added initial GL shader code
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@@ -17,6 +17,17 @@
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#include "gl-subsystem.h"
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void convert_sampler_info(struct gs_sampler *sampler,
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struct gs_sampler_info *info)
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{
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convert_filter(info->filter, &sampler->min_filter,
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&sampler->mag_filter);
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sampler->address_u = convert_address_mode(info->address_u);
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sampler->address_v = convert_address_mode(info->address_v);
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sampler->address_w = convert_address_mode(info->address_w);
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sampler->max_anisotropy = info->max_anisotropy;
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}
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device_t device_create(struct gs_init_data *info)
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{
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struct gs_device *device = bmalloc(sizeof(struct gs_device));
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@@ -104,18 +115,6 @@ samplerstate_t device_create_samplerstate(device_t device,
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{
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}
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shader_t device_create_vertexshader(device_t device,
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const char *shader, const char *file,
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char **error_string)
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{
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}
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shader_t device_create_pixelshader(device_t device,
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const char *shader, const char *file,
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char **error_string)
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{
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}
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vertbuffer_t device_create_vertexbuffer(device_t device,
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struct vb_data *data, uint32_t flags)
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{
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@@ -433,82 +432,3 @@ size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
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enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
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{
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}
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void shader_destroy(shader_t shader)
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{
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}
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int shader_numparams(shader_t shader)
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{
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}
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sparam_t shader_getparambyidx(shader_t shader, int param)
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{
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}
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sparam_t shader_getparambyname(shader_t shader, const char *name)
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{
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}
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void shader_getparaminfo(shader_t shader, sparam_t param,
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struct shader_param_info *info)
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{
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}
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sparam_t shader_getviewprojmatrix(shader_t shader)
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{
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}
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sparam_t shader_getworldmatrix(shader_t shader)
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{
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}
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void shader_setbool(shader_t shader, sparam_t param, bool val)
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{
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}
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void shader_setfloat(shader_t shader, sparam_t param, float val)
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{
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}
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void shader_setint(shader_t shader, sparam_t param, int val)
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{
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}
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void shader_setmatrix3(shader_t shader, sparam_t param,
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const struct matrix3 *val)
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{
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}
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void shader_setmatrix4(shader_t shader, sparam_t param,
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const struct matrix4 *val)
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{
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}
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void shader_setvec2(shader_t shader, sparam_t param,
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const struct vec2 *val)
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{
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}
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void shader_setvec3(shader_t shader, sparam_t param,
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const struct vec3 *val)
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{
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}
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void shader_setvec4(shader_t shader, sparam_t param,
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const struct vec4 *val)
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{
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}
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void shader_settexture(shader_t shader, sparam_t param, texture_t val)
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{
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}
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void shader_setval(shader_t shader, sparam_t param, const void *val,
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size_t size)
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{
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}
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void shader_setdefault(shader_t shader, sparam_t param)
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{
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}
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