We import all code here so we can customize and keep in sync with what we do on the host side more easily.
1483 lines
46 KiB
C++
1483 lines
46 KiB
C++
// Generated Code - DO NOT EDIT !!
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// generated by 'emugen'
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#include <stdio.h>
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#include <stdlib.h>
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#include "gl2_client_context.h"
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#ifndef GL_TRUE
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extern "C" {
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void glActiveTexture(GLenum texture);
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void glAttachShader(GLuint program, GLuint shader);
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name);
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void glBindBuffer(GLenum target, GLuint buffer);
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void glBindFramebuffer(GLenum target, GLuint framebuffer);
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void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
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void glBindTexture(GLenum target, GLuint texture);
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void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void glBlendEquation(GLenum mode);
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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void glBlendFunc(GLenum sfactor, GLenum dfactor);
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void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
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void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
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GLenum glCheckFramebufferStatus(GLenum target);
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void glClear(GLbitfield mask);
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void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void glClearDepthf(GLclampf depth);
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void glClearStencil(GLint s);
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void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void glCompileShader(GLuint shader);
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void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
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void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
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void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
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void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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GLuint glCreateProgram();
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GLuint glCreateShader(GLenum type);
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void glCullFace(GLenum mode);
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void glDeleteBuffers(GLsizei n, const GLuint* buffers);
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void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
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void glDeleteProgram(GLuint program);
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void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
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void glDeleteShader(GLuint shader);
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void glDeleteTextures(GLsizei n, const GLuint* textures);
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void glDepthFunc(GLenum func);
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void glDepthMask(GLboolean flag);
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void glDepthRangef(GLclampf zNear, GLclampf zFar);
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void glDetachShader(GLuint program, GLuint shader);
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void glDisable(GLenum cap);
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void glDisableVertexAttribArray(GLuint index);
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void glDrawArrays(GLenum mode, GLint first, GLsizei count);
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void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
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void glEnable(GLenum cap);
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void glEnableVertexAttribArray(GLuint index);
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void glFinish();
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void glFlush();
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void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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void glFrontFace(GLenum mode);
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void glGenBuffers(GLsizei n, GLuint* buffers);
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void glGenerateMipmap(GLenum target);
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void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
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void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
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void glGenTextures(GLsizei n, GLuint* textures);
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
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void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
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int glGetAttribLocation(GLuint program, const GLchar* name);
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void glGetBooleanv(GLenum pname, GLboolean* params);
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void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
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GLenum glGetError();
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void glGetFloatv(GLenum pname, GLfloat* params);
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void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
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void glGetIntegerv(GLenum pname, GLint* params);
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void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
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void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
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void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
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void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
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void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
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const GLubyte* glGetString(GLenum name);
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void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
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void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
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void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
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void glGetUniformiv(GLuint program, GLint location, GLint* params);
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int glGetUniformLocation(GLuint program, const GLchar* name);
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
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void glHint(GLenum target, GLenum mode);
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GLboolean glIsBuffer(GLuint buffer);
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GLboolean glIsEnabled(GLenum cap);
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GLboolean glIsFramebuffer(GLuint framebuffer);
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GLboolean glIsProgram(GLuint program);
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GLboolean glIsRenderbuffer(GLuint renderbuffer);
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GLboolean glIsShader(GLuint shader);
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GLboolean glIsTexture(GLuint texture);
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void glLineWidth(GLfloat width);
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void glLinkProgram(GLuint program);
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void glPixelStorei(GLenum pname, GLint param);
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void glPolygonOffset(GLfloat factor, GLfloat units);
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void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
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void glReleaseShaderCompiler();
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void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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void glSampleCoverage(GLclampf value, GLboolean invert);
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void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
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void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
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void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
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void glStencilFunc(GLenum func, GLint ref, GLuint mask);
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void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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void glStencilMask(GLuint mask);
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void glStencilMaskSeparate(GLenum face, GLuint mask);
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void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
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void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
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void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
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void glTexParameteri(GLenum target, GLenum pname, GLint param);
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void glTexParameteriv(GLenum target, GLenum pname, const GLint* params);
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void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
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void glUniform1f(GLint location, GLfloat x);
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void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform1i(GLint location, GLint x);
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void glUniform1iv(GLint location, GLsizei count, const GLint* v);
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void glUniform2f(GLint location, GLfloat x, GLfloat y);
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void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform2i(GLint location, GLint x, GLint y);
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void glUniform2iv(GLint location, GLsizei count, const GLint* v);
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void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
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void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform3i(GLint location, GLint x, GLint y, GLint z);
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void glUniform3iv(GLint location, GLsizei count, const GLint* v);
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void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
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void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
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void glUniform4iv(GLint location, GLsizei count, const GLint* v);
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void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void glUseProgram(GLuint program);
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void glValidateProgram(GLuint program);
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void glVertexAttrib1f(GLuint indx, GLfloat x);
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void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
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void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
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void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
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void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
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void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
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void glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image);
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void glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary);
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void glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length);
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void* glMapBufferOES(GLenum target, GLenum access);
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GLboolean glUnmapBufferOES(GLenum target);
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void glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
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void glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels);
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void glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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void glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
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void glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
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void glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
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void glBindVertexArrayOES(GLuint array);
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void glDeleteVertexArraysOES(GLsizei n, const GLuint* arrays);
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void glGenVertexArraysOES(GLsizei n, GLuint* arrays);
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GLboolean glIsVertexArrayOES(GLuint array);
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void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum* attachments);
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void glMultiDrawArraysEXT(GLenum mode, const GLint* first, const GLsizei* count, GLsizei primcount);
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void glMultiDrawElementsEXT(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei primcount);
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void glGetPerfMonitorGroupsAMD(GLint* numGroups, GLsizei groupsSize, GLuint* groups);
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void glGetPerfMonitorCountersAMD(GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters);
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void glGetPerfMonitorGroupStringAMD(GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString);
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void glGetPerfMonitorCounterStringAMD(GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString);
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void glGetPerfMonitorCounterInfoAMD(GLuint group, GLuint counter, GLenum pname, GLvoid* data);
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void glGenPerfMonitorsAMD(GLsizei n, GLuint* monitors);
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void glDeletePerfMonitorsAMD(GLsizei n, GLuint* monitors);
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void glSelectPerfMonitorCountersAMD(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList);
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void glBeginPerfMonitorAMD(GLuint monitor);
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void glEndPerfMonitorAMD(GLuint monitor);
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void glGetPerfMonitorCounterDataAMD(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten);
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void glRenderbufferStorageMultisampleIMG(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
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void glFramebufferTexture2DMultisampleIMG(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples);
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void glDeleteFencesNV(GLsizei n, const GLuint* fences);
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void glGenFencesNV(GLsizei n, GLuint* fences);
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GLboolean glIsFenceNV(GLuint fence);
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GLboolean glTestFenceNV(GLuint fence);
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void glGetFenceivNV(GLuint fence, GLenum pname, GLint* params);
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void glFinishFenceNV(GLuint fence);
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void glSetFenceNV(GLuint fence, GLenum condition);
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void glCoverageMaskNV(GLboolean mask);
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void glCoverageOperationNV(GLenum operation);
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void glGetDriverControlsQCOM(GLint* num, GLsizei size, GLuint* driverControls);
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void glGetDriverControlStringQCOM(GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString);
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void glEnableDriverControlQCOM(GLuint driverControl);
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void glDisableDriverControlQCOM(GLuint driverControl);
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void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures);
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void glExtGetBuffersQCOM(GLuint* buffers, GLint maxBuffers, GLint* numBuffers);
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void glExtGetRenderbuffersQCOM(GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);
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void glExtGetFramebuffersQCOM(GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);
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void glExtGetTexLevelParameterivQCOM(GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);
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void glExtTexObjectStateOverrideiQCOM(GLenum target, GLenum pname, GLint param);
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void glExtGetTexSubImageQCOM(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* texels);
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void glExtGetBufferPointervQCOM(GLenum target, GLvoidptr* params);
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void glExtGetShadersQCOM(GLuint* shaders, GLint maxShaders, GLint* numShaders);
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void glExtGetProgramsQCOM(GLuint* programs, GLint maxPrograms, GLint* numPrograms);
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GLboolean glExtIsProgramBinaryQCOM(GLuint program);
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void glExtGetProgramBinarySourceQCOM(GLuint program, GLenum shadertype, GLchar* source, GLint* length);
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void glStartTilingQCOM(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask);
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void glEndTilingQCOM(GLbitfield preserveMask);
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void glVertexAttribPointerData(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen);
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void glVertexAttribPointerOffset(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset);
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void glDrawElementsOffset(GLenum mode, GLsizei count, GLenum type, GLuint offset);
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void glDrawElementsData(GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen);
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void glGetCompressedTextureFormats(int count, GLint* formats);
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void glShaderString(GLuint shader, const GLchar* string, GLsizei len);
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int glFinishRoundTrip();
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};
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#endif
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#ifndef GET_CONTEXT
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static gl2_client_context_t::CONTEXT_ACCESSOR_TYPE *getCurrentContext = NULL;
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void gl2_client_context_t::setContextAccessor(CONTEXT_ACCESSOR_TYPE *f) { getCurrentContext = f; }
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#define GET_CONTEXT gl2_client_context_t * ctx = getCurrentContext()
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#endif
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void glActiveTexture(GLenum texture)
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{
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GET_CONTEXT;
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ctx->glActiveTexture(ctx, texture);
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}
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void glAttachShader(GLuint program, GLuint shader)
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{
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GET_CONTEXT;
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ctx->glAttachShader(ctx, program, shader);
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}
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
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{
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GET_CONTEXT;
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ctx->glBindAttribLocation(ctx, program, index, name);
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}
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void glBindBuffer(GLenum target, GLuint buffer)
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{
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GET_CONTEXT;
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ctx->glBindBuffer(ctx, target, buffer);
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}
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void glBindFramebuffer(GLenum target, GLuint framebuffer)
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{
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GET_CONTEXT;
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ctx->glBindFramebuffer(ctx, target, framebuffer);
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}
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void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
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{
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GET_CONTEXT;
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ctx->glBindRenderbuffer(ctx, target, renderbuffer);
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}
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void glBindTexture(GLenum target, GLuint texture)
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{
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GET_CONTEXT;
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ctx->glBindTexture(ctx, target, texture);
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}
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void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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GET_CONTEXT;
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ctx->glBlendColor(ctx, red, green, blue, alpha);
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}
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void glBlendEquation(GLenum mode)
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{
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GET_CONTEXT;
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ctx->glBlendEquation(ctx, mode);
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}
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
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{
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GET_CONTEXT;
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ctx->glBlendEquationSeparate(ctx, modeRGB, modeAlpha);
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}
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void glBlendFunc(GLenum sfactor, GLenum dfactor)
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{
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GET_CONTEXT;
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ctx->glBlendFunc(ctx, sfactor, dfactor);
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}
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void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
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{
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GET_CONTEXT;
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ctx->glBlendFuncSeparate(ctx, srcRGB, dstRGB, srcAlpha, dstAlpha);
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}
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void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
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{
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GET_CONTEXT;
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ctx->glBufferData(ctx, target, size, data, usage);
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}
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void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
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{
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GET_CONTEXT;
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ctx->glBufferSubData(ctx, target, offset, size, data);
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}
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GLenum glCheckFramebufferStatus(GLenum target)
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{
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GET_CONTEXT;
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return ctx->glCheckFramebufferStatus(ctx, target);
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}
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void glClear(GLbitfield mask)
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{
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GET_CONTEXT;
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ctx->glClear(ctx, mask);
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}
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void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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GET_CONTEXT;
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ctx->glClearColor(ctx, red, green, blue, alpha);
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}
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void glClearDepthf(GLclampf depth)
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{
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GET_CONTEXT;
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ctx->glClearDepthf(ctx, depth);
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}
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void glClearStencil(GLint s)
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{
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GET_CONTEXT;
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ctx->glClearStencil(ctx, s);
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}
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void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
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{
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GET_CONTEXT;
|
|
ctx->glColorMask(ctx, red, green, blue, alpha);
|
|
}
|
|
|
|
void glCompileShader(GLuint shader)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCompileShader(ctx, shader);
|
|
}
|
|
|
|
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCompressedTexImage2D(ctx, target, level, internalformat, width, height, border, imageSize, data);
|
|
}
|
|
|
|
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCompressedTexSubImage2D(ctx, target, level, xoffset, yoffset, width, height, format, imageSize, data);
|
|
}
|
|
|
|
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCopyTexImage2D(ctx, target, level, internalformat, x, y, width, height, border);
|
|
}
|
|
|
|
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCopyTexSubImage2D(ctx, target, level, xoffset, yoffset, x, y, width, height);
|
|
}
|
|
|
|
GLuint glCreateProgram()
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glCreateProgram(ctx);
|
|
}
|
|
|
|
GLuint glCreateShader(GLenum type)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glCreateShader(ctx, type);
|
|
}
|
|
|
|
void glCullFace(GLenum mode)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCullFace(ctx, mode);
|
|
}
|
|
|
|
void glDeleteBuffers(GLsizei n, const GLuint* buffers)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glDeleteBuffers(ctx, n, buffers);
|
|
}
|
|
|
|
void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glDeleteFramebuffers(ctx, n, framebuffers);
|
|
}
|
|
|
|
void glDeleteProgram(GLuint program)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDeleteProgram(ctx, program);
|
|
}
|
|
|
|
void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glDeleteRenderbuffers(ctx, n, renderbuffers);
|
|
}
|
|
|
|
void glDeleteShader(GLuint shader)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDeleteShader(ctx, shader);
|
|
}
|
|
|
|
void glDeleteTextures(GLsizei n, const GLuint* textures)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glDeleteTextures(ctx, n, textures);
|
|
}
|
|
|
|
void glDepthFunc(GLenum func)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDepthFunc(ctx, func);
|
|
}
|
|
|
|
void glDepthMask(GLboolean flag)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDepthMask(ctx, flag);
|
|
}
|
|
|
|
void glDepthRangef(GLclampf zNear, GLclampf zFar)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDepthRangef(ctx, zNear, zFar);
|
|
}
|
|
|
|
void glDetachShader(GLuint program, GLuint shader)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDetachShader(ctx, program, shader);
|
|
}
|
|
|
|
void glDisable(GLenum cap)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDisable(ctx, cap);
|
|
}
|
|
|
|
void glDisableVertexAttribArray(GLuint index)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDisableVertexAttribArray(ctx, index);
|
|
}
|
|
|
|
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDrawArrays(ctx, mode, first, count);
|
|
}
|
|
|
|
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDrawElements(ctx, mode, count, type, indices);
|
|
}
|
|
|
|
void glEnable(GLenum cap)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glEnable(ctx, cap);
|
|
}
|
|
|
|
void glEnableVertexAttribArray(GLuint index)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glEnableVertexAttribArray(ctx, index);
|
|
}
|
|
|
|
void glFinish()
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glFinish(ctx);
|
|
}
|
|
|
|
void glFlush()
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glFlush(ctx);
|
|
}
|
|
|
|
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glFramebufferRenderbuffer(ctx, target, attachment, renderbuffertarget, renderbuffer);
|
|
}
|
|
|
|
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glFramebufferTexture2D(ctx, target, attachment, textarget, texture, level);
|
|
}
|
|
|
|
void glFrontFace(GLenum mode)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glFrontFace(ctx, mode);
|
|
}
|
|
|
|
void glGenBuffers(GLsizei n, GLuint* buffers)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glGenBuffers(ctx, n, buffers);
|
|
}
|
|
|
|
void glGenerateMipmap(GLenum target)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGenerateMipmap(ctx, target);
|
|
}
|
|
|
|
void glGenFramebuffers(GLsizei n, GLuint* framebuffers)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glGenFramebuffers(ctx, n, framebuffers);
|
|
}
|
|
|
|
void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glGenRenderbuffers(ctx, n, renderbuffers);
|
|
}
|
|
|
|
void glGenTextures(GLsizei n, GLuint* textures)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glGenTextures(ctx, n, textures);
|
|
}
|
|
|
|
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetActiveAttrib(ctx, program, index, bufsize, length, size, type, name);
|
|
}
|
|
|
|
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetActiveUniform(ctx, program, index, bufsize, length, size, type, name);
|
|
}
|
|
|
|
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetAttachedShaders(ctx, program, maxcount, count, shaders);
|
|
}
|
|
|
|
int glGetAttribLocation(GLuint program, const GLchar* name)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glGetAttribLocation(ctx, program, name);
|
|
}
|
|
|
|
void glGetBooleanv(GLenum pname, GLboolean* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetBooleanv(ctx, pname, params);
|
|
}
|
|
|
|
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetBufferParameteriv(ctx, target, pname, params);
|
|
}
|
|
|
|
GLenum glGetError()
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glGetError(ctx);
|
|
}
|
|
|
|
void glGetFloatv(GLenum pname, GLfloat* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetFloatv(ctx, pname, params);
|
|
}
|
|
|
|
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetFramebufferAttachmentParameteriv(ctx, target, attachment, pname, params);
|
|
}
|
|
|
|
void glGetIntegerv(GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetIntegerv(ctx, pname, params);
|
|
}
|
|
|
|
void glGetProgramiv(GLuint program, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetProgramiv(ctx, program, pname, params);
|
|
}
|
|
|
|
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetProgramInfoLog(ctx, program, bufsize, length, infolog);
|
|
}
|
|
|
|
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetRenderbufferParameteriv(ctx, target, pname, params);
|
|
}
|
|
|
|
void glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetShaderiv(ctx, shader, pname, params);
|
|
}
|
|
|
|
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetShaderInfoLog(ctx, shader, bufsize, length, infolog);
|
|
}
|
|
|
|
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetShaderPrecisionFormat(ctx, shadertype, precisiontype, range, precision);
|
|
}
|
|
|
|
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetShaderSource(ctx, shader, bufsize, length, source);
|
|
}
|
|
|
|
const GLubyte* glGetString(GLenum name)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glGetString(ctx, name);
|
|
}
|
|
|
|
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetTexParameterfv(ctx, target, pname, params);
|
|
}
|
|
|
|
void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetTexParameteriv(ctx, target, pname, params);
|
|
}
|
|
|
|
void glGetUniformfv(GLuint program, GLint location, GLfloat* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetUniformfv(ctx, program, location, params);
|
|
}
|
|
|
|
void glGetUniformiv(GLuint program, GLint location, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetUniformiv(ctx, program, location, params);
|
|
}
|
|
|
|
int glGetUniformLocation(GLuint program, const GLchar* name)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glGetUniformLocation(ctx, program, name);
|
|
}
|
|
|
|
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetVertexAttribfv(ctx, index, pname, params);
|
|
}
|
|
|
|
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetVertexAttribiv(ctx, index, pname, params);
|
|
}
|
|
|
|
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetVertexAttribPointerv(ctx, index, pname, pointer);
|
|
}
|
|
|
|
void glHint(GLenum target, GLenum mode)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glHint(ctx, target, mode);
|
|
}
|
|
|
|
GLboolean glIsBuffer(GLuint buffer)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsBuffer(ctx, buffer);
|
|
}
|
|
|
|
GLboolean glIsEnabled(GLenum cap)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsEnabled(ctx, cap);
|
|
}
|
|
|
|
GLboolean glIsFramebuffer(GLuint framebuffer)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsFramebuffer(ctx, framebuffer);
|
|
}
|
|
|
|
GLboolean glIsProgram(GLuint program)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsProgram(ctx, program);
|
|
}
|
|
|
|
GLboolean glIsRenderbuffer(GLuint renderbuffer)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsRenderbuffer(ctx, renderbuffer);
|
|
}
|
|
|
|
GLboolean glIsShader(GLuint shader)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsShader(ctx, shader);
|
|
}
|
|
|
|
GLboolean glIsTexture(GLuint texture)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsTexture(ctx, texture);
|
|
}
|
|
|
|
void glLineWidth(GLfloat width)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glLineWidth(ctx, width);
|
|
}
|
|
|
|
void glLinkProgram(GLuint program)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glLinkProgram(ctx, program);
|
|
}
|
|
|
|
void glPixelStorei(GLenum pname, GLint param)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glPixelStorei(ctx, pname, param);
|
|
}
|
|
|
|
void glPolygonOffset(GLfloat factor, GLfloat units)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glPolygonOffset(ctx, factor, units);
|
|
}
|
|
|
|
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glReadPixels(ctx, x, y, width, height, format, type, pixels);
|
|
}
|
|
|
|
void glReleaseShaderCompiler()
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glReleaseShaderCompiler(ctx);
|
|
}
|
|
|
|
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glRenderbufferStorage(ctx, target, internalformat, width, height);
|
|
}
|
|
|
|
void glSampleCoverage(GLclampf value, GLboolean invert)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glSampleCoverage(ctx, value, invert);
|
|
}
|
|
|
|
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glScissor(ctx, x, y, width, height);
|
|
}
|
|
|
|
void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glShaderBinary(ctx, n, shaders, binaryformat, binary, length);
|
|
}
|
|
|
|
void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glShaderSource(ctx, shader, count, string, length);
|
|
}
|
|
|
|
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glStencilFunc(ctx, func, ref, mask);
|
|
}
|
|
|
|
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glStencilFuncSeparate(ctx, face, func, ref, mask);
|
|
}
|
|
|
|
void glStencilMask(GLuint mask)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glStencilMask(ctx, mask);
|
|
}
|
|
|
|
void glStencilMaskSeparate(GLenum face, GLuint mask)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glStencilMaskSeparate(ctx, face, mask);
|
|
}
|
|
|
|
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glStencilOp(ctx, fail, zfail, zpass);
|
|
}
|
|
|
|
void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glStencilOpSeparate(ctx, face, fail, zfail, zpass);
|
|
}
|
|
|
|
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glTexImage2D(ctx, target, level, internalformat, width, height, border, format, type, pixels);
|
|
}
|
|
|
|
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glTexParameterf(ctx, target, pname, param);
|
|
}
|
|
|
|
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glTexParameterfv(ctx, target, pname, params);
|
|
}
|
|
|
|
void glTexParameteri(GLenum target, GLenum pname, GLint param)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glTexParameteri(ctx, target, pname, param);
|
|
}
|
|
|
|
void glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glTexParameteriv(ctx, target, pname, params);
|
|
}
|
|
|
|
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glTexSubImage2D(ctx, target, level, xoffset, yoffset, width, height, format, type, pixels);
|
|
}
|
|
|
|
void glUniform1f(GLint location, GLfloat x)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform1f(ctx, location, x);
|
|
}
|
|
|
|
void glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform1fv(ctx, location, count, v);
|
|
}
|
|
|
|
void glUniform1i(GLint location, GLint x)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform1i(ctx, location, x);
|
|
}
|
|
|
|
void glUniform1iv(GLint location, GLsizei count, const GLint* v)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform1iv(ctx, location, count, v);
|
|
}
|
|
|
|
void glUniform2f(GLint location, GLfloat x, GLfloat y)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform2f(ctx, location, x, y);
|
|
}
|
|
|
|
void glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform2fv(ctx, location, count, v);
|
|
}
|
|
|
|
void glUniform2i(GLint location, GLint x, GLint y)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform2i(ctx, location, x, y);
|
|
}
|
|
|
|
void glUniform2iv(GLint location, GLsizei count, const GLint* v)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform2iv(ctx, location, count, v);
|
|
}
|
|
|
|
void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform3f(ctx, location, x, y, z);
|
|
}
|
|
|
|
void glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform3fv(ctx, location, count, v);
|
|
}
|
|
|
|
void glUniform3i(GLint location, GLint x, GLint y, GLint z)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform3i(ctx, location, x, y, z);
|
|
}
|
|
|
|
void glUniform3iv(GLint location, GLsizei count, const GLint* v)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform3iv(ctx, location, count, v);
|
|
}
|
|
|
|
void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform4f(ctx, location, x, y, z, w);
|
|
}
|
|
|
|
void glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform4fv(ctx, location, count, v);
|
|
}
|
|
|
|
void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform4i(ctx, location, x, y, z, w);
|
|
}
|
|
|
|
void glUniform4iv(GLint location, GLsizei count, const GLint* v)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniform4iv(ctx, location, count, v);
|
|
}
|
|
|
|
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniformMatrix2fv(ctx, location, count, transpose, value);
|
|
}
|
|
|
|
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniformMatrix3fv(ctx, location, count, transpose, value);
|
|
}
|
|
|
|
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUniformMatrix4fv(ctx, location, count, transpose, value);
|
|
}
|
|
|
|
void glUseProgram(GLuint program)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glUseProgram(ctx, program);
|
|
}
|
|
|
|
void glValidateProgram(GLuint program)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glValidateProgram(ctx, program);
|
|
}
|
|
|
|
void glVertexAttrib1f(GLuint indx, GLfloat x)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttrib1f(ctx, indx, x);
|
|
}
|
|
|
|
void glVertexAttrib1fv(GLuint indx, const GLfloat* values)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttrib1fv(ctx, indx, values);
|
|
}
|
|
|
|
void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttrib2f(ctx, indx, x, y);
|
|
}
|
|
|
|
void glVertexAttrib2fv(GLuint indx, const GLfloat* values)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttrib2fv(ctx, indx, values);
|
|
}
|
|
|
|
void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttrib3f(ctx, indx, x, y, z);
|
|
}
|
|
|
|
void glVertexAttrib3fv(GLuint indx, const GLfloat* values)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttrib3fv(ctx, indx, values);
|
|
}
|
|
|
|
void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttrib4f(ctx, indx, x, y, z, w);
|
|
}
|
|
|
|
void glVertexAttrib4fv(GLuint indx, const GLfloat* values)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttrib4fv(ctx, indx, values);
|
|
}
|
|
|
|
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glVertexAttribPointer(ctx, indx, size, type, normalized, stride, ptr);
|
|
}
|
|
|
|
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glViewport(ctx, x, y, width, height);
|
|
}
|
|
|
|
void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glEGLImageTargetTexture2DOES(ctx, target, image);
|
|
}
|
|
|
|
void glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glEGLImageTargetRenderbufferStorageOES(ctx, target, image);
|
|
}
|
|
|
|
void glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetProgramBinaryOES(ctx, program, bufSize, length, binaryFormat, binary);
|
|
}
|
|
|
|
void glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glProgramBinaryOES(ctx, program, binaryFormat, binary, length);
|
|
}
|
|
|
|
void* glMapBufferOES(GLenum target, GLenum access)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glMapBufferOES(ctx, target, access);
|
|
}
|
|
|
|
GLboolean glUnmapBufferOES(GLenum target)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glUnmapBufferOES(ctx, target);
|
|
}
|
|
|
|
void glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glTexImage3DOES(ctx, target, level, internalformat, width, height, depth, border, format, type, pixels);
|
|
}
|
|
|
|
void glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
|
|
}
|
|
|
|
void glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCopyTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, x, y, width, height);
|
|
}
|
|
|
|
void glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCompressedTexImage3DOES(ctx, target, level, internalformat, width, height, depth, border, imageSize, data);
|
|
}
|
|
|
|
void glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCompressedTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
|
|
}
|
|
|
|
void glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glFramebufferTexture3DOES(ctx, target, attachment, textarget, texture, level, zoffset);
|
|
}
|
|
|
|
void glBindVertexArrayOES(GLuint array)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glBindVertexArrayOES(ctx, array);
|
|
}
|
|
|
|
void glDeleteVertexArraysOES(GLsizei n, const GLuint* arrays)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glDeleteVertexArraysOES(ctx, n, arrays);
|
|
}
|
|
|
|
void glGenVertexArraysOES(GLsizei n, GLuint* arrays)
|
|
{
|
|
GET_CONTEXT;
|
|
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
|
|
ctx->glGenVertexArraysOES(ctx, n, arrays);
|
|
}
|
|
|
|
GLboolean glIsVertexArrayOES(GLuint array)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsVertexArrayOES(ctx, array);
|
|
}
|
|
|
|
void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum* attachments)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDiscardFramebufferEXT(ctx, target, numAttachments, attachments);
|
|
}
|
|
|
|
void glMultiDrawArraysEXT(GLenum mode, const GLint* first, const GLsizei* count, GLsizei primcount)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glMultiDrawArraysEXT(ctx, mode, first, count, primcount);
|
|
}
|
|
|
|
void glMultiDrawElementsEXT(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei primcount)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glMultiDrawElementsEXT(ctx, mode, count, type, indices, primcount);
|
|
}
|
|
|
|
void glGetPerfMonitorGroupsAMD(GLint* numGroups, GLsizei groupsSize, GLuint* groups)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetPerfMonitorGroupsAMD(ctx, numGroups, groupsSize, groups);
|
|
}
|
|
|
|
void glGetPerfMonitorCountersAMD(GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetPerfMonitorCountersAMD(ctx, group, numCounters, maxActiveCounters, counterSize, counters);
|
|
}
|
|
|
|
void glGetPerfMonitorGroupStringAMD(GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetPerfMonitorGroupStringAMD(ctx, group, bufSize, length, groupString);
|
|
}
|
|
|
|
void glGetPerfMonitorCounterStringAMD(GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetPerfMonitorCounterStringAMD(ctx, group, counter, bufSize, length, counterString);
|
|
}
|
|
|
|
void glGetPerfMonitorCounterInfoAMD(GLuint group, GLuint counter, GLenum pname, GLvoid* data)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetPerfMonitorCounterInfoAMD(ctx, group, counter, pname, data);
|
|
}
|
|
|
|
void glGenPerfMonitorsAMD(GLsizei n, GLuint* monitors)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGenPerfMonitorsAMD(ctx, n, monitors);
|
|
}
|
|
|
|
void glDeletePerfMonitorsAMD(GLsizei n, GLuint* monitors)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDeletePerfMonitorsAMD(ctx, n, monitors);
|
|
}
|
|
|
|
void glSelectPerfMonitorCountersAMD(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glSelectPerfMonitorCountersAMD(ctx, monitor, enable, group, numCounters, countersList);
|
|
}
|
|
|
|
void glBeginPerfMonitorAMD(GLuint monitor)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glBeginPerfMonitorAMD(ctx, monitor);
|
|
}
|
|
|
|
void glEndPerfMonitorAMD(GLuint monitor)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glEndPerfMonitorAMD(ctx, monitor);
|
|
}
|
|
|
|
void glGetPerfMonitorCounterDataAMD(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetPerfMonitorCounterDataAMD(ctx, monitor, pname, dataSize, data, bytesWritten);
|
|
}
|
|
|
|
void glRenderbufferStorageMultisampleIMG(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glRenderbufferStorageMultisampleIMG(ctx, target, samples, internalformat, width, height);
|
|
}
|
|
|
|
void glFramebufferTexture2DMultisampleIMG(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glFramebufferTexture2DMultisampleIMG(ctx, target, attachment, textarget, texture, level, samples);
|
|
}
|
|
|
|
void glDeleteFencesNV(GLsizei n, const GLuint* fences)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDeleteFencesNV(ctx, n, fences);
|
|
}
|
|
|
|
void glGenFencesNV(GLsizei n, GLuint* fences)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGenFencesNV(ctx, n, fences);
|
|
}
|
|
|
|
GLboolean glIsFenceNV(GLuint fence)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glIsFenceNV(ctx, fence);
|
|
}
|
|
|
|
GLboolean glTestFenceNV(GLuint fence)
|
|
{
|
|
GET_CONTEXT;
|
|
return ctx->glTestFenceNV(ctx, fence);
|
|
}
|
|
|
|
void glGetFenceivNV(GLuint fence, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetFenceivNV(ctx, fence, pname, params);
|
|
}
|
|
|
|
void glFinishFenceNV(GLuint fence)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glFinishFenceNV(ctx, fence);
|
|
}
|
|
|
|
void glSetFenceNV(GLuint fence, GLenum condition)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glSetFenceNV(ctx, fence, condition);
|
|
}
|
|
|
|
void glCoverageMaskNV(GLboolean mask)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCoverageMaskNV(ctx, mask);
|
|
}
|
|
|
|
void glCoverageOperationNV(GLenum operation)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glCoverageOperationNV(ctx, operation);
|
|
}
|
|
|
|
void glGetDriverControlsQCOM(GLint* num, GLsizei size, GLuint* driverControls)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetDriverControlsQCOM(ctx, num, size, driverControls);
|
|
}
|
|
|
|
void glGetDriverControlStringQCOM(GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glGetDriverControlStringQCOM(ctx, driverControl, bufSize, length, driverControlString);
|
|
}
|
|
|
|
void glEnableDriverControlQCOM(GLuint driverControl)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glEnableDriverControlQCOM(ctx, driverControl);
|
|
}
|
|
|
|
void glDisableDriverControlQCOM(GLuint driverControl)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glDisableDriverControlQCOM(ctx, driverControl);
|
|
}
|
|
|
|
void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glExtGetTexturesQCOM(ctx, textures, maxTextures, numTextures);
|
|
}
|
|
|
|
void glExtGetBuffersQCOM(GLuint* buffers, GLint maxBuffers, GLint* numBuffers)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glExtGetBuffersQCOM(ctx, buffers, maxBuffers, numBuffers);
|
|
}
|
|
|
|
void glExtGetRenderbuffersQCOM(GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glExtGetRenderbuffersQCOM(ctx, renderbuffers, maxRenderbuffers, numRenderbuffers);
|
|
}
|
|
|
|
void glExtGetFramebuffersQCOM(GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glExtGetFramebuffersQCOM(ctx, framebuffers, maxFramebuffers, numFramebuffers);
|
|
}
|
|
|
|
void glExtGetTexLevelParameterivQCOM(GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glExtGetTexLevelParameterivQCOM(ctx, texture, face, level, pname, params);
|
|
}
|
|
|
|
void glExtTexObjectStateOverrideiQCOM(GLenum target, GLenum pname, GLint param)
|
|
{
|
|
GET_CONTEXT;
|
|
ctx->glExtTexObjectStateOverrideiQCOM(ctx, target, pname, param);
|
|
}
|
|
|
|
void glExtGetTexSubImageQCOM(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* texels)
|
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{
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GET_CONTEXT;
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ctx->glExtGetTexSubImageQCOM(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, texels);
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}
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void glExtGetBufferPointervQCOM(GLenum target, GLvoidptr* params)
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{
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GET_CONTEXT;
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ctx->glExtGetBufferPointervQCOM(ctx, target, params);
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}
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void glExtGetShadersQCOM(GLuint* shaders, GLint maxShaders, GLint* numShaders)
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{
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GET_CONTEXT;
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ctx->glExtGetShadersQCOM(ctx, shaders, maxShaders, numShaders);
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}
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void glExtGetProgramsQCOM(GLuint* programs, GLint maxPrograms, GLint* numPrograms)
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{
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GET_CONTEXT;
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ctx->glExtGetProgramsQCOM(ctx, programs, maxPrograms, numPrograms);
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}
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GLboolean glExtIsProgramBinaryQCOM(GLuint program)
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{
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GET_CONTEXT;
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return ctx->glExtIsProgramBinaryQCOM(ctx, program);
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}
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void glExtGetProgramBinarySourceQCOM(GLuint program, GLenum shadertype, GLchar* source, GLint* length)
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{
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GET_CONTEXT;
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ctx->glExtGetProgramBinarySourceQCOM(ctx, program, shadertype, source, length);
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}
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void glStartTilingQCOM(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask)
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{
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GET_CONTEXT;
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ctx->glStartTilingQCOM(ctx, x, y, width, height, preserveMask);
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}
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void glEndTilingQCOM(GLbitfield preserveMask)
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{
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GET_CONTEXT;
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ctx->glEndTilingQCOM(ctx, preserveMask);
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}
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void glVertexAttribPointerData(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen)
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{
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GET_CONTEXT;
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ctx->glVertexAttribPointerData(ctx, indx, size, type, normalized, stride, data, datalen);
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}
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void glVertexAttribPointerOffset(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset)
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{
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GET_CONTEXT;
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ctx->glVertexAttribPointerOffset(ctx, indx, size, type, normalized, stride, offset);
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}
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void glDrawElementsOffset(GLenum mode, GLsizei count, GLenum type, GLuint offset)
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{
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GET_CONTEXT;
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ctx->glDrawElementsOffset(ctx, mode, count, type, offset);
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}
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void glDrawElementsData(GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen)
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{
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GET_CONTEXT;
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ctx->glDrawElementsData(ctx, mode, count, type, data, datalen);
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}
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void glGetCompressedTextureFormats(int count, GLint* formats)
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{
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GET_CONTEXT;
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ctx->glGetCompressedTextureFormats(ctx, count, formats);
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}
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void glShaderString(GLuint shader, const GLchar* string, GLsizei len)
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{
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GET_CONTEXT;
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ctx->glShaderString(ctx, shader, string, len);
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}
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int glFinishRoundTrip()
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{
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GET_CONTEXT;
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return ctx->glFinishRoundTrip(ctx);
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}
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