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

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

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@ -221,9 +221,9 @@ void APIENTRY glLoadMatrixf(const GLfloat *m) {
} }
/* Ortho */ /* Ortho */
void APIENTRY glOrtho(GLfloat left, GLfloat right, void APIENTRY glOrtho(GLdouble left, GLdouble right,
GLfloat bottom, GLfloat top, GLdouble bottom, GLdouble top,
GLfloat znear, GLfloat zfar) { GLdouble znear, GLdouble zfar) {
Matrix4x4 ortho __attribute__((aligned(32))) = { Matrix4x4 ortho __attribute__((aligned(32))) = {
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
@ -244,9 +244,9 @@ void APIENTRY glOrtho(GLfloat left, GLfloat right,
/* Set the GL frustum */ /* Set the GL frustum */
void APIENTRY glFrustum(GLfloat left, GLfloat right, void APIENTRY glFrustum(GLdouble left, GLdouble right,
GLfloat bottom, GLfloat top, GLdouble bottom, GLdouble top,
GLfloat znear, GLfloat zfar) { GLdouble znear, GLdouble zfar) {
Matrix4x4 frustum __attribute__((aligned(32))); Matrix4x4 frustum __attribute__((aligned(32)));
MEMSET(frustum, 0, sizeof(float) * 16); 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; 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); 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, void gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy,
GLfloat upz) { GLdouble upz) {
GLfloat m [16] __attribute__((aligned(32))); GLfloat m [16] __attribute__((aligned(32)));
GLfloat f [3]; GLfloat f [3];
GLfloat u [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 */ /* Depth Testing */
GLAPI void APIENTRY glClearDepthf(GLfloat depth) { 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 */ /* We reverse because using invW means that farther Z == lower number */
GPUSetClearDepth(MIN(1.0f - depth, PVR_MIN_Z)); GPUSetClearDepth(MIN(1.0f - depth, PVR_MIN_Z));
} }
GLAPI void APIENTRY glClearDepth(GLdouble depth) {
glClearDepthf(depth);
}
GLAPI void APIENTRY glDrawBuffer(GLenum mode) { GLAPI void APIENTRY glDrawBuffer(GLenum mode) {
_GL_UNUSED(mode); _GL_UNUSED(mode);

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@ -446,7 +446,7 @@ __BEGIN_DECLS
#define GLshort short #define GLshort short
#define GLint int #define GLint int
#define GLfloat float #define GLfloat float
#define GLdouble float #define GLdouble double
#define GLvoid void #define GLvoid void
#define GLushort unsigned short #define GLushort unsigned short
#define GLuint unsigned int #define GLuint unsigned int
@ -454,7 +454,7 @@ __BEGIN_DECLS
#define GLsizei unsigned int #define GLsizei unsigned int
#define GLfixed const unsigned int #define GLfixed const unsigned int
#define GLclampf float #define GLclampf float
#define GLclampd float #define GLclampd double
#define GLubyte unsigned char #define GLubyte unsigned char
#define GLbitfield unsigned int #define GLbitfield unsigned int
#define GLboolean unsigned char #define GLboolean unsigned char
@ -579,12 +579,12 @@ GLAPI void APIENTRY glReadBuffer(GLenum mode);
GLAPI void APIENTRY glDrawBuffer(GLenum mode); GLAPI void APIENTRY glDrawBuffer(GLenum mode);
/* Depth Testing */ /* Depth Testing */
GLAPI void APIENTRY glClearDepth(GLfloat depth); GLAPI void APIENTRY glClearDepth(GLdouble depth);
GLAPI void APIENTRY glClearDepthf(GLfloat depth); GLAPI void APIENTRY glClearDepthf(GLfloat depth);
GLAPI void APIENTRY glDepthMask(GLboolean flag); GLAPI void APIENTRY glDepthMask(GLboolean flag);
GLAPI void APIENTRY glDepthFunc(GLenum func); GLAPI void APIENTRY glDepthFunc(GLenum func);
GLAPI void APIENTRY glDepthRange(GLclampf n, GLclampf f); GLAPI void APIENTRY glDepthRange(GLdouble n, GLdouble f);
GLAPI void APIENTRY glDepthRangef(GLclampf n, GLclampf f); GLAPI void APIENTRY glDepthRangef(GLfloat n, GLfloat f);
/* Hints */ /* Hints */
/* Currently Supported Capabilities: /* 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); GLAPI void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
#define glRotated glRotatef #define glRotated glRotatef
GLAPI void APIENTRY glOrtho(GLfloat left, GLfloat right, GLAPI void APIENTRY glOrtho(GLdouble left, GLdouble right,
GLfloat bottom, GLfloat top, GLdouble bottom, GLdouble top,
GLfloat znear, GLfloat zfar); GLdouble znear, GLdouble zfar);
GLAPI void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height); 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 glKosGetMatrix(GLenum mode, GLfloat *params);
GLAPI void APIENTRY glFrustum(GLfloat left, GLfloat right, GLAPI void APIENTRY glFrustum(GLdouble left, GLdouble right,
GLfloat bottom, GLfloat top, GLdouble bottom, GLdouble top,
GLfloat znear, GLfloat zfar); GLdouble znear, GLdouble zfar);
/* Fog Functions - client must enable GL_FOG for this to take effect */ /* Fog Functions - client must enable GL_FOG for this to take effect */
GLAPI void APIENTRY glFogi(GLenum pname, GLint param); 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); GLdouble zNear, GLdouble zFar);
/* gluLookAt - Set Camera Position for Rendering. */ /* gluLookAt - Set Camera Position for Rendering. */
GLAPI void APIENTRY gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLAPI void APIENTRY gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez,
GLfloat centerx, GLfloat centery, GLfloat centerz, GLdouble centerx, GLdouble centery, GLdouble centerz,
GLfloat upx, GLfloat upy, GLfloat upz); GLdouble upx, GLdouble upy, GLdouble upz);
/* generate mipmaps for any image provided by the user and then pass them to OpenGL */ /* generate mipmaps for any image provided by the user and then pass them to OpenGL */
GLAPI GLint APIENTRY gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLAPI GLint APIENTRY gluBuild2DMipmaps(GLenum target, GLint internalFormat,