132 lines
3.8 KiB
C
132 lines
3.8 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OpenGLThirdParty.h"
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#define UGL_PLATFORM_SUPPORTS_GLES 1
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#define UGL_PLATFORM_SUPPORTS_GL3 0
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#define UGL_PLATFORM_SUPPORTS_GL4 0
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typedef GLsync UGLsync;
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#define GLdouble GLfloat
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typedef khronos_int64_t GLint64;
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typedef khronos_uint64_t GLuint64;
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#define GL_CLAMP GL_CLAMP_TO_EDGE
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#define EGL_TIMESTAMPS_ANDROID 0x3430
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#define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431
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#define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432
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#define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433
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#define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434
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#define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435
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#define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436
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#define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437
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#define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438
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#define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439
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#define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A
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#define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B
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#define EGL_READS_DONE_TIME_ANDROID 0x343C
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#ifdef GL_AMD_debug_output
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#undef GL_AMD_debug_output
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#endif
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/** Unreal tokens that maps to different OpenGL tokens by platform. */
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#define UGL_DRAW_FRAMEBUFFER GL_DRAW_FRAMEBUFFER_NV
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#define UGL_READ_FRAMEBUFFER GL_READ_FRAMEBUFFER_NV
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#define UGL_ABGR8 GL_UNSIGNED_BYTE
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#define UGL_ANY_SAMPLES_PASSED GL_ANY_SAMPLES_PASSED
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#define UGL_SAMPLES_PASSED GL_SAMPLES_PASSED
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#define UGL_TIME_ELAPSED GL_TIME_ELAPSED_EXT
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#define UGL_CLAMP_TO_BORDER GL_CLAMP_TO_EDGE
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/** Official OpenGL definitions */
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#ifndef GL_FILL
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#define GL_FILL 0x1B02
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#endif
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#ifndef GL_GEOMETRY_SHADER
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#define GL_GEOMETRY_SHADER 0x8DD9
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#endif
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#ifndef GL_SAMPLER_1D
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#define GL_SAMPLER_1D 0x8B5D
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#endif
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#ifndef GL_SAMPLER_1D_SHADOW
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#define GL_SAMPLER_1D_SHADOW 0x8B61
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#endif
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#ifndef GL_DOUBLE
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#define GL_DOUBLE 0x140A
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#endif
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#ifndef GL_BGRA
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#define GL_BGRA GL_BGRA_EXT
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#endif
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#ifndef GL_TEXTURE_BUFFER
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#define GL_TEXTURE_BUFFER 0x8C2A
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#endif
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#ifndef GL_RGBA16
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/* GL_EXT_texture_norm16 */
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#define GL_RGBA16 GL_RGBA16_EXT
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#endif
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#ifndef GL_R16
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/* GL_EXT_texture_norm16 */
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#define GL_R16 GL_R16_EXT
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#endif
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#ifndef GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
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#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F
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#endif
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#ifndef GL_POLYGON_OFFSET_LINE
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#define GL_POLYGON_OFFSET_LINE 0x2A02
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#endif
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#ifndef GL_POLYGON_OFFSET_POINT
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#define GL_POLYGON_OFFSET_POINT 0x2A01
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#endif
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#ifndef GL_TEXTURE_LOD_BIAS
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#define GL_TEXTURE_LOD_BIAS 0x8501
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#endif
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#ifndef GL_FRAMEBUFFER_SRGB
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#define GL_FRAMEBUFFER_SRGB 0x8DB9
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#endif
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#ifndef GL_SAMPLES_PASSED
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#define GL_SAMPLES_PASSED 0x8914
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#endif
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#ifndef GL_POINT
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#define GL_POINT 0x1B00
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#endif
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#ifndef GL_LINE
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#define GL_LINE 0x1B01
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#endif
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#ifndef GL_TEXTURE_1D
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#define GL_TEXTURE_1D 0x0DE0
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#endif
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#ifndef GL_TEXTURE_1D_ARRAY
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#define GL_TEXTURE_1D_ARRAY 0x8C18
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#endif
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#ifndef GL_TEXTURE_RECTANGLE
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#define GL_TEXTURE_RECTANGLE 0x84F5
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#endif
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#ifndef GL_MAX_TEXTURE_BUFFER_SIZE
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#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
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#endif
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#ifndef GL_DEPTH_CLAMP
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#define GL_DEPTH_CLAMP 0x864F
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#endif
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/** For the shader stage bits that don't exist just use 0 */
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#define GL_GEOMETRY_SHADER_BIT 0x00000000
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#define GL_TESS_CONTROL_SHADER_BIT 0x00000000
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#define GL_TESS_EVALUATION_SHADER_BIT 0x00000000
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// Normalize debug macros due to naming differences across GL versions
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#if defined(GL_KHR_debug) && GL_KHR_debug
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#define GL_DEBUG_SOURCE_OTHER_ARB GL_DEBUG_SOURCE_OTHER_KHR
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#define GL_DEBUG_SOURCE_API_ARB GL_DEBUG_SOURCE_API_KHR
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#define GL_DEBUG_TYPE_ERROR_ARB GL_DEBUG_TYPE_ERROR_KHR
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#define GL_DEBUG_TYPE_OTHER_ARB GL_DEBUG_TYPE_OTHER_KHR
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#define GL_DEBUG_TYPE_MARKER GL_DEBUG_TYPE_MARKER_KHR
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#define GL_DEBUG_TYPE_PUSH_GROUP GL_DEBUG_TYPE_PUSH_GROUP_KHR
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#define GL_DEBUG_TYPE_POP_GROUP GL_DEBUG_TYPE_POP_GROUP_KHR
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#define GL_DEBUG_SEVERITY_HIGH_ARB GL_DEBUG_SEVERITY_HIGH_KHR
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#define GL_DEBUG_SEVERITY_LOW_ARB GL_DEBUG_SEVERITY_LOW_KHR
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#define GL_DEBUG_SEVERITY_NOTIFICATION GL_DEBUG_SEVERITY_NOTIFICATION_KHR
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#endif
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