_INVOKED\r
-<?xml version="1.0" encoding="utf-8"?>\r
+<?xml version="1.0" encoding="utf-8"?>\r
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">\r
<ItemGroup Label="ProjectConfigurations">\r
<ProjectConfiguration Include="Debug|Win32">\r
</ProjectConfiguration>\r
</ItemGroup>\r
<PropertyGroup Label="Globals">\r
- <ProjectGuid>{B5871A7A-968C-42E3-A33B-981E6F448E78}</ProjectGuid>\r
- <RootNamespace>libGLESv2</RootNamespace>\r
+ <ProjectGuid>{A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}</ProjectGuid>\r
+ <RootNamespace>libRAD</RootNamespace>\r
<Keyword>Win32Proj</Keyword>\r
</PropertyGroup>\r
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />\r
</ClCompile>\r
<Link>\r
<AdditionalDependencies>dxguid.lib;WS2_32.lib;%(AdditionalDependencies)</AdditionalDependencies>\r
- <ModuleDefinitionFile>libGLESv2.def</ModuleDefinitionFile>\r
+ <ModuleDefinitionFile>libRAD.def</ModuleDefinitionFile>\r
<GenerateDebugInformation>true</GenerateDebugInformation>\r
<SubSystem>Windows</SubSystem>\r
<TargetMachine>MachineX86</TargetMachine>\r
</Link>\r
<PostBuildEvent>\r
<Command>mkdir "$(ProjectDir)..\..\..\lib\$(Configuration)\"\r
-copy "$(OutDir)libGLESv2.dll" "$(ProjectDir)..\..\..\lib\$(Configuration)\"</Command>\r
+copy "$(OutDir)libRAD.dll" "$(ProjectDir)..\..\..\lib\$(Configuration)\"</Command>\r
</PostBuildEvent>\r
</ItemDefinitionGroup>\r
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">\r
<Link>\r
<AdditionalDependencies>dxguid.lib;WS2_32.lib;%(AdditionalDependencies)</AdditionalDependencies>\r
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>\r
- <ModuleDefinitionFile>libGLESv2.def</ModuleDefinitionFile>\r
+ <ModuleDefinitionFile>libRAD.def</ModuleDefinitionFile>\r
<GenerateDebugInformation>true</GenerateDebugInformation>\r
<SubSystem>Windows</SubSystem>\r
<OptimizeReferences>true</OptimizeReferences>\r
</Link>\r
<PostBuildEvent>\r
<Command>mkdir "$(ProjectDir)..\..\..\lib\$(Configuration)\"\r
-copy "$(OutDir)libGLESv2.dll" "$(ProjectDir)..\..\..\lib\$(Configuration)\"</Command>\r
+copy "$(OutDir)libRAD.dll" "$(ProjectDir)..\..\..\lib\$(Configuration)\"</Command>\r
</PostBuildEvent>\r
</ItemDefinitionGroup>\r
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Profile|Win32'">\r
<Link>\r
<AdditionalDependencies>dxguid.lib;WS2_32.lib;%(AdditionalDependencies)</AdditionalDependencies>\r
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>\r
- <ModuleDefinitionFile>libGLESv2.def</ModuleDefinitionFile>\r
+ <ModuleDefinitionFile>libRAD.def</ModuleDefinitionFile>\r
<GenerateDebugInformation>true</GenerateDebugInformation>\r
<SubSystem>Windows</SubSystem>\r
<OptimizeReferences>true</OptimizeReferences>\r
</Link>\r
<PostBuildEvent>\r
<Command>mkdir "$(ProjectDir)..\..\..\lib\$(Configuration)\"\r
-copy "$(OutDir)libGLESv2.dll" "$(ProjectDir)..\..\..\lib\$(Configuration)\"</Command>\r
+copy "$(OutDir)libRAD.dll" "$(ProjectDir)..\..\..\lib\$(Configuration)\"</Command>\r
</PostBuildEvent>\r
</ItemDefinitionGroup>\r
<ItemGroup>\r
<ClCompile Include="HandleAllocator.cpp" />\r
<ClCompile Include="Image.cpp" />\r
<ClCompile Include="IndexDataManager.cpp" />\r
- <ClCompile Include="libGLESv2.cpp" />\r
+ <ClCompile Include="libRAD.cpp" />\r
<ClCompile Include="main.cpp" />\r
<ClCompile Include="Program.cpp" />\r
<ClCompile Include="Query.cpp" />\r
<ClInclude Include="VertexDataManager.h" />\r
</ItemGroup>\r
<ItemGroup>\r
- <None Include="libGLESv2.def" />\r
+ <None Include="libRAD.def" />\r
</ItemGroup>\r
<ItemGroup>\r
- <ResourceCompile Include="libGLESv2.rc" />\r
+ <ResourceCompile Include="libRAD.rc" />\r
</ItemGroup>\r
<ItemGroup>\r
<ProjectReference Include="..\..\SwiftShader\SwiftShader.vcxproj">\r
<UseLibraryDependencyInputs>true</UseLibraryDependencyInputs>\r
</ProjectReference>\r
<ProjectReference Include="..\compiler\Compiler.vcxproj">\r
- <Project>{5b3a6db8-1e7e-40d7-92b9-da8aae619fad}</Project>\r
+ <Project>{5aebf8b8-3454-4984-9d77-a8f13bc0377b}</Project>\r
</ProjectReference>\r
</ItemGroup>\r
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />\r
<ImportGroup Label="ExtensionTargets">\r
</ImportGroup>\r
-</Project>
\ No newline at end of file
+</Project>\r
-<?xml version="1.0" encoding="utf-8"?>\r
+<?xml version="1.0" encoding="utf-8"?>\r
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">\r
<ItemGroup>\r
<Filter Include="Source Files">\r
<ClCompile Include="IndexDataManager.cpp">\r
<Filter>Source Files</Filter>\r
</ClCompile>\r
- <ClCompile Include="libGLESv2.cpp">\r
+ <ClCompile Include="libRAD.cpp">\r
<Filter>Source Files</Filter>\r
</ClCompile>\r
<ClCompile Include="main.cpp">\r
</ClInclude>\r
</ItemGroup>\r
<ItemGroup>\r
- <ResourceCompile Include="libGLESv2.rc" />\r
+ <ResourceCompile Include="libRAD.rc" />\r
</ItemGroup>\r
<ItemGroup>\r
- <None Include="libGLESv2.def" />\r
+ <None Include="libRAD.def" />\r
</ItemGroup>\r
-</Project>
\ No newline at end of file
+</Project>\r
egl::getCurrentContext = (egl::Context *(*)())getProcAddress(libEGL, "eglGetCurrentContext");\r
egl::getCurrentDisplay = (egl::Display *(*)())getProcAddress(libEGL, "eglGetCurrentDisplay");\r
\r
- #if defined(_WIN32)\r
- const char *libGLES_CM_lib = "libGLES_CM.dll";\r
- #else\r
- const char *libGLES_CM_lib = "libGLES_CM.so.1";\r
- #endif\r
-\r
- libGLES_CM = loadLibrary(libGLES_CM_lib);\r
- es1::getProcAddress = (__eglMustCastToProperFunctionPointerType (*)(const char*))getProcAddress(libGLES_CM, "glGetProcAddress");\r
-\r
return libEGL != 0;\r
}\r
\r
\r
glDetachThread();\r
freeLibrary(libEGL);\r
- freeLibrary(libGLES_CM);\r
}\r
\r
#if defined(_WIN32)\r
}\r
#endif\r
\r
-namespace es2\r
+namespace rad\r
{\r
-es2::Context *getContext()\r
+rad::Context *getContext()\r
{\r
egl::Context *context = egl::getCurrentContext();\r
\r
if(context && context->getClientVersion() == 2)\r
{\r
- return static_cast<es2::Context*>(context);\r
+ return static_cast<rad::Context*>(context);\r
}\r
\r
return 0;\r
// Records an error code\r
void error(GLenum errorCode)\r
{\r
- es2::Context *context = es2::getContext();\r
+ rad::Context *context = rad::getContext();\r
\r
if(context)\r
{\r
egl::Display *(*getCurrentDisplay)() = 0;\r
}\r
\r
-namespace es1\r
-{\r
- __eglMustCastToProperFunctionPointerType (*getProcAddress)(const char *procname) = 0;\r
-}\r
-\r
void *libEGL = 0; // Handle to the libEGL module\r
-void *libGLES_CM = 0; // Handle to the libGLES_CM module\r
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
-namespace es2
+namespace rad
{
Context *getContext();
egl::Display *getDisplay();
extern egl::Display *(*getCurrentDisplay)();
}
-// libGLES_CM dependencies
-namespace es1
-{
- extern __eglMustCastToProperFunctionPointerType (*getProcAddress)(const char *procname);
-}
-
extern void *libEGL; // Handle to the libEGL module
-extern void *libGLES_CM; // Handle to the libGLES_CM module
#endif // LIBGLESV2_MAIN_H_
#include <math.h>
-namespace es2
+namespace rad
{
inline bool isPow2(int x)
{
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
-// Used by libGLESv2.rc
+// Used by libRAD.rc
// Next default values for new objects
//
#include <limits>\r
#include <stdio.h>\r
\r
-namespace es2\r
+namespace rad\r
{\r
int UniformComponentCount(GLenum type)\r
{\r
}\r
}\r
\r
-namespace es2sw\r
+namespace rad2sw\r
{\r
sw::DepthCompareMode ConvertDepthComparison(GLenum comparison)\r
{\r
return sw::STENCIL_ALWAYS;\r
}\r
\r
- sw::Color<float> ConvertColor(es2::Color color)\r
+ sw::Color<float> ConvertColor(rad::Color color)\r
{\r
return sw::Color<float>(color.red, color.green, color.blue, color.alpha);\r
}\r
}\r
}\r
\r
- bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, es2::PrimitiveType &swPrimitiveType, int &primitiveCount)\r
+ bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, rad::PrimitiveType &swPrimitiveType, int &primitiveCount)\r
{\r
switch(primitiveType)\r
{\r
case GL_POINTS:\r
- swPrimitiveType = es2::DRAW_POINTLIST;\r
+ swPrimitiveType = rad::DRAW_POINTLIST;\r
primitiveCount = elementCount;\r
break;\r
case GL_LINES:\r
- swPrimitiveType = es2::DRAW_LINELIST;\r
+ swPrimitiveType = rad::DRAW_LINELIST;\r
primitiveCount = elementCount / 2;\r
break;\r
case GL_LINE_LOOP:\r
- swPrimitiveType = es2::DRAW_LINELOOP;\r
+ swPrimitiveType = rad::DRAW_LINELOOP;\r
primitiveCount = elementCount;\r
break;\r
case GL_LINE_STRIP:\r
- swPrimitiveType = es2::DRAW_LINESTRIP;\r
+ swPrimitiveType = rad::DRAW_LINESTRIP;\r
primitiveCount = elementCount - 1;\r
break;\r
case GL_TRIANGLES:\r
- swPrimitiveType = es2::DRAW_TRIANGLELIST;\r
+ swPrimitiveType = rad::DRAW_TRIANGLELIST;\r
primitiveCount = elementCount / 3;\r
break;\r
case GL_TRIANGLE_STRIP:\r
- swPrimitiveType = es2::DRAW_TRIANGLESTRIP;\r
+ swPrimitiveType = rad::DRAW_TRIANGLESTRIP;\r
primitiveCount = elementCount - 2;\r
break;\r
case GL_TRIANGLE_FAN:\r
- swPrimitiveType = es2::DRAW_TRIANGLEFAN;\r
+ swPrimitiveType = rad::DRAW_TRIANGLEFAN;\r
primitiveCount = elementCount - 2;\r
break;\r
default:\r
}\r
}\r
\r
-namespace sw2es\r
+namespace sw2rad\r
{\r
unsigned int GetStencilSize(sw::Format stencilFormat)\r
{\r
\r
#include <string>\r
\r
-namespace es2\r
+namespace rad\r
{\r
struct Color;\r
\r
bool IsStencilRenderable(GLenum internalformat);\r
}\r
\r
-namespace es2sw\r
+namespace rad2sw\r
{\r
sw::DepthCompareMode ConvertDepthComparison(GLenum comparison);\r
sw::StencilCompareMode ConvertStencilComparison(GLenum comparison);\r
- sw::Color<float> ConvertColor(es2::Color color);\r
+ sw::Color<float> ConvertColor(rad::Color color);\r
sw::BlendFactor ConvertBlendFunc(GLenum blend);\r
sw::BlendOperation ConvertBlendOp(GLenum blendOp);\r
sw::StencilOperation ConvertStencilOp(GLenum stencilOp);\r
unsigned int ConvertColorMask(bool red, bool green, bool blue, bool alpha);\r
sw::FilterType ConvertMagFilter(GLenum magFilter);\r
void ConvertMinFilter(GLenum texFilter, sw::FilterType *minFilter, sw::MipmapType *mipFilter, float maxAnisotropy);\r
- bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, es2::PrimitiveType &swPrimitiveType, int &primitiveCount);\r
+ bool ConvertPrimitiveType(GLenum primitiveType, GLsizei elementCount, rad::PrimitiveType &swPrimitiveType, int &primitiveCount);\r
sw::Format ConvertRenderbufferFormat(GLenum format);\r
}\r
\r
-namespace sw2es\r
+namespace sw2rad\r
{\r
GLuint GetAlphaSize(sw::Format colorFormat);\r
GLuint GetRedSize(sw::Format colorFormat);\r
{E746FCA9-64C3-433E-85E8-9A5A67AB7ED6} = {E746FCA9-64C3-433E-85E8-9A5A67AB7ED6}\r
EndProjectSection\r
EndProject\r
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Tools", "Tools", "{B7E24D8E-6BE9-4DEF-A8B9-6A6E60CA60E9}"\r
+EndProject\r
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libRAD", "Radiance\libRAD\libRAD.vcxproj", "{A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}"\r
+ ProjectSection(ProjectDependencies) = postProject\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893} = {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}\r
+ EndProjectSection\r
+EndProject\r
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Radiance", "Radiance", "{CA0EBD66-3F60-4F3D-8143-B31F14458B40}"\r
+EndProject\r
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libEGL", "Radiance\libEGL\libEGL.vcxproj", "{2F6770B5-F168-4FCD-8A56-4DD95BEC8893}"\r
+ ProjectSection(ProjectDependencies) = postProject\r
+ {7B02CB19-4CDF-4F79-BC9B-7F3F6164A003} = {7B02CB19-4CDF-4F79-BC9B-7F3F6164A003}\r
+ EndProjectSection\r
+EndProject\r
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Compiler", "Radiance\compiler\Compiler.vcxproj", "{5AEBF8B8-3454-4984-9D77-A8F13BC0377B}"\r
+EndProject\r
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "preprocessor", "Radiance\compiler\preprocessor\preprocessor.vcxproj", "{6303975E-7060-4CE7-8090-CB2DE0B840B4}"\r
+EndProject\r
Global\r
GlobalSection(SolutionConfigurationPlatforms) = preSolution\r
Debug|Win32 = Debug|Win32\r
{AB1EB229-D86C-41B3-8E20-7A7E1FF5DDF5}.Release|Win32.Build.0 = Release|Win32\r
{AB1EB229-D86C-41B3-8E20-7A7E1FF5DDF5}.Release|x64.ActiveCfg = Release|x64\r
{AB1EB229-D86C-41B3-8E20-7A7E1FF5DDF5}.Release|x64.Build.0 = Release|x64\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Debug|Win32.ActiveCfg = Debug|Win32\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Debug|Win32.Build.0 = Debug|Win32\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Debug|x64.ActiveCfg = Debug|Win32\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Profile|Win32.ActiveCfg = Profile|Win32\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Profile|Win32.Build.0 = Profile|Win32\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Profile|x64.ActiveCfg = Profile|Win32\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Release|Win32.ActiveCfg = Release|Win32\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Release|Win32.Build.0 = Release|Win32\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD}.Release|x64.ActiveCfg = Release|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Debug|Win32.ActiveCfg = Debug|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Debug|Win32.Build.0 = Debug|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Debug|x64.ActiveCfg = Debug|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Profile|Win32.ActiveCfg = Profile|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Profile|Win32.Build.0 = Profile|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Profile|x64.ActiveCfg = Profile|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Release|Win32.ActiveCfg = Release|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Release|Win32.Build.0 = Release|Win32\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893}.Release|x64.ActiveCfg = Release|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Debug|Win32.ActiveCfg = Debug|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Debug|Win32.Build.0 = Debug|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Debug|x64.ActiveCfg = Debug|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Profile|Win32.ActiveCfg = Profile|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Profile|Win32.Build.0 = Profile|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Profile|x64.ActiveCfg = Profile|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Release|Win32.ActiveCfg = Release|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Release|Win32.Build.0 = Release|Win32\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B}.Release|x64.ActiveCfg = Release|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Debug|Win32.ActiveCfg = Debug|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Debug|Win32.Build.0 = Debug|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Debug|x64.ActiveCfg = Debug|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Profile|Win32.ActiveCfg = Release|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Profile|Win32.Build.0 = Release|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Profile|x64.ActiveCfg = Release|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Release|Win32.ActiveCfg = Release|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Release|Win32.Build.0 = Release|Win32\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4}.Release|x64.ActiveCfg = Release|Win32\r
EndGlobalSection\r
GlobalSection(SolutionProperties) = preSolution\r
HideSolutionNode = FALSE\r
{235B1D85-E6B6-45E2-BA5D-5C60396428FF} = {D33114D7-E582-4D61-B27D-FAB0297C43FF}\r
{9DAFEE32-19F6-4410-AA09-2B564FB86F62} = {ED25C308-5BDB-43A7-BED6-C2C059FC2D7D}\r
{9CF4408B-9B08-481F-95DA-3DF0846DABE4} = {ED25C308-5BDB-43A7-BED6-C2C059FC2D7D}\r
- {09ABE661-9BC0-4152-A820-1FB0522CAC01} = {ED25C308-5BDB-43A7-BED6-C2C059FC2D7D}\r
{04FC5430-3F1B-42A2-A18A-D8BB7E5B2733} = {ED25C308-5BDB-43A7-BED6-C2C059FC2D7D}\r
{AB1EB229-D86C-41B3-8E20-7A7E1FF5DDF5} = {ED25C308-5BDB-43A7-BED6-C2C059FC2D7D}\r
+ {B7E24D8E-6BE9-4DEF-A8B9-6A6E60CA60E9} = {ED25C308-5BDB-43A7-BED6-C2C059FC2D7D}\r
+ {09ABE661-9BC0-4152-A820-1FB0522CAC01} = {B7E24D8E-6BE9-4DEF-A8B9-6A6E60CA60E9}\r
+ {A08DD1A8-998C-4FBB-8710-89B80D0BC3AD} = {CA0EBD66-3F60-4F3D-8143-B31F14458B40}\r
+ {2F6770B5-F168-4FCD-8A56-4DD95BEC8893} = {CA0EBD66-3F60-4F3D-8143-B31F14458B40}\r
+ {5AEBF8B8-3454-4984-9D77-A8F13BC0377B} = {CA0EBD66-3F60-4F3D-8143-B31F14458B40}\r
+ {6303975E-7060-4CE7-8090-CB2DE0B840B4} = {CA0EBD66-3F60-4F3D-8143-B31F14458B40}\r
EndGlobalSection\r
EndGlobal\r