mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-07-13 18:58:29 +12:00
* Fix typo (#680) Co-authored-by: Noumi <139501014+noumidev@users.noreply.github.com> * More PTM stuff Co-Authored-By: Noumi <139501014+noumidev@users.noreply.github.com> * Make system language configurable * Fix building crypto++ for x64 target on Apple silicon MacOS * Attempt to switch to M1 runners again * Prevent selecting Vulkan renderer in Qt frontend and present a message * Libretro: Add system language option * Only enable audio by default on libretro for now * CMake: Bump version * Store configuration file in AppData root if not in working directory (#693) * Store configuration file in AppData root if not in working directory This fixes MacOS app bundles, as the emulator cannot write the config file into the app bundle. * Remove duplicate fs calls * I'm an idiot sandwich --------- Co-authored-by: wheremyfoodat <44909372+wheremyfoodat@users.noreply.github.com> * GL: Add usingGLES to driverInfo struct (#694) * Wayland fixes part 1 * Support GLES on desktop * Qt: Fix Wayland support Qt will only create a Wayland surface when show() is called on the main window and on the ScreenWidget. Thus, call the function before creating the GL context. Doesn't cause regressions on XWayland, untested in other platforms. Fixes #586 * No need to call screen->show() twice * Fix disabling Wayland & building on some distros (#700) * GLES: Properly stub out logic ops * Fix git versioning * Android_Build: Implement ccache (#703) * Android_Build: Implement ccache * Update Android_Build.yml * Update Android_Build.yml --------- Co-authored-by: wheremyfoodat <44909372+wheremyfoodat@users.noreply.github.com> * Removed dead Citra link in readme (#706) * CRO: Lighter icache flushes * Implement Luma icache SVCs * Add missing SVC logs * GPU: Add sw texture copies * Use vk::detail::DynamicLoader instead of vk::DynamicLoader (#710) * Use vk::detail::DynamicLoader instead of vk::DynamicLoader * Update renderer_vk.cpp * Vk: Fix typo * Vk: Lock CI runners to SDK version 1.3.301 temporarily * Vk: Fixing CI pt 2 * Vulkan: Fixing CI pt 3 * Vk: Fix typo * Temporarily give 80MB to all processes (#715) * Try to cross-compile Libretro core for arm64 (#717) * Try to cross-compile Libretro core for arm64 * Bonk * Update Hydra_Build.yml * [WIP] Libretro: Add audio support (#714) * Libretro: Add audio support * Adding audio interface part 1 * Audio device pt 2 * More audio device * More audio device * Morea uudi odevice * More audio device * More audio device * More audio device --------- Co-authored-by: wheremyfoodat <44909372+wheremyfoodat@users.noreply.github.com> * Libretro audio device: Fix frame count * Mark audio devices as final * Add toggle for libretro audio device (#719) * Very important work (#720) * Very important work * Most important fix * Add more HLE service calls for eshop (#721) * CI: Fix Vulkan SDK action (#723) * GPU registers: Fix writes to some registers ignoring the mask (#725) Co-authored-by: henry <23128103+atem2069@users.noreply.github.com> * OLED theme * OLED theme config fix (#736) Co-authored-by: smiRaphi <neogt404@gmail.com> * Adding Swedish translation * Fix Metal renderer compilation on iOS * [Core] Improve iOS compilation workflow * [Qt] Hook Swedish to UI * AppDataDocumentProvider: Typo (#740) * More iOS work * More iOS progress * More iOS work * AppDataDocumentProvider: Add missing ``COLUMN_FLAGS`` in the default document projectation (#741) Fixes unable to copy files from device to app's internal storage problem * More iOS work * ios: Simplify MTKView interface (still doesn't work though) * ios: Pass CAMetalLayer instead of void* to Obj-C++ bridging header * Fix bridging cast * FINALLY IOS GRAPHICS * ios: Remove printf spam * Metal: Reimplement some texture formats on iOS * metal: implement texture decoder * metal: check for format support * metal: implement texture swizzling * metal: remove unused texture functions * Shadergen types: Add Metal & MSL * Format * Undo submodule changes * Readme: Add Chonkystation 3 * Metal: Use std::unique_ptr for texture decode * AppDataDocumentProvider: Allow to remove documents (#744) * AppDataDocumentProvider: Allow to remove documents * Typo * Metal renderer fixes for iOS * iOS driver: Add doc comments * iOS: Add frontend & frontend build files (#746) * iOS: Add SwiftUI part to repo * Add iOS build script * Update SDL2 submodule * Fix iOS build script * CI: Update xcode tools for iOS * Update iOS_Build.yml * Update iOS build * Lower XCode version * A * Update project.pbxproj * Update iOS_Build.yml * Update iOS_Build.yml * Update build.sh * iOS: Fail on build error * iOS: Add file picker (#747) * iOS: Add file picker * Fix lock placement * Qt: Add runpog icon (#752) * Update discord-rpc submodule (#753) * Remove cryptoppwin submodule (#754) * Add optional texture hashing * Fix build on new Vk SDK (#757) Co-authored-by: Nadia Holmquist Pedersen <893884+nadiaholmquist@users.noreply.github.com> * CI: Use new Vulkan SDK --------- Co-authored-by: Noumi <139501014+noumidev@users.noreply.github.com> Co-authored-by: Thomas <thomas@thomasw.dev> Co-authored-by: Thomas <twvd@users.noreply.github.com> Co-authored-by: Daniel López Guimaraes <danielectra@outlook.com> Co-authored-by: Jonian Guveli <jonian@hardpixel.eu> Co-authored-by: Ishan09811 <156402647+Ishan09811@users.noreply.github.com> Co-authored-by: Auxy6858 <71662994+Auxy6858@users.noreply.github.com> Co-authored-by: Paris Oplopoios <parisoplop@gmail.com> Co-authored-by: henry <23128103+atem2069@users.noreply.github.com> Co-authored-by: smiRaphi <neogt404@gmail.com> Co-authored-by: smiRaphi <87574679+smiRaphi@users.noreply.github.com> Co-authored-by: Daniel Nylander <po@danielnylander.se> Co-authored-by: Samuliak <samuliak77@gmail.com> Co-authored-by: Albert <45282415+ggrtk@users.noreply.github.com> Co-authored-by: Nadia Holmquist Pedersen <893884+nadiaholmquist@users.noreply.github.com>
253 lines
12 KiB
Diff
253 lines
12 KiB
Diff
diff --git a/src/host_shaders/opengl_fragment_shader.frag b/src/host_shaders/opengl_fragment_shader.frag
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index 9f07df0b..96a35afa 100644
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--- a/src/host_shaders/opengl_fragment_shader.frag
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+++ b/src/host_shaders/opengl_fragment_shader.frag
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@@ -1,4 +1,5 @@
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-#version 410 core
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+#version 300 es
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+precision mediump float;
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in vec4 v_quaternion;
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in vec4 v_colour;
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@@ -41,8 +42,8 @@ vec3 normal;
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const uint samplerEnabledBitfields[2] = uint[2](0x7170e645u, 0x7f013fefu);
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bool isSamplerEnabled(uint environment_id, uint lut_id) {
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- uint index = 7 * environment_id + lut_id;
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- uint arrayIndex = (index >> 5);
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+ uint index = 7u * environment_id + lut_id;
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+ uint arrayIndex = (index >> 5u);
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return (samplerEnabledBitfields[arrayIndex] & (1u << (index & 31u))) != 0u;
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}
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@@ -166,11 +167,17 @@ float lutLookup(uint lut, int index) {
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return texelFetch(u_tex_luts, ivec2(index, int(lut)), 0).r;
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}
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+// some gles versions have bitfieldExtractCompat and complain if you redefine it, some don't and compile error, using this instead
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+uint bitfieldExtractCompat(uint val, int off, int size) {
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+ uint mask = uint((1 << size) - 1);
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+ return uint(val >> off) & mask;
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+}
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+
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vec3 regToColor(uint reg) {
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// Normalization scale to convert from [0...255] to [0.0...1.0]
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const float scale = 1.0 / 255.0;
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- return scale * vec3(float(bitfieldExtract(reg, 20, 8)), float(bitfieldExtract(reg, 10, 8)), float(bitfieldExtract(reg, 00, 8)));
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+ return scale * vec3(float(bitfieldExtractCompat(reg, 20, 8)), float(bitfieldExtractCompat(reg, 10, 8)), float(bitfieldExtractCompat(reg, 00, 8)));
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}
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// Convert an arbitrary-width floating point literal to an f32
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@@ -201,7 +208,7 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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// These are the spotlight attenuation LUTs
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bit_in_config1 = 8 + int(light_id & 7u);
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lut_index = 8u + light_id;
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- } else if (lut_id <= 6) {
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+ } else if (lut_id <= 6u) {
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bit_in_config1 = 16 + int(lut_id);
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lut_index = lut_id;
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} else {
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@@ -210,16 +217,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment
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- if (!current_sampler_enabled || (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) {
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+ if (!current_sampler_enabled || (bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) {
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return 1.0;
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}
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- uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, int(lut_id) << 2, 3);
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+ uint scale_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SCALE, int(lut_id) << 2, 3);
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float scale = float(1u << scale_id);
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if (scale_id >= 6u) scale /= 256.0;
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float delta = 1.0;
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- uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT, int(lut_id) << 2, 3);
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+ uint input_id = bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_SELECT, int(lut_id) << 2, 3);
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switch (input_id) {
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case 0u: {
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delta = dot(normal, normalize(half_vector));
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@@ -243,9 +250,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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// Sign extend them. Normally bitfieldExtract would do that but it's missing on some versions
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// of GLSL so we do it manually
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- int se_x = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13);
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- int se_y = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13);
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- int se_z = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13);
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+ int se_x = int(bitfieldExtractCompat(uint(GPUREG_LIGHTi_SPOTDIR_LOW), 0, 13));
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+ int se_y = int(bitfieldExtractCompat(uint(GPUREG_LIGHTi_SPOTDIR_LOW), 16, 13));
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+ int se_z = int(bitfieldExtractCompat(uint(GPUREG_LIGHTi_SPOTDIR_HIGH), 0, 13));
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if ((se_x & 0x1000) == 0x1000) se_x |= 0xffffe000;
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if ((se_y & 0x1000) == 0x1000) se_y |= 0xffffe000;
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@@ -272,9 +279,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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}
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// 0 = enabled
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- if (bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS, 1 + (int(lut_id) << 2), 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTING_LUTINPUT_ABS, 1 + (int(lut_id) << 2), 1) == 0u) {
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// Two sided diffuse
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- if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u) {
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delta = max(delta, 0.0);
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} else {
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delta = abs(delta);
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@@ -298,7 +305,7 @@ vec3 rotateVec3ByQuaternion(vec3 v, vec4 q) {
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// Implements the following algorthm: https://mathb.in/26766
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void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008Fu);
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- if (bitfieldExtract(GPUREG_LIGHTING_ENABLE, 0, 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTING_ENABLE, 0, 1) == 0u) {
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primary_color = secondary_color = vec4(0.0);
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return;
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}
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@@ -315,7 +322,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0u);
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GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1u);
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- uint bump_mode = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 28, 2);
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+ uint bump_mode = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 28, 2);
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// Bump mode is ignored for now because it breaks some games ie. Toad Treasure Tracker
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switch (bump_mode) {
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@@ -328,15 +335,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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- uint environment_id = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 4, 4);
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- bool clamp_highlights = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 27, 1) == 1u;
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+ uint environment_id = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 4, 4);
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+ bool clamp_highlights = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 27, 1) == 1u;
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uint light_id;
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vec3 light_vector;
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vec3 half_vector;
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for (uint i = 0u; i < GPUREG_LIGHTING_NUM_LIGHTS; i++) {
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- light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i) << 2, 3);
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+ light_id = bitfieldExtractCompat(GPUREG_LIGHTING_LIGHT_PERMUTATION, int(i) << 2, 3);
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uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140u + (light_id << 4u));
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uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141u + (light_id << 4u));
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@@ -348,12 +355,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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float light_distance;
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vec3 light_position = vec3(
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- decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 0, 16), 5u, 10u), decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 16, 16), 5u, 10u),
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- decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_HIGH, 0, 16), 5u, 10u)
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+ decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_VECTOR_LOW, 0, 16), 5u, 10u), decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_VECTOR_LOW, 16, 16), 5u, 10u),
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+ decodeFP(bitfieldExtractCompat(GPUREG_LIGHTi_VECTOR_HIGH, 0, 16), 5u, 10u)
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);
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// Positional Light
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- if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 0, 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 0, 1) == 0u) {
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light_vector = light_position + v_view;
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}
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@@ -369,23 +376,23 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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float NdotL = dot(normal, light_vector); // N dot Li
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// Two sided diffuse
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- if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u)
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+ if (bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 1, 1) == 0u)
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NdotL = max(0.0, NdotL);
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else
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NdotL = abs(NdotL);
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float geometric_factor;
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- bool use_geo_0 = bitfieldExtract(GPUREG_LIGHTi_CONFIG, 2, 1) == 1u;
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- bool use_geo_1 = bitfieldExtract(GPUREG_LIGHTi_CONFIG, 3, 1) == 1u;
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+ bool use_geo_0 = bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 2, 1) == 1u;
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+ bool use_geo_1 = bitfieldExtractCompat(GPUREG_LIGHTi_CONFIG, 3, 1) == 1u;
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if (use_geo_0 || use_geo_1) {
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geometric_factor = dot(half_vector, half_vector);
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geometric_factor = geometric_factor == 0.0 ? 0.0 : min(NdotL / geometric_factor, 1.0);
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}
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float distance_attenuation = 1.0;
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- if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
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- uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
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- uint GPUREG_LIGHTi_ATTENUATION_SCALE = bitfieldExtract(readPicaReg(0x014Bu + (light_id << 4u)), 0, 20);
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+ if (bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
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+ uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtractCompat(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
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+ uint GPUREG_LIGHTi_ATTENUATION_SCALE = bitfieldExtractCompat(readPicaReg(0x014Bu + (light_id << 4u)), 0, 20);
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float distance_attenuation_bias = decodeFP(GPUREG_LIGHTi_ATTENUATION_BIAS, 7u, 12u);
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float distance_attenuation_scale = decodeFP(GPUREG_LIGHTi_ATTENUATION_SCALE, 7u, 12u);
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@@ -430,8 +437,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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specular_sum.rgb += light_factor * clamp_factor * (specular0 + specular1);
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}
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- uint fresnel_output1 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 2, 1);
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- uint fresnel_output2 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 3, 1);
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+ uint fresnel_output1 = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 2, 1);
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+ uint fresnel_output2 = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 3, 1);
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// Uses parameters from the last light as Fresnel is only applied to the last light
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float fresnel_factor;
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diff --git a/src/host_shaders/opengl_vertex_shader.vert b/src/host_shaders/opengl_vertex_shader.vert
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index 057f9a88..dc735ced 100644
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--- a/src/host_shaders/opengl_vertex_shader.vert
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+++ b/src/host_shaders/opengl_vertex_shader.vert
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@@ -1,4 +1,6 @@
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-#version 410 core
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+#version 300 es
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+precision mediump float;
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+precision mediump int;
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layout(location = 0) in vec4 a_coords;
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layout(location = 1) in vec4 a_quaternion;
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@@ -18,7 +20,7 @@ out vec2 v_texcoord2;
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flat out vec4 v_textureEnvColor[6];
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flat out vec4 v_textureEnvBufferColor;
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-out float gl_ClipDistance[2];
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+// out float gl_ClipDistance[2];
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// TEV uniforms
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uniform uint u_textureEnvColor[6];
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@@ -81,8 +83,8 @@ void main() {
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);
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// There's also another, always-on clipping plane based on vertex z
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- gl_ClipDistance[0] = -a_coords.z;
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- gl_ClipDistance[1] = dot(clipData, a_coords);
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+ // gl_ClipDistance[0] = -a_coords.z;
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+ // gl_ClipDistance[1] = dot(clipData, a_coords);
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v_quaternion = a_quaternion;
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}
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diff --git a/third_party/opengl/opengl.hpp b/third_party/opengl/opengl.hpp
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index 607815fa..cbfcc096 100644
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--- a/third_party/opengl/opengl.hpp
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+++ b/third_party/opengl/opengl.hpp
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@@ -602,22 +602,22 @@ namespace OpenGL {
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static void disableScissor() { glDisable(GL_SCISSOR_TEST); }
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static void enableBlend() { glEnable(GL_BLEND); }
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static void disableBlend() { glDisable(GL_BLEND); }
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- static void enableLogicOp() { glEnable(GL_COLOR_LOGIC_OP); }
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- static void disableLogicOp() { glDisable(GL_COLOR_LOGIC_OP); }
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+ static void enableLogicOp() { /* glEnable(GL_COLOR_LOGIC_OP); */ }
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+ static void disableLogicOp() { /* glDisable(GL_COLOR_LOGIC_OP); */ }
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static void enableDepth() { glEnable(GL_DEPTH_TEST); }
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static void disableDepth() { glDisable(GL_DEPTH_TEST); }
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static void enableStencil() { glEnable(GL_STENCIL_TEST); }
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static void disableStencil() { glDisable(GL_STENCIL_TEST); }
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- static void enableClipPlane(GLuint index) { glEnable(GL_CLIP_DISTANCE0 + index); }
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- static void disableClipPlane(GLuint index) { glDisable(GL_CLIP_DISTANCE0 + index); }
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+ static void enableClipPlane(GLuint index) { /* glEnable(GL_CLIP_DISTANCE0 + index); */ }
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+ static void disableClipPlane(GLuint index) { /* glDisable(GL_CLIP_DISTANCE0 + index); */ }
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static void setDepthFunc(DepthFunc func) { glDepthFunc(static_cast<GLenum>(func)); }
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static void setColourMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a) { glColorMask(r, g, b, a); }
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static void setDepthMask(GLboolean mask) { glDepthMask(mask); }
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// TODO: Add a proper enum for this
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- static void setLogicOp(GLenum op) { glLogicOp(op); }
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+ static void setLogicOp(GLenum op) { /* glLogicOp(op); */ }
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enum Primitives {
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Triangle = GL_TRIANGLES,
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