API FP ABI conformity fixes.

This commit is contained in:
Falco Girgis 2025-01-27 00:53:23 -06:00
parent 36ba8099bb
commit dc0c8148cb
5 changed files with 30 additions and 30 deletions

View File

@ -2,8 +2,8 @@
#include "private.h"
/* Set the Perspective */
void APIENTRY gluPerspective(GLfloat angle, GLfloat aspect,
GLfloat znear, GLfloat zfar) {
void APIENTRY gluPerspective(GLdouble angle, GLdouble aspect,
GLdouble znear, GLdouble zfar) {
GLfloat fW, fH;
fH = tanf(angle * (M_PI / 360.0f)) * znear;

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@ -221,9 +221,9 @@ void APIENTRY glLoadMatrixf(const GLfloat *m) {
}
/* Ortho */
void APIENTRY glOrtho(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar) {
void APIENTRY glOrtho(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble znear, GLdouble zfar) {
Matrix4x4 ortho __attribute__((aligned(32))) = {
1.0f, 0.0f, 0.0f, 0.0f,
@ -244,9 +244,9 @@ void APIENTRY glOrtho(GLfloat left, GLfloat right,
/* Set the GL frustum */
void APIENTRY glFrustum(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar) {
void APIENTRY glFrustum(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble znear, GLdouble zfar) {
Matrix4x4 frustum __attribute__((aligned(32)));
MEMSET(frustum, 0, sizeof(float) * 16);
@ -360,7 +360,7 @@ void APIENTRY glDepthRangef(GLclampf n, GLclampf f) {
DEPTH_RANGE_MULTIPLIER_H = (n + f) / 2.0f;
}
void APIENTRY glDepthRange(GLclampf n, GLclampf f){
void APIENTRY glDepthRange(GLdouble n, GLdouble f){
glDepthRangef(n,f);
}
@ -384,9 +384,9 @@ GL_FORCE_INLINE void vec3f_normalize_sh4(float *v){
}
}
void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
GLfloat upz) {
void gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy,
GLdouble upz) {
GLfloat m [16] __attribute__((aligned(32)));
GLfloat f [3];
GLfloat u [3];

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@ -679,14 +679,14 @@ GLAPI void APIENTRY glClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
/* Depth Testing */
GLAPI void APIENTRY glClearDepthf(GLfloat depth) {
glClearDepth(depth);
}
GLAPI void APIENTRY glClearDepth(GLfloat depth) {
/* We reverse because using invW means that farther Z == lower number */
GPUSetClearDepth(MIN(1.0f - depth, PVR_MIN_Z));
}
GLAPI void APIENTRY glClearDepth(GLdouble depth) {
glClearDepthf(depth);
}
GLAPI void APIENTRY glDrawBuffer(GLenum mode) {
_GL_UNUSED(mode);

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@ -446,7 +446,7 @@ __BEGIN_DECLS
#define GLshort short
#define GLint int
#define GLfloat float
#define GLdouble float
#define GLdouble double
#define GLvoid void
#define GLushort unsigned short
#define GLuint unsigned int
@ -454,7 +454,7 @@ __BEGIN_DECLS
#define GLsizei unsigned int
#define GLfixed const unsigned int
#define GLclampf float
#define GLclampd float
#define GLclampd double
#define GLubyte unsigned char
#define GLbitfield unsigned int
#define GLboolean unsigned char
@ -579,12 +579,12 @@ GLAPI void APIENTRY glReadBuffer(GLenum mode);
GLAPI void APIENTRY glDrawBuffer(GLenum mode);
/* Depth Testing */
GLAPI void APIENTRY glClearDepth(GLfloat depth);
GLAPI void APIENTRY glClearDepth(GLdouble depth);
GLAPI void APIENTRY glClearDepthf(GLfloat depth);
GLAPI void APIENTRY glDepthMask(GLboolean flag);
GLAPI void APIENTRY glDepthFunc(GLenum func);
GLAPI void APIENTRY glDepthRange(GLclampf n, GLclampf f);
GLAPI void APIENTRY glDepthRangef(GLclampf n, GLclampf f);
GLAPI void APIENTRY glDepthRange(GLdouble n, GLdouble f);
GLAPI void APIENTRY glDepthRangef(GLfloat n, GLfloat f);
/* Hints */
/* Currently Supported Capabilities:
@ -696,9 +696,9 @@ GLAPI void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z);
GLAPI void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
#define glRotated glRotatef
GLAPI void APIENTRY glOrtho(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar);
GLAPI void APIENTRY glOrtho(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble znear, GLdouble zfar);
GLAPI void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
@ -706,9 +706,9 @@ GLAPI void APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glKosGetMatrix(GLenum mode, GLfloat *params);
GLAPI void APIENTRY glFrustum(GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat znear, GLfloat zfar);
GLAPI void APIENTRY glFrustum(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble znear, GLdouble zfar);
/* Fog Functions - client must enable GL_FOG for this to take effect */
GLAPI void APIENTRY glFogi(GLenum pname, GLint param);

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@ -30,9 +30,9 @@ GLAPI void APIENTRY gluPerspective(GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar);
/* gluLookAt - Set Camera Position for Rendering. */
GLAPI void APIENTRY gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
GLfloat centerx, GLfloat centery, GLfloat centerz,
GLfloat upx, GLfloat upy, GLfloat upz);
GLAPI void APIENTRY gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez,
GLdouble centerx, GLdouble centery, GLdouble centerz,
GLdouble upx, GLdouble upy, GLdouble upz);
/* generate mipmaps for any image provided by the user and then pass them to OpenGL */
GLAPI GLint APIENTRY gluBuild2DMipmaps(GLenum target, GLint internalFormat,