diff options
Diffstat (limited to 'src/osd/sdl/gl_shader_tool.h')
-rw-r--r-- | src/osd/sdl/gl_shader_tool.h | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/osd/sdl/gl_shader_tool.h b/src/osd/sdl/gl_shader_tool.h index 84174a40d7f..2013021a844 100644 --- a/src/osd/sdl/gl_shader_tool.h +++ b/src/osd/sdl/gl_shader_tool.h @@ -74,9 +74,9 @@ typedef void * (APIENTRYP PFNGLGETPROCADDRESSOS)(const char *procName); int gl_shader_loadExtention(PFNGLGETPROCADDRESSOS GetProcAddress); enum GLSLCheckMode { - CHECK_QUIET, /* just return 0, if no error, otherwise the GL error code, no stderr output */ - CHECK_VERBOSE, /* same as CHECK_QUIET, but in the case of an error, use stderr to be verbose */ - CHECK_ALWAYS_VERBOSE /* always print out all information available */ + CHECK_QUIET, /* just return 0, if no error, otherwise the GL error code, no stderr output */ + CHECK_VERBOSE, /* same as CHECK_QUIET, but in the case of an error, use stderr to be verbose */ + CHECK_ALWAYS_VERBOSE /* always print out all information available */ }; #define GL_CHECK_ERROR_VERBOSE() gl_check_error(CHECK_ALWAYS_VERBOSE,__FILE__,__LINE__) @@ -100,9 +100,9 @@ enum GLSLCheckMode { int gl_check_error(GLSLCheckMode m, const char *file, const int line); int gl_texture_check_size(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, - GLint border, GLenum format, GLenum type, - GLsizei *avail_width, GLsizei *avail_height, - int verbose); + GLint border, GLenum format, GLenum type, + GLsizei *avail_width, GLsizei *avail_height, + int verbose); int gl_round_to_pow2(int v); @@ -122,26 +122,26 @@ int gl_compile_shader_source( GLhandleARB *shader, GLenum type, const char * sha * this is true for both, vertex and fragment shaders. */ int gl_compile_shader_files( GLhandleARB *program, GLhandleARB *vertex_shader, GLhandleARB *fragment_shader, - const char * vertex_shader_file, - const char * fragment_shader_file, - int verbose - ); + const char * vertex_shader_file, + const char * fragment_shader_file, + int verbose + ); /** * you can pass either a valid shader_file, or a precompiled vertex_shader, * this is true for both, vertex and fragment shaders. */ int gl_compile_shader_sources( GLhandleARB *program, GLhandleARB *vertex_shader, GLhandleARB *fragment_shader, - const GLcharARB * vertex_shader_source, - const GLcharARB * fragment_shader_source - ); + const GLcharARB * vertex_shader_source, + const GLcharARB * fragment_shader_source + ); int gl_delete_shader( GLhandleARB *program, GLhandleARB *vertex_shader, GLhandleARB *fragment_shader ); #if defined(SDLMAME_MACOSX) #ifndef GL_ARB_shader_objects - typedef char GLcharARB; - typedef unsigned int GLhandleARB; + typedef char GLcharARB; + typedef unsigned int GLhandleARB; #endif typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); |