Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al. Additional changes in this commit, done by me: * Wayland uses the common EGL framework * EGL can now create a desktop OpenGL context * testgl2 loads GL functions dynamically, no need to link to libGL anymore * Assorted fixes to the Wayland backend Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10, running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
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25 changed files with 2035 additions and 129 deletions
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@ -30,7 +30,7 @@ SDL_PROC_UNUSED(void, glColor3bv, (const GLbyte *))
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SDL_PROC_UNUSED(void, glColor3d, (GLdouble, GLdouble, GLdouble))
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SDL_PROC_UNUSED(void, glColor3dv, (const GLdouble *))
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SDL_PROC_UNUSED(void, glColor3f, (GLfloat, GLfloat, GLfloat))
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SDL_PROC_UNUSED(void, glColor3fv, (const GLfloat *))
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SDL_PROC(void, glColor3fv, (const GLfloat *))
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SDL_PROC_UNUSED(void, glColor3i, (GLint, GLint, GLint))
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SDL_PROC_UNUSED(void, glColor3iv, (const GLint *))
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SDL_PROC_UNUSED(void, glColor3s, (GLshort, GLshort, GLshort))
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@ -85,7 +85,7 @@ SDL_PROC_UNUSED(void, glCopyTexSubImage2D,
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SDL_PROC_UNUSED(void, glCullFace, (GLenum mode))
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SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range))
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SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint * textures))
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SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func))
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SDL_PROC(void, glDepthFunc, (GLenum func))
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SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
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SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
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SDL_PROC(void, glDisable, (GLenum cap))
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@ -334,13 +334,13 @@ SDL_PROC_UNUSED(void, glRectsv, (const GLshort * v1, const GLshort * v2))
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SDL_PROC_UNUSED(GLint, glRenderMode, (GLenum mode))
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SDL_PROC(void, glRotated,
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(GLdouble angle, GLdouble x, GLdouble y, GLdouble z))
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SDL_PROC_UNUSED(void, glRotatef,
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SDL_PROC(void, glRotatef,
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(GLfloat angle, GLfloat x, GLfloat y, GLfloat z))
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SDL_PROC_UNUSED(void, glScaled, (GLdouble x, GLdouble y, GLdouble z))
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SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z))
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SDL_PROC(void, glScissor, (GLint x, GLint y, GLsizei width, GLsizei height))
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SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint * buffer))
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SDL_PROC_UNUSED(void, glShadeModel, (GLenum mode))
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SDL_PROC(void, glShadeModel, (GLenum mode))
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SDL_PROC_UNUSED(void, glStencilFunc, (GLenum func, GLint ref, GLuint mask))
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SDL_PROC_UNUSED(void, glStencilMask, (GLuint mask))
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SDL_PROC_UNUSED(void, glStencilOp, (GLenum fail, GLenum zfail, GLenum zpass))
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@ -432,7 +432,7 @@ SDL_PROC_UNUSED(void, glVertex2sv, (const GLshort * v))
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SDL_PROC_UNUSED(void, glVertex3d, (GLdouble x, GLdouble y, GLdouble z))
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SDL_PROC_UNUSED(void, glVertex3dv, (const GLdouble * v))
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SDL_PROC_UNUSED(void, glVertex3f, (GLfloat x, GLfloat y, GLfloat z))
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SDL_PROC_UNUSED(void, glVertex3fv, (const GLfloat * v))
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SDL_PROC(void, glVertex3fv, (const GLfloat * v))
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SDL_PROC_UNUSED(void, glVertex3i, (GLint x, GLint y, GLint z))
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SDL_PROC_UNUSED(void, glVertex3iv, (const GLint * v))
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SDL_PROC_UNUSED(void, glVertex3s, (GLshort x, GLshort y, GLshort z))
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