blob: fe27e1b0abe052bb8598e4f778425262513a29e4 [file] [log] [blame]
// Copyright (c) 2010 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This file is auto-generated. DO NOT EDIT!
#include <GLES2/gl2.h>
#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
void GL_APIENTRY glActiveTexture(GLenum texture) {
glGetInterfacePPAPI()->ActiveTexture(glGetCurrentContextPPAPI(), texture);
}
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) {
glGetInterfacePPAPI()->AttachShader(
glGetCurrentContextPPAPI(), program, shader);
}
void GL_APIENTRY glBindAttribLocation(
GLuint program, GLuint index, const char* name) {
glGetInterfacePPAPI()->BindAttribLocation(
glGetCurrentContextPPAPI(), program, index, name);
}
void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) {
glGetInterfacePPAPI()->BindBuffer(
glGetCurrentContextPPAPI(), target, buffer);
}
void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) {
glGetInterfacePPAPI()->BindFramebuffer(
glGetCurrentContextPPAPI(), target, framebuffer);
}
void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) {
glGetInterfacePPAPI()->BindRenderbuffer(
glGetCurrentContextPPAPI(), target, renderbuffer);
}
void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) {
glGetInterfacePPAPI()->BindTexture(
glGetCurrentContextPPAPI(), target, texture);
}
void GL_APIENTRY glBlendColor(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
glGetInterfacePPAPI()->BlendColor(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glBlendEquation(GLenum mode) {
glGetInterfacePPAPI()->BlendEquation(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
glGetInterfacePPAPI()->BlendEquationSeparate(
glGetCurrentContextPPAPI(), modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) {
glGetInterfacePPAPI()->BlendFunc(
glGetCurrentContextPPAPI(), sfactor, dfactor);
}
void GL_APIENTRY glBlendFuncSeparate(
GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) {
glGetInterfacePPAPI()->BlendFuncSeparate(
glGetCurrentContextPPAPI(), srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GL_APIENTRY glBufferData(
GLenum target, GLsizeiptr size, const void* data, GLenum usage) {
glGetInterfacePPAPI()->BufferData(
glGetCurrentContextPPAPI(), target, size, data, usage);
}
void GL_APIENTRY glBufferSubData(
GLenum target, GLintptr offset, GLsizeiptr size, const void* data) {
glGetInterfacePPAPI()->BufferSubData(
glGetCurrentContextPPAPI(), target, offset, size, data);
}
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) {
return glGetInterfacePPAPI()->CheckFramebufferStatus(
glGetCurrentContextPPAPI(), target);
}
void GL_APIENTRY glClear(GLbitfield mask) {
glGetInterfacePPAPI()->Clear(glGetCurrentContextPPAPI(), mask);
}
void GL_APIENTRY glClearColor(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
glGetInterfacePPAPI()->ClearColor(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glClearDepthf(GLclampf depth) {
glGetInterfacePPAPI()->ClearDepthf(glGetCurrentContextPPAPI(), depth);
}
void GL_APIENTRY glClearStencil(GLint s) {
glGetInterfacePPAPI()->ClearStencil(glGetCurrentContextPPAPI(), s);
}
void GL_APIENTRY glColorMask(
GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
glGetInterfacePPAPI()->ColorMask(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glCompileShader(GLuint shader) {
glGetInterfacePPAPI()->CompileShader(glGetCurrentContextPPAPI(), shader);
}
void GL_APIENTRY glCompressedTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLsizei imageSize, const void* data) {
glGetInterfacePPAPI()->CompressedTexImage2D(
glGetCurrentContextPPAPI(), target, level, internalformat, width, height,
border, imageSize, data);
}
void GL_APIENTRY glCompressedTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data) {
glGetInterfacePPAPI()->CompressedTexSubImage2D(
glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width,
height, format, imageSize, data);
}
void GL_APIENTRY glCopyTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border) {
glGetInterfacePPAPI()->CopyTexImage2D(
glGetCurrentContextPPAPI(), target, level, internalformat, x, y, width,
height, border);
}
void GL_APIENTRY glCopyTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->CopyTexSubImage2D(
glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, x, y, width,
height);
}
GLuint GL_APIENTRY glCreateProgram() {
return glGetInterfacePPAPI()->CreateProgram(glGetCurrentContextPPAPI());
}
GLuint GL_APIENTRY glCreateShader(GLenum type) {
return glGetInterfacePPAPI()->CreateShader(glGetCurrentContextPPAPI(), type);
}
void GL_APIENTRY glCullFace(GLenum mode) {
glGetInterfacePPAPI()->CullFace(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) {
glGetInterfacePPAPI()->DeleteBuffers(glGetCurrentContextPPAPI(), n, buffers);
}
void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
glGetInterfacePPAPI()->DeleteFramebuffers(
glGetCurrentContextPPAPI(), n, framebuffers);
}
void GL_APIENTRY glDeleteProgram(GLuint program) {
glGetInterfacePPAPI()->DeleteProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glDeleteRenderbuffers(
GLsizei n, const GLuint* renderbuffers) {
glGetInterfacePPAPI()->DeleteRenderbuffers(
glGetCurrentContextPPAPI(), n, renderbuffers);
}
void GL_APIENTRY glDeleteShader(GLuint shader) {
glGetInterfacePPAPI()->DeleteShader(glGetCurrentContextPPAPI(), shader);
}
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) {
glGetInterfacePPAPI()->DeleteTextures(
glGetCurrentContextPPAPI(), n, textures);
}
void GL_APIENTRY glDepthFunc(GLenum func) {
glGetInterfacePPAPI()->DepthFunc(glGetCurrentContextPPAPI(), func);
}
void GL_APIENTRY glDepthMask(GLboolean flag) {
glGetInterfacePPAPI()->DepthMask(glGetCurrentContextPPAPI(), flag);
}
void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) {
glGetInterfacePPAPI()->DepthRangef(glGetCurrentContextPPAPI(), zNear, zFar);
}
void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) {
glGetInterfacePPAPI()->DetachShader(
glGetCurrentContextPPAPI(), program, shader);
}
void GL_APIENTRY glDisable(GLenum cap) {
glGetInterfacePPAPI()->Disable(glGetCurrentContextPPAPI(), cap);
}
void GL_APIENTRY glDisableVertexAttribArray(GLuint index) {
glGetInterfacePPAPI()->DisableVertexAttribArray(
glGetCurrentContextPPAPI(), index);
}
void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
glGetInterfacePPAPI()->DrawArrays(
glGetCurrentContextPPAPI(), mode, first, count);
}
void GL_APIENTRY glDrawElements(
GLenum mode, GLsizei count, GLenum type, const void* indices) {
glGetInterfacePPAPI()->DrawElements(
glGetCurrentContextPPAPI(), mode, count, type, indices);
}
void GL_APIENTRY glEnable(GLenum cap) {
glGetInterfacePPAPI()->Enable(glGetCurrentContextPPAPI(), cap);
}
void GL_APIENTRY glEnableVertexAttribArray(GLuint index) {
glGetInterfacePPAPI()->EnableVertexAttribArray(
glGetCurrentContextPPAPI(), index);
}
void GL_APIENTRY glFinish() {
glGetInterfacePPAPI()->Finish(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glFlush() {
glGetInterfacePPAPI()->Flush(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glFramebufferRenderbuffer(
GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer) {
glGetInterfacePPAPI()->FramebufferRenderbuffer(
glGetCurrentContextPPAPI(), target, attachment, renderbuffertarget,
renderbuffer);
}
void GL_APIENTRY glFramebufferTexture2D(
GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
GLint level) {
glGetInterfacePPAPI()->FramebufferTexture2D(
glGetCurrentContextPPAPI(), target, attachment, textarget, texture,
level);
}
void GL_APIENTRY glFrontFace(GLenum mode) {
glGetInterfacePPAPI()->FrontFace(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) {
glGetInterfacePPAPI()->GenBuffers(glGetCurrentContextPPAPI(), n, buffers);
}
void GL_APIENTRY glGenerateMipmap(GLenum target) {
glGetInterfacePPAPI()->GenerateMipmap(glGetCurrentContextPPAPI(), target);
}
void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) {
glGetInterfacePPAPI()->GenFramebuffers(
glGetCurrentContextPPAPI(), n, framebuffers);
}
void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
glGetInterfacePPAPI()->GenRenderbuffers(
glGetCurrentContextPPAPI(), n, renderbuffers);
}
void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) {
glGetInterfacePPAPI()->GenTextures(glGetCurrentContextPPAPI(), n, textures);
}
void GL_APIENTRY glGetActiveAttrib(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
GLenum* type, char* name) {
glGetInterfacePPAPI()->GetActiveAttrib(
glGetCurrentContextPPAPI(), program, index, bufsize, length, size, type,
name);
}
void GL_APIENTRY glGetActiveUniform(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
GLenum* type, char* name) {
glGetInterfacePPAPI()->GetActiveUniform(
glGetCurrentContextPPAPI(), program, index, bufsize, length, size, type,
name);
}
void GL_APIENTRY glGetAttachedShaders(
GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) {
glGetInterfacePPAPI()->GetAttachedShaders(
glGetCurrentContextPPAPI(), program, maxcount, count, shaders);
}
GLint GL_APIENTRY glGetAttribLocation(GLuint program, const char* name) {
return glGetInterfacePPAPI()->GetAttribLocation(
glGetCurrentContextPPAPI(), program, name);
}
void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) {
glGetInterfacePPAPI()->GetBooleanv(
glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY glGetBufferParameteriv(
GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetBufferParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
GLenum GL_APIENTRY glGetError() {
return glGetInterfacePPAPI()->GetError(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetFloatv(glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY glGetFramebufferAttachmentParameteriv(
GLenum target, GLenum attachment, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetFramebufferAttachmentParameteriv(
glGetCurrentContextPPAPI(), target, attachment, pname, params);
}
void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetIntegerv(
glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetProgramiv(
glGetCurrentContextPPAPI(), program, pname, params);
}
void GL_APIENTRY glGetProgramInfoLog(
GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) {
glGetInterfacePPAPI()->GetProgramInfoLog(
glGetCurrentContextPPAPI(), program, bufsize, length, infolog);
}
void GL_APIENTRY glGetRenderbufferParameteriv(
GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetRenderbufferParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetShaderiv(
glGetCurrentContextPPAPI(), shader, pname, params);
}
void GL_APIENTRY glGetShaderInfoLog(
GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) {
glGetInterfacePPAPI()->GetShaderInfoLog(
glGetCurrentContextPPAPI(), shader, bufsize, length, infolog);
}
void GL_APIENTRY glGetShaderPrecisionFormat(
GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
glGetInterfacePPAPI()->GetShaderPrecisionFormat(
glGetCurrentContextPPAPI(), shadertype, precisiontype, range, precision);
}
void GL_APIENTRY glGetShaderSource(
GLuint shader, GLsizei bufsize, GLsizei* length, char* source) {
glGetInterfacePPAPI()->GetShaderSource(
glGetCurrentContextPPAPI(), shader, bufsize, length, source);
}
const GLubyte* GL_APIENTRY glGetString(GLenum name) {
return glGetInterfacePPAPI()->GetString(glGetCurrentContextPPAPI(), name);
}
void GL_APIENTRY glGetTexParameterfv(
GLenum target, GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetTexParameterfv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glGetTexParameteriv(
GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetTexParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glGetUniformfv(
GLuint program, GLint location, GLfloat* params) {
glGetInterfacePPAPI()->GetUniformfv(
glGetCurrentContextPPAPI(), program, location, params);
}
void GL_APIENTRY glGetUniformiv(
GLuint program, GLint location, GLint* params) {
glGetInterfacePPAPI()->GetUniformiv(
glGetCurrentContextPPAPI(), program, location, params);
}
GLint GL_APIENTRY glGetUniformLocation(GLuint program, const char* name) {
return glGetInterfacePPAPI()->GetUniformLocation(
glGetCurrentContextPPAPI(), program, name);
}
void GL_APIENTRY glGetVertexAttribfv(
GLuint index, GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetVertexAttribfv(
glGetCurrentContextPPAPI(), index, pname, params);
}
void GL_APIENTRY glGetVertexAttribiv(
GLuint index, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetVertexAttribiv(
glGetCurrentContextPPAPI(), index, pname, params);
}
void GL_APIENTRY glGetVertexAttribPointerv(
GLuint index, GLenum pname, void** pointer) {
glGetInterfacePPAPI()->GetVertexAttribPointerv(
glGetCurrentContextPPAPI(), index, pname, pointer);
}
void GL_APIENTRY glHint(GLenum target, GLenum mode) {
glGetInterfacePPAPI()->Hint(glGetCurrentContextPPAPI(), target, mode);
}
GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) {
return glGetInterfacePPAPI()->IsBuffer(glGetCurrentContextPPAPI(), buffer);
}
GLboolean GL_APIENTRY glIsEnabled(GLenum cap) {
return glGetInterfacePPAPI()->IsEnabled(glGetCurrentContextPPAPI(), cap);
}
GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) {
return glGetInterfacePPAPI()->IsFramebuffer(
glGetCurrentContextPPAPI(), framebuffer);
}
GLboolean GL_APIENTRY glIsProgram(GLuint program) {
return glGetInterfacePPAPI()->IsProgram(glGetCurrentContextPPAPI(), program);
}
GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) {
return glGetInterfacePPAPI()->IsRenderbuffer(
glGetCurrentContextPPAPI(), renderbuffer);
}
GLboolean GL_APIENTRY glIsShader(GLuint shader) {
return glGetInterfacePPAPI()->IsShader(glGetCurrentContextPPAPI(), shader);
}
GLboolean GL_APIENTRY glIsTexture(GLuint texture) {
return glGetInterfacePPAPI()->IsTexture(glGetCurrentContextPPAPI(), texture);
}
void GL_APIENTRY glLineWidth(GLfloat width) {
glGetInterfacePPAPI()->LineWidth(glGetCurrentContextPPAPI(), width);
}
void GL_APIENTRY glLinkProgram(GLuint program) {
glGetInterfacePPAPI()->LinkProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) {
glGetInterfacePPAPI()->PixelStorei(glGetCurrentContextPPAPI(), pname, param);
}
void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) {
glGetInterfacePPAPI()->PolygonOffset(
glGetCurrentContextPPAPI(), factor, units);
}
void GL_APIENTRY glReadPixels(
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
void* pixels) {
glGetInterfacePPAPI()->ReadPixels(
glGetCurrentContextPPAPI(), x, y, width, height, format, type, pixels);
}
void GL_APIENTRY glReleaseShaderCompiler() {
glGetInterfacePPAPI()->ReleaseShaderCompiler(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glRenderbufferStorage(
GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->RenderbufferStorage(
glGetCurrentContextPPAPI(), target, internalformat, width, height);
}
void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert) {
glGetInterfacePPAPI()->SampleCoverage(
glGetCurrentContextPPAPI(), value, invert);
}
void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->Scissor(
glGetCurrentContextPPAPI(), x, y, width, height);
}
void GL_APIENTRY glShaderBinary(
GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary,
GLsizei length) {
glGetInterfacePPAPI()->ShaderBinary(
glGetCurrentContextPPAPI(), n, shaders, binaryformat, binary, length);
}
void GL_APIENTRY glShaderSource(
GLuint shader, GLsizei count, const char** str, const GLint* length) {
glGetInterfacePPAPI()->ShaderSource(
glGetCurrentContextPPAPI(), shader, count, str, length);
}
void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) {
glGetInterfacePPAPI()->StencilFunc(
glGetCurrentContextPPAPI(), func, ref, mask);
}
void GL_APIENTRY glStencilFuncSeparate(
GLenum face, GLenum func, GLint ref, GLuint mask) {
glGetInterfacePPAPI()->StencilFuncSeparate(
glGetCurrentContextPPAPI(), face, func, ref, mask);
}
void GL_APIENTRY glStencilMask(GLuint mask) {
glGetInterfacePPAPI()->StencilMask(glGetCurrentContextPPAPI(), mask);
}
void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) {
glGetInterfacePPAPI()->StencilMaskSeparate(
glGetCurrentContextPPAPI(), face, mask);
}
void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
glGetInterfacePPAPI()->StencilOp(
glGetCurrentContextPPAPI(), fail, zfail, zpass);
}
void GL_APIENTRY glStencilOpSeparate(
GLenum face, GLenum fail, GLenum zfail, GLenum zpass) {
glGetInterfacePPAPI()->StencilOpSeparate(
glGetCurrentContextPPAPI(), face, fail, zfail, zpass);
}
void GL_APIENTRY glTexImage2D(
GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
const void* pixels) {
glGetInterfacePPAPI()->TexImage2D(
glGetCurrentContextPPAPI(), target, level, internalformat, width, height,
border, format, type, pixels);
}
void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) {
glGetInterfacePPAPI()->TexParameterf(
glGetCurrentContextPPAPI(), target, pname, param);
}
void GL_APIENTRY glTexParameterfv(
GLenum target, GLenum pname, const GLfloat* params) {
glGetInterfacePPAPI()->TexParameterfv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) {
glGetInterfacePPAPI()->TexParameteri(
glGetCurrentContextPPAPI(), target, pname, param);
}
void GL_APIENTRY glTexParameteriv(
GLenum target, GLenum pname, const GLint* params) {
glGetInterfacePPAPI()->TexParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLenum type, const void* pixels) {
glGetInterfacePPAPI()->TexSubImage2D(
glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width,
height, format, type, pixels);
}
void GL_APIENTRY glUniform1f(GLint location, GLfloat x) {
glGetInterfacePPAPI()->Uniform1f(glGetCurrentContextPPAPI(), location, x);
}
void GL_APIENTRY glUniform1fv(
GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform1fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform1i(GLint location, GLint x) {
glGetInterfacePPAPI()->Uniform1i(glGetCurrentContextPPAPI(), location, x);
}
void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform1iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y) {
glGetInterfacePPAPI()->Uniform2f(glGetCurrentContextPPAPI(), location, x, y);
}
void GL_APIENTRY glUniform2fv(
GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform2fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) {
glGetInterfacePPAPI()->Uniform2i(glGetCurrentContextPPAPI(), location, x, y);
}
void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform2iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) {
glGetInterfacePPAPI()->Uniform3f(
glGetCurrentContextPPAPI(), location, x, y, z);
}
void GL_APIENTRY glUniform3fv(
GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform3fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z) {
glGetInterfacePPAPI()->Uniform3i(
glGetCurrentContextPPAPI(), location, x, y, z);
}
void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform3iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform4f(
GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
glGetInterfacePPAPI()->Uniform4f(
glGetCurrentContextPPAPI(), location, x, y, z, w);
}
void GL_APIENTRY glUniform4fv(
GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform4fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform4i(
GLint location, GLint x, GLint y, GLint z, GLint w) {
glGetInterfacePPAPI()->Uniform4i(
glGetCurrentContextPPAPI(), location, x, y, z, w);
}
void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform4iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniformMatrix2fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix2fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix3fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix4fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUseProgram(GLuint program) {
glGetInterfacePPAPI()->UseProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glValidateProgram(GLuint program) {
glGetInterfacePPAPI()->ValidateProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x) {
glGetInterfacePPAPI()->VertexAttrib1f(glGetCurrentContextPPAPI(), indx, x);
}
void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib1fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
glGetInterfacePPAPI()->VertexAttrib2f(
glGetCurrentContextPPAPI(), indx, x, y);
}
void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib2fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttrib3f(
GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
glGetInterfacePPAPI()->VertexAttrib3f(
glGetCurrentContextPPAPI(), indx, x, y, z);
}
void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib3fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttrib4f(
GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
glGetInterfacePPAPI()->VertexAttrib4f(
glGetCurrentContextPPAPI(), indx, x, y, z, w);
}
void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib4fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttribPointer(
GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride,
const void* ptr) {
glGetInterfacePPAPI()->VertexAttribPointer(
glGetCurrentContextPPAPI(), indx, size, type, normalized, stride, ptr);
}
void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->Viewport(
glGetCurrentContextPPAPI(), x, y, width, height);
}