blob: 0a8dab9b68b2eec26a8a823251fdfc6cfa6a8adf [file] [log] [blame]
// Copyright 2014 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 from
// gpu/command_buffer/build_gles2_cmd_buffer.py
// It's formatted by clang-format using chromium coding style:
// clang-format -i -style=chromium filename
// DO NOT EDIT!
// These functions emulate GLES2 over command buffers.
#ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_
#define GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_
void GL_APIENTRY GLES2ActiveTexture(GLenum texture) {
gles2::GetGLContext()->ActiveTexture(texture);
}
void GL_APIENTRY GLES2AttachShader(GLuint program, GLuint shader) {
gles2::GetGLContext()->AttachShader(program, shader);
}
void GL_APIENTRY GLES2BindAttribLocation(GLuint program,
GLuint index,
const char* name) {
gles2::GetGLContext()->BindAttribLocation(program, index, name);
}
void GL_APIENTRY GLES2BindBuffer(GLenum target, GLuint buffer) {
gles2::GetGLContext()->BindBuffer(target, buffer);
}
void GL_APIENTRY GLES2BindBufferBase(GLenum target,
GLuint index,
GLuint buffer) {
gles2::GetGLContext()->BindBufferBase(target, index, buffer);
}
void GL_APIENTRY GLES2BindBufferRange(GLenum target,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size) {
gles2::GetGLContext()->BindBufferRange(target, index, buffer, offset, size);
}
void GL_APIENTRY GLES2BindFramebuffer(GLenum target, GLuint framebuffer) {
gles2::GetGLContext()->BindFramebuffer(target, framebuffer);
}
void GL_APIENTRY GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) {
gles2::GetGLContext()->BindRenderbuffer(target, renderbuffer);
}
void GL_APIENTRY GLES2BindSampler(GLuint unit, GLuint sampler) {
gles2::GetGLContext()->BindSampler(unit, sampler);
}
void GL_APIENTRY GLES2BindTexture(GLenum target, GLuint texture) {
gles2::GetGLContext()->BindTexture(target, texture);
}
void GL_APIENTRY GLES2BindTransformFeedback(GLenum target,
GLuint transformfeedback) {
gles2::GetGLContext()->BindTransformFeedback(target, transformfeedback);
}
void GL_APIENTRY GLES2BlendColor(GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha) {
gles2::GetGLContext()->BlendColor(red, green, blue, alpha);
}
void GL_APIENTRY GLES2BlendEquation(GLenum mode) {
gles2::GetGLContext()->BlendEquation(mode);
}
void GL_APIENTRY GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
gles2::GetGLContext()->BlendEquationSeparate(modeRGB, modeAlpha);
}
void GL_APIENTRY GLES2BlendFunc(GLenum sfactor, GLenum dfactor) {
gles2::GetGLContext()->BlendFunc(sfactor, dfactor);
}
void GL_APIENTRY GLES2BlendFuncSeparate(GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha) {
gles2::GetGLContext()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GL_APIENTRY GLES2BufferData(GLenum target,
GLsizeiptr size,
const void* data,
GLenum usage) {
gles2::GetGLContext()->BufferData(target, size, data, usage);
}
void GL_APIENTRY GLES2BufferSubData(GLenum target,
GLintptr offset,
GLsizeiptr size,
const void* data) {
gles2::GetGLContext()->BufferSubData(target, offset, size, data);
}
GLenum GL_APIENTRY GLES2CheckFramebufferStatus(GLenum target) {
return gles2::GetGLContext()->CheckFramebufferStatus(target);
}
void GL_APIENTRY GLES2Clear(GLbitfield mask) {
gles2::GetGLContext()->Clear(mask);
}
void GL_APIENTRY GLES2ClearBufferfi(GLenum buffer,
GLint drawbuffers,
GLfloat depth,
GLint stencil) {
gles2::GetGLContext()->ClearBufferfi(buffer, drawbuffers, depth, stencil);
}
void GL_APIENTRY GLES2ClearBufferfv(GLenum buffer,
GLint drawbuffers,
const GLfloat* value) {
gles2::GetGLContext()->ClearBufferfv(buffer, drawbuffers, value);
}
void GL_APIENTRY GLES2ClearBufferiv(GLenum buffer,
GLint drawbuffers,
const GLint* value) {
gles2::GetGLContext()->ClearBufferiv(buffer, drawbuffers, value);
}
void GL_APIENTRY GLES2ClearBufferuiv(GLenum buffer,
GLint drawbuffers,
const GLuint* value) {
gles2::GetGLContext()->ClearBufferuiv(buffer, drawbuffers, value);
}
void GL_APIENTRY GLES2ClearColor(GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha) {
gles2::GetGLContext()->ClearColor(red, green, blue, alpha);
}
void GL_APIENTRY GLES2ClearDepthf(GLclampf depth) {
gles2::GetGLContext()->ClearDepthf(depth);
}
void GL_APIENTRY GLES2ClearStencil(GLint s) {
gles2::GetGLContext()->ClearStencil(s);
}
GLenum GL_APIENTRY GLES2ClientWaitSync(GLsync sync,
GLbitfield flags,
GLuint64 timeout) {
return gles2::GetGLContext()->ClientWaitSync(sync, flags, timeout);
}
void GL_APIENTRY GLES2ColorMask(GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha) {
gles2::GetGLContext()->ColorMask(red, green, blue, alpha);
}
void GL_APIENTRY GLES2CompileShader(GLuint shader) {
gles2::GetGLContext()->CompileShader(shader);
}
void GL_APIENTRY GLES2CompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void* data) {
gles2::GetGLContext()->CompressedTexImage2D(
target, level, internalformat, width, height, border, imageSize, data);
}
void GL_APIENTRY GLES2CompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void* data) {
gles2::GetGLContext()->CompressedTexSubImage2D(
target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
void GL_APIENTRY GLES2CompressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void* data) {
gles2::GetGLContext()->CompressedTexImage3D(target, level, internalformat,
width, height, depth, border,
imageSize, data);
}
void GL_APIENTRY GLES2CompressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void* data) {
gles2::GetGLContext()->CompressedTexSubImage3D(
target, level, xoffset, yoffset, zoffset, width, height, depth, format,
imageSize, data);
}
void GL_APIENTRY GLES2CopyBufferSubData(GLenum readtarget,
GLenum writetarget,
GLintptr readoffset,
GLintptr writeoffset,
GLsizeiptr size) {
gles2::GetGLContext()->CopyBufferSubData(readtarget, writetarget, readoffset,
writeoffset, size);
}
void GL_APIENTRY GLES2CopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border) {
gles2::GetGLContext()->CopyTexImage2D(target, level, internalformat, x, y,
width, height, border);
}
void GL_APIENTRY GLES2CopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->CopyTexSubImage2D(target, level, xoffset, yoffset, x,
y, width, height);
}
void GL_APIENTRY GLES2CopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->CopyTexSubImage3D(target, level, xoffset, yoffset,
zoffset, x, y, width, height);
}
GLuint GL_APIENTRY GLES2CreateProgram() {
return gles2::GetGLContext()->CreateProgram();
}
GLuint GL_APIENTRY GLES2CreateShader(GLenum type) {
return gles2::GetGLContext()->CreateShader(type);
}
void GL_APIENTRY GLES2CullFace(GLenum mode) {
gles2::GetGLContext()->CullFace(mode);
}
void GL_APIENTRY GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) {
gles2::GetGLContext()->DeleteBuffers(n, buffers);
}
void GL_APIENTRY GLES2DeleteFramebuffers(GLsizei n,
const GLuint* framebuffers) {
gles2::GetGLContext()->DeleteFramebuffers(n, framebuffers);
}
void GL_APIENTRY GLES2DeleteProgram(GLuint program) {
gles2::GetGLContext()->DeleteProgram(program);
}
void GL_APIENTRY GLES2DeleteRenderbuffers(GLsizei n,
const GLuint* renderbuffers) {
gles2::GetGLContext()->DeleteRenderbuffers(n, renderbuffers);
}
void GL_APIENTRY GLES2DeleteSamplers(GLsizei n, const GLuint* samplers) {
gles2::GetGLContext()->DeleteSamplers(n, samplers);
}
void GL_APIENTRY GLES2DeleteSync(GLsync sync) {
gles2::GetGLContext()->DeleteSync(sync);
}
void GL_APIENTRY GLES2DeleteShader(GLuint shader) {
gles2::GetGLContext()->DeleteShader(shader);
}
void GL_APIENTRY GLES2DeleteTextures(GLsizei n, const GLuint* textures) {
gles2::GetGLContext()->DeleteTextures(n, textures);
}
void GL_APIENTRY GLES2DeleteTransformFeedbacks(GLsizei n, const GLuint* ids) {
gles2::GetGLContext()->DeleteTransformFeedbacks(n, ids);
}
void GL_APIENTRY GLES2DepthFunc(GLenum func) {
gles2::GetGLContext()->DepthFunc(func);
}
void GL_APIENTRY GLES2DepthMask(GLboolean flag) {
gles2::GetGLContext()->DepthMask(flag);
}
void GL_APIENTRY GLES2DepthRangef(GLclampf zNear, GLclampf zFar) {
gles2::GetGLContext()->DepthRangef(zNear, zFar);
}
void GL_APIENTRY GLES2DetachShader(GLuint program, GLuint shader) {
gles2::GetGLContext()->DetachShader(program, shader);
}
void GL_APIENTRY GLES2Disable(GLenum cap) {
gles2::GetGLContext()->Disable(cap);
}
void GL_APIENTRY GLES2DisableVertexAttribArray(GLuint index) {
gles2::GetGLContext()->DisableVertexAttribArray(index);
}
void GL_APIENTRY GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) {
gles2::GetGLContext()->DrawArrays(mode, first, count);
}
void GL_APIENTRY GLES2DrawElements(GLenum mode,
GLsizei count,
GLenum type,
const void* indices) {
gles2::GetGLContext()->DrawElements(mode, count, type, indices);
}
void GL_APIENTRY GLES2DrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void* indices) {
gles2::GetGLContext()->DrawRangeElements(mode, start, end, count, type,
indices);
}
void GL_APIENTRY GLES2Enable(GLenum cap) {
gles2::GetGLContext()->Enable(cap);
}
void GL_APIENTRY GLES2EnableVertexAttribArray(GLuint index) {
gles2::GetGLContext()->EnableVertexAttribArray(index);
}
GLsync GL_APIENTRY GLES2FenceSync(GLenum condition, GLbitfield flags) {
return gles2::GetGLContext()->FenceSync(condition, flags);
}
void GL_APIENTRY GLES2Finish() {
gles2::GetGLContext()->Finish();
}
void GL_APIENTRY GLES2Flush() {
gles2::GetGLContext()->Flush();
}
void GL_APIENTRY GLES2FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer) {
gles2::GetGLContext()->FramebufferRenderbuffer(
target, attachment, renderbuffertarget, renderbuffer);
}
void GL_APIENTRY GLES2FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level) {
gles2::GetGLContext()->FramebufferTexture2D(target, attachment, textarget,
texture, level);
}
void GL_APIENTRY GLES2FramebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer) {
gles2::GetGLContext()->FramebufferTextureLayer(target, attachment, texture,
level, layer);
}
void GL_APIENTRY GLES2FrontFace(GLenum mode) {
gles2::GetGLContext()->FrontFace(mode);
}
void GL_APIENTRY GLES2GenBuffers(GLsizei n, GLuint* buffers) {
gles2::GetGLContext()->GenBuffers(n, buffers);
}
void GL_APIENTRY GLES2GenerateMipmap(GLenum target) {
gles2::GetGLContext()->GenerateMipmap(target);
}
void GL_APIENTRY GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) {
gles2::GetGLContext()->GenFramebuffers(n, framebuffers);
}
void GL_APIENTRY GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
gles2::GetGLContext()->GenRenderbuffers(n, renderbuffers);
}
void GL_APIENTRY GLES2GenSamplers(GLsizei n, GLuint* samplers) {
gles2::GetGLContext()->GenSamplers(n, samplers);
}
void GL_APIENTRY GLES2GenTextures(GLsizei n, GLuint* textures) {
gles2::GetGLContext()->GenTextures(n, textures);
}
void GL_APIENTRY GLES2GenTransformFeedbacks(GLsizei n, GLuint* ids) {
gles2::GetGLContext()->GenTransformFeedbacks(n, ids);
}
void GL_APIENTRY GLES2GetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLint* size,
GLenum* type,
char* name) {
gles2::GetGLContext()->GetActiveAttrib(program, index, bufsize, length, size,
type, name);
}
void GL_APIENTRY GLES2GetActiveUniform(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLint* size,
GLenum* type,
char* name) {
gles2::GetGLContext()->GetActiveUniform(program, index, bufsize, length, size,
type, name);
}
void GL_APIENTRY GLES2GetActiveUniformBlockiv(GLuint program,
GLuint index,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetActiveUniformBlockiv(program, index, pname, params);
}
void GL_APIENTRY GLES2GetActiveUniformBlockName(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
char* name) {
gles2::GetGLContext()->GetActiveUniformBlockName(program, index, bufsize,
length, name);
}
void GL_APIENTRY GLES2GetActiveUniformsiv(GLuint program,
GLsizei count,
const GLuint* indices,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetActiveUniformsiv(program, count, indices, pname,
params);
}
void GL_APIENTRY GLES2GetAttachedShaders(GLuint program,
GLsizei maxcount,
GLsizei* count,
GLuint* shaders) {
gles2::GetGLContext()->GetAttachedShaders(program, maxcount, count, shaders);
}
GLint GL_APIENTRY GLES2GetAttribLocation(GLuint program, const char* name) {
return gles2::GetGLContext()->GetAttribLocation(program, name);
}
void GL_APIENTRY GLES2GetBooleanv(GLenum pname, GLboolean* params) {
gles2::GetGLContext()->GetBooleanv(pname, params);
}
void GL_APIENTRY GLES2GetBufferParameteri64v(GLenum target,
GLenum pname,
GLint64* params) {
gles2::GetGLContext()->GetBufferParameteri64v(target, pname, params);
}
void GL_APIENTRY GLES2GetBufferParameteriv(GLenum target,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetBufferParameteriv(target, pname, params);
}
GLenum GL_APIENTRY GLES2GetError() {
return gles2::GetGLContext()->GetError();
}
void GL_APIENTRY GLES2GetFloatv(GLenum pname, GLfloat* params) {
gles2::GetGLContext()->GetFloatv(pname, params);
}
GLint GL_APIENTRY GLES2GetFragDataLocation(GLuint program, const char* name) {
return gles2::GetGLContext()->GetFragDataLocation(program, name);
}
void GL_APIENTRY GLES2GetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetFramebufferAttachmentParameteriv(target, attachment,
pname, params);
}
void GL_APIENTRY GLES2GetInteger64v(GLenum pname, GLint64* params) {
gles2::GetGLContext()->GetInteger64v(pname, params);
}
void GL_APIENTRY GLES2GetIntegeri_v(GLenum pname, GLuint index, GLint* data) {
gles2::GetGLContext()->GetIntegeri_v(pname, index, data);
}
void GL_APIENTRY GLES2GetInteger64i_v(GLenum pname,
GLuint index,
GLint64* data) {
gles2::GetGLContext()->GetInteger64i_v(pname, index, data);
}
void GL_APIENTRY GLES2GetIntegerv(GLenum pname, GLint* params) {
gles2::GetGLContext()->GetIntegerv(pname, params);
}
void GL_APIENTRY GLES2GetInternalformativ(GLenum target,
GLenum format,
GLenum pname,
GLsizei bufSize,
GLint* params) {
gles2::GetGLContext()->GetInternalformativ(target, format, pname, bufSize,
params);
}
void GL_APIENTRY GLES2GetProgramiv(GLuint program,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetProgramiv(program, pname, params);
}
void GL_APIENTRY GLES2GetProgramInfoLog(GLuint program,
GLsizei bufsize,
GLsizei* length,
char* infolog) {
gles2::GetGLContext()->GetProgramInfoLog(program, bufsize, length, infolog);
}
void GL_APIENTRY GLES2GetRenderbufferParameteriv(GLenum target,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetRenderbufferParameteriv(target, pname, params);
}
void GL_APIENTRY GLES2GetSamplerParameterfv(GLuint sampler,
GLenum pname,
GLfloat* params) {
gles2::GetGLContext()->GetSamplerParameterfv(sampler, pname, params);
}
void GL_APIENTRY GLES2GetSamplerParameteriv(GLuint sampler,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetSamplerParameteriv(sampler, pname, params);
}
void GL_APIENTRY GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
gles2::GetGLContext()->GetShaderiv(shader, pname, params);
}
void GL_APIENTRY GLES2GetShaderInfoLog(GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* infolog) {
gles2::GetGLContext()->GetShaderInfoLog(shader, bufsize, length, infolog);
}
void GL_APIENTRY GLES2GetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint* range,
GLint* precision) {
gles2::GetGLContext()->GetShaderPrecisionFormat(shadertype, precisiontype,
range, precision);
}
void GL_APIENTRY GLES2GetShaderSource(GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* source) {
gles2::GetGLContext()->GetShaderSource(shader, bufsize, length, source);
}
const GLubyte* GL_APIENTRY GLES2GetString(GLenum name) {
return gles2::GetGLContext()->GetString(name);
}
const GLubyte* GL_APIENTRY GLES2GetStringi(GLenum name, GLuint index) {
return gles2::GetGLContext()->GetStringi(name, index);
}
void GL_APIENTRY GLES2GetSynciv(GLsync sync,
GLenum pname,
GLsizei bufsize,
GLsizei* length,
GLint* values) {
gles2::GetGLContext()->GetSynciv(sync, pname, bufsize, length, values);
}
void GL_APIENTRY GLES2GetTexParameterfv(GLenum target,
GLenum pname,
GLfloat* params) {
gles2::GetGLContext()->GetTexParameterfv(target, pname, params);
}
void GL_APIENTRY GLES2GetTexParameteriv(GLenum target,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetTexParameteriv(target, pname, params);
}
void GL_APIENTRY GLES2GetTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLsizei* size,
GLenum* type,
char* name) {
gles2::GetGLContext()->GetTransformFeedbackVarying(program, index, bufsize,
length, size, type, name);
}
GLuint GL_APIENTRY GLES2GetUniformBlockIndex(GLuint program, const char* name) {
return gles2::GetGLContext()->GetUniformBlockIndex(program, name);
}
void GL_APIENTRY GLES2GetUniformfv(GLuint program,
GLint location,
GLfloat* params) {
gles2::GetGLContext()->GetUniformfv(program, location, params);
}
void GL_APIENTRY GLES2GetUniformiv(GLuint program,
GLint location,
GLint* params) {
gles2::GetGLContext()->GetUniformiv(program, location, params);
}
void GL_APIENTRY GLES2GetUniformuiv(GLuint program,
GLint location,
GLuint* params) {
gles2::GetGLContext()->GetUniformuiv(program, location, params);
}
void GL_APIENTRY GLES2GetUniformIndices(GLuint program,
GLsizei count,
const char* const* names,
GLuint* indices) {
gles2::GetGLContext()->GetUniformIndices(program, count, names, indices);
}
GLint GL_APIENTRY GLES2GetUniformLocation(GLuint program, const char* name) {
return gles2::GetGLContext()->GetUniformLocation(program, name);
}
void GL_APIENTRY GLES2GetVertexAttribfv(GLuint index,
GLenum pname,
GLfloat* params) {
gles2::GetGLContext()->GetVertexAttribfv(index, pname, params);
}
void GL_APIENTRY GLES2GetVertexAttribiv(GLuint index,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetVertexAttribiv(index, pname, params);
}
void GL_APIENTRY GLES2GetVertexAttribIiv(GLuint index,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetVertexAttribIiv(index, pname, params);
}
void GL_APIENTRY GLES2GetVertexAttribIuiv(GLuint index,
GLenum pname,
GLuint* params) {
gles2::GetGLContext()->GetVertexAttribIuiv(index, pname, params);
}
void GL_APIENTRY GLES2GetVertexAttribPointerv(GLuint index,
GLenum pname,
void** pointer) {
gles2::GetGLContext()->GetVertexAttribPointerv(index, pname, pointer);
}
void GL_APIENTRY GLES2Hint(GLenum target, GLenum mode) {
gles2::GetGLContext()->Hint(target, mode);
}
void GL_APIENTRY GLES2InvalidateFramebuffer(GLenum target,
GLsizei count,
const GLenum* attachments) {
gles2::GetGLContext()->InvalidateFramebuffer(target, count, attachments);
}
void GL_APIENTRY GLES2InvalidateSubFramebuffer(GLenum target,
GLsizei count,
const GLenum* attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->InvalidateSubFramebuffer(target, count, attachments, x,
y, width, height);
}
GLboolean GL_APIENTRY GLES2IsBuffer(GLuint buffer) {
return gles2::GetGLContext()->IsBuffer(buffer);
}
GLboolean GL_APIENTRY GLES2IsEnabled(GLenum cap) {
return gles2::GetGLContext()->IsEnabled(cap);
}
GLboolean GL_APIENTRY GLES2IsFramebuffer(GLuint framebuffer) {
return gles2::GetGLContext()->IsFramebuffer(framebuffer);
}
GLboolean GL_APIENTRY GLES2IsProgram(GLuint program) {
return gles2::GetGLContext()->IsProgram(program);
}
GLboolean GL_APIENTRY GLES2IsRenderbuffer(GLuint renderbuffer) {
return gles2::GetGLContext()->IsRenderbuffer(renderbuffer);
}
GLboolean GL_APIENTRY GLES2IsSampler(GLuint sampler) {
return gles2::GetGLContext()->IsSampler(sampler);
}
GLboolean GL_APIENTRY GLES2IsShader(GLuint shader) {
return gles2::GetGLContext()->IsShader(shader);
}
GLboolean GL_APIENTRY GLES2IsSync(GLsync sync) {
return gles2::GetGLContext()->IsSync(sync);
}
GLboolean GL_APIENTRY GLES2IsTexture(GLuint texture) {
return gles2::GetGLContext()->IsTexture(texture);
}
GLboolean GL_APIENTRY GLES2IsTransformFeedback(GLuint transformfeedback) {
return gles2::GetGLContext()->IsTransformFeedback(transformfeedback);
}
void GL_APIENTRY GLES2LineWidth(GLfloat width) {
gles2::GetGLContext()->LineWidth(width);
}
void GL_APIENTRY GLES2LinkProgram(GLuint program) {
gles2::GetGLContext()->LinkProgram(program);
}
void GL_APIENTRY GLES2PauseTransformFeedback() {
gles2::GetGLContext()->PauseTransformFeedback();
}
void GL_APIENTRY GLES2PixelStorei(GLenum pname, GLint param) {
gles2::GetGLContext()->PixelStorei(pname, param);
}
void GL_APIENTRY GLES2PolygonOffset(GLfloat factor, GLfloat units) {
gles2::GetGLContext()->PolygonOffset(factor, units);
}
void GL_APIENTRY GLES2ReadBuffer(GLenum src) {
gles2::GetGLContext()->ReadBuffer(src);
}
void GL_APIENTRY GLES2ReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void* pixels) {
gles2::GetGLContext()->ReadPixels(x, y, width, height, format, type, pixels);
}
void GL_APIENTRY GLES2ReleaseShaderCompiler() {
gles2::GetGLContext()->ReleaseShaderCompiler();
}
void GL_APIENTRY GLES2RenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->RenderbufferStorage(target, internalformat, width,
height);
}
void GL_APIENTRY GLES2ResumeTransformFeedback() {
gles2::GetGLContext()->ResumeTransformFeedback();
}
void GL_APIENTRY GLES2SampleCoverage(GLclampf value, GLboolean invert) {
gles2::GetGLContext()->SampleCoverage(value, invert);
}
void GL_APIENTRY GLES2SamplerParameterf(GLuint sampler,
GLenum pname,
GLfloat param) {
gles2::GetGLContext()->SamplerParameterf(sampler, pname, param);
}
void GL_APIENTRY GLES2SamplerParameterfv(GLuint sampler,
GLenum pname,
const GLfloat* params) {
gles2::GetGLContext()->SamplerParameterfv(sampler, pname, params);
}
void GL_APIENTRY GLES2SamplerParameteri(GLuint sampler,
GLenum pname,
GLint param) {
gles2::GetGLContext()->SamplerParameteri(sampler, pname, param);
}
void GL_APIENTRY GLES2SamplerParameteriv(GLuint sampler,
GLenum pname,
const GLint* params) {
gles2::GetGLContext()->SamplerParameteriv(sampler, pname, params);
}
void GL_APIENTRY GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
gles2::GetGLContext()->Scissor(x, y, width, height);
}
void GL_APIENTRY GLES2ShaderBinary(GLsizei n,
const GLuint* shaders,
GLenum binaryformat,
const void* binary,
GLsizei length) {
gles2::GetGLContext()->ShaderBinary(n, shaders, binaryformat, binary, length);
}
void GL_APIENTRY GLES2ShaderSource(GLuint shader,
GLsizei count,
const GLchar* const* str,
const GLint* length) {
gles2::GetGLContext()->ShaderSource(shader, count, str, length);
}
void GL_APIENTRY GLES2ShallowFinishCHROMIUM() {
gles2::GetGLContext()->ShallowFinishCHROMIUM();
}
void GL_APIENTRY GLES2ShallowFlushCHROMIUM() {
gles2::GetGLContext()->ShallowFlushCHROMIUM();
}
void GL_APIENTRY GLES2OrderingBarrierCHROMIUM() {
gles2::GetGLContext()->OrderingBarrierCHROMIUM();
}
void GL_APIENTRY GLES2MultiDrawArraysWEBGL(GLenum mode,
const GLint* firsts,
const GLsizei* counts,
GLsizei drawcount) {
gles2::GetGLContext()->MultiDrawArraysWEBGL(mode, firsts, counts, drawcount);
}
void GL_APIENTRY
GLES2MultiDrawArraysInstancedWEBGL(GLenum mode,
const GLint* firsts,
const GLsizei* counts,
const GLsizei* instance_counts,
GLsizei drawcount) {
gles2::GetGLContext()->MultiDrawArraysInstancedWEBGL(
mode, firsts, counts, instance_counts, drawcount);
}
void GL_APIENTRY GLES2MultiDrawElementsWEBGL(GLenum mode,
const GLsizei* counts,
GLenum type,
const GLsizei* offsets,
GLsizei drawcount) {
gles2::GetGLContext()->MultiDrawElementsWEBGL(mode, counts, type, offsets,
drawcount);
}
void GL_APIENTRY
GLES2MultiDrawElementsInstancedWEBGL(GLenum mode,
const GLsizei* counts,
GLenum type,
const GLsizei* offsets,
const GLsizei* instance_counts,
GLsizei drawcount) {
gles2::GetGLContext()->MultiDrawElementsInstancedWEBGL(
mode, counts, type, offsets, instance_counts, drawcount);
}
void GL_APIENTRY GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) {
gles2::GetGLContext()->StencilFunc(func, ref, mask);
}
void GL_APIENTRY GLES2StencilFuncSeparate(GLenum face,
GLenum func,
GLint ref,
GLuint mask) {
gles2::GetGLContext()->StencilFuncSeparate(face, func, ref, mask);
}
void GL_APIENTRY GLES2StencilMask(GLuint mask) {
gles2::GetGLContext()->StencilMask(mask);
}
void GL_APIENTRY GLES2StencilMaskSeparate(GLenum face, GLuint mask) {
gles2::GetGLContext()->StencilMaskSeparate(face, mask);
}
void GL_APIENTRY GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
gles2::GetGLContext()->StencilOp(fail, zfail, zpass);
}
void GL_APIENTRY GLES2StencilOpSeparate(GLenum face,
GLenum fail,
GLenum zfail,
GLenum zpass) {
gles2::GetGLContext()->StencilOpSeparate(face, fail, zfail, zpass);
}
void GL_APIENTRY GLES2TexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void* pixels) {
gles2::GetGLContext()->TexImage2D(target, level, internalformat, width,
height, border, format, type, pixels);
}
void GL_APIENTRY GLES2TexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void* pixels) {
gles2::GetGLContext()->TexImage3D(target, level, internalformat, width,
height, depth, border, format, type,
pixels);
}
void GL_APIENTRY GLES2TexParameterf(GLenum target,
GLenum pname,
GLfloat param) {
gles2::GetGLContext()->TexParameterf(target, pname, param);
}
void GL_APIENTRY GLES2TexParameterfv(GLenum target,
GLenum pname,
const GLfloat* params) {
gles2::GetGLContext()->TexParameterfv(target, pname, params);
}
void GL_APIENTRY GLES2TexParameteri(GLenum target, GLenum pname, GLint param) {
gles2::GetGLContext()->TexParameteri(target, pname, param);
}
void GL_APIENTRY GLES2TexParameteriv(GLenum target,
GLenum pname,
const GLint* params) {
gles2::GetGLContext()->TexParameteriv(target, pname, params);
}
void GL_APIENTRY GLES2TexStorage3D(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth) {
gles2::GetGLContext()->TexStorage3D(target, levels, internalFormat, width,
height, depth);
}
void GL_APIENTRY GLES2TexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void* pixels) {
gles2::GetGLContext()->TexSubImage2D(target, level, xoffset, yoffset, width,
height, format, type, pixels);
}
void GL_APIENTRY GLES2TexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void* pixels) {
gles2::GetGLContext()->TexSubImage3D(target, level, xoffset, yoffset, zoffset,
width, height, depth, format, type,
pixels);
}
void GL_APIENTRY GLES2TransformFeedbackVaryings(GLuint program,
GLsizei count,
const char* const* varyings,
GLenum buffermode) {
gles2::GetGLContext()->TransformFeedbackVaryings(program, count, varyings,
buffermode);
}
void GL_APIENTRY GLES2Uniform1f(GLint location, GLfloat x) {
gles2::GetGLContext()->Uniform1f(location, x);
}
void GL_APIENTRY GLES2Uniform1fv(GLint location,
GLsizei count,
const GLfloat* v) {
gles2::GetGLContext()->Uniform1fv(location, count, v);
}
void GL_APIENTRY GLES2Uniform1i(GLint location, GLint x) {
gles2::GetGLContext()->Uniform1i(location, x);
}
void GL_APIENTRY GLES2Uniform1iv(GLint location,
GLsizei count,
const GLint* v) {
gles2::GetGLContext()->Uniform1iv(location, count, v);
}
void GL_APIENTRY GLES2Uniform1ui(GLint location, GLuint x) {
gles2::GetGLContext()->Uniform1ui(location, x);
}
void GL_APIENTRY GLES2Uniform1uiv(GLint location,
GLsizei count,
const GLuint* v) {
gles2::GetGLContext()->Uniform1uiv(location, count, v);
}
void GL_APIENTRY GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) {
gles2::GetGLContext()->Uniform2f(location, x, y);
}
void GL_APIENTRY GLES2Uniform2fv(GLint location,
GLsizei count,
const GLfloat* v) {
gles2::GetGLContext()->Uniform2fv(location, count, v);
}
void GL_APIENTRY GLES2Uniform2i(GLint location, GLint x, GLint y) {
gles2::GetGLContext()->Uniform2i(location, x, y);
}
void GL_APIENTRY GLES2Uniform2iv(GLint location,
GLsizei count,
const GLint* v) {
gles2::GetGLContext()->Uniform2iv(location, count, v);
}
void GL_APIENTRY GLES2Uniform2ui(GLint location, GLuint x, GLuint y) {
gles2::GetGLContext()->Uniform2ui(location, x, y);
}
void GL_APIENTRY GLES2Uniform2uiv(GLint location,
GLsizei count,
const GLuint* v) {
gles2::GetGLContext()->Uniform2uiv(location, count, v);
}
void GL_APIENTRY GLES2Uniform3f(GLint location,
GLfloat x,
GLfloat y,
GLfloat z) {
gles2::GetGLContext()->Uniform3f(location, x, y, z);
}
void GL_APIENTRY GLES2Uniform3fv(GLint location,
GLsizei count,
const GLfloat* v) {
gles2::GetGLContext()->Uniform3fv(location, count, v);
}
void GL_APIENTRY GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) {
gles2::GetGLContext()->Uniform3i(location, x, y, z);
}
void GL_APIENTRY GLES2Uniform3iv(GLint location,
GLsizei count,
const GLint* v) {
gles2::GetGLContext()->Uniform3iv(location, count, v);
}
void GL_APIENTRY GLES2Uniform3ui(GLint location, GLuint x, GLuint y, GLuint z) {
gles2::GetGLContext()->Uniform3ui(location, x, y, z);
}
void GL_APIENTRY GLES2Uniform3uiv(GLint location,
GLsizei count,
const GLuint* v) {
gles2::GetGLContext()->Uniform3uiv(location, count, v);
}
void GL_APIENTRY
GLES2Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
gles2::GetGLContext()->Uniform4f(location, x, y, z, w);
}
void GL_APIENTRY GLES2Uniform4fv(GLint location,
GLsizei count,
const GLfloat* v) {
gles2::GetGLContext()->Uniform4fv(location, count, v);
}
void GL_APIENTRY
GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {
gles2::GetGLContext()->Uniform4i(location, x, y, z, w);
}
void GL_APIENTRY GLES2Uniform4iv(GLint location,
GLsizei count,
const GLint* v) {
gles2::GetGLContext()->Uniform4iv(location, count, v);
}
void GL_APIENTRY
GLES2Uniform4ui(GLint location, GLuint x, GLuint y, GLuint z, GLuint w) {
gles2::GetGLContext()->Uniform4ui(location, x, y, z, w);
}
void GL_APIENTRY GLES2Uniform4uiv(GLint location,
GLsizei count,
const GLuint* v) {
gles2::GetGLContext()->Uniform4uiv(location, count, v);
}
void GL_APIENTRY GLES2UniformBlockBinding(GLuint program,
GLuint index,
GLuint binding) {
gles2::GetGLContext()->UniformBlockBinding(program, index, binding);
}
void GL_APIENTRY GLES2UniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix2fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix2x3fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix2x4fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix3fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix3x2fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix3x4fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix4fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix4x2fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix4x3fv(location, count, transpose, value);
}
void GL_APIENTRY GLES2UseProgram(GLuint program) {
gles2::GetGLContext()->UseProgram(program);
}
void GL_APIENTRY GLES2ValidateProgram(GLuint program) {
gles2::GetGLContext()->ValidateProgram(program);
}
void GL_APIENTRY GLES2VertexAttrib1f(GLuint indx, GLfloat x) {
gles2::GetGLContext()->VertexAttrib1f(indx, x);
}
void GL_APIENTRY GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) {
gles2::GetGLContext()->VertexAttrib1fv(indx, values);
}
void GL_APIENTRY GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
gles2::GetGLContext()->VertexAttrib2f(indx, x, y);
}
void GL_APIENTRY GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) {
gles2::GetGLContext()->VertexAttrib2fv(indx, values);
}
void GL_APIENTRY GLES2VertexAttrib3f(GLuint indx,
GLfloat x,
GLfloat y,
GLfloat z) {
gles2::GetGLContext()->VertexAttrib3f(indx, x, y, z);
}
void GL_APIENTRY GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) {
gles2::GetGLContext()->VertexAttrib3fv(indx, values);
}
void GL_APIENTRY
GLES2VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
gles2::GetGLContext()->VertexAttrib4f(indx, x, y, z, w);
}
void GL_APIENTRY GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) {
gles2::GetGLContext()->VertexAttrib4fv(indx, values);
}
void GL_APIENTRY
GLES2VertexAttribI4i(GLuint indx, GLint x, GLint y, GLint z, GLint w) {
gles2::GetGLContext()->VertexAttribI4i(indx, x, y, z, w);
}
void GL_APIENTRY GLES2VertexAttribI4iv(GLuint indx, const GLint* values) {
gles2::GetGLContext()->VertexAttribI4iv(indx, values);
}
void GL_APIENTRY
GLES2VertexAttribI4ui(GLuint indx, GLuint x, GLuint y, GLuint z, GLuint w) {
gles2::GetGLContext()->VertexAttribI4ui(indx, x, y, z, w);
}
void GL_APIENTRY GLES2VertexAttribI4uiv(GLuint indx, const GLuint* values) {
gles2::GetGLContext()->VertexAttribI4uiv(indx, values);
}
void GL_APIENTRY GLES2VertexAttribIPointer(GLuint indx,
GLint size,
GLenum type,
GLsizei stride,
const void* ptr) {
gles2::GetGLContext()->VertexAttribIPointer(indx, size, type, stride, ptr);
}
void GL_APIENTRY GLES2VertexAttribPointer(GLuint indx,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void* ptr) {
gles2::GetGLContext()->VertexAttribPointer(indx, size, type, normalized,
stride, ptr);
}
void GL_APIENTRY GLES2Viewport(GLint x,
GLint y,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->Viewport(x, y, width, height);
}
void GL_APIENTRY GLES2WaitSync(GLsync sync,
GLbitfield flags,
GLuint64 timeout) {
gles2::GetGLContext()->WaitSync(sync, flags, timeout);
}
void GL_APIENTRY GLES2BlitFramebufferCHROMIUM(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter) {
gles2::GetGLContext()->BlitFramebufferCHROMIUM(
srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
void GL_APIENTRY
GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->RenderbufferStorageMultisampleCHROMIUM(
target, samples, internalformat, width, height);
}
void GL_APIENTRY GLES2RenderbufferStorageMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->RenderbufferStorageMultisampleEXT(
target, samples, internalformat, width, height);
}
void GL_APIENTRY GLES2FramebufferTexture2DMultisampleEXT(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLsizei samples) {
gles2::GetGLContext()->FramebufferTexture2DMultisampleEXT(
target, attachment, textarget, texture, level, samples);
}
void GL_APIENTRY GLES2TexStorage2DEXT(GLenum target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->TexStorage2DEXT(target, levels, internalFormat, width,
height);
}
void GL_APIENTRY GLES2GenQueriesEXT(GLsizei n, GLuint* queries) {
gles2::GetGLContext()->GenQueriesEXT(n, queries);
}
void GL_APIENTRY GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) {
gles2::GetGLContext()->DeleteQueriesEXT(n, queries);
}
void GL_APIENTRY GLES2QueryCounterEXT(GLuint id, GLenum target) {
gles2::GetGLContext()->QueryCounterEXT(id, target);
}
GLboolean GL_APIENTRY GLES2IsQueryEXT(GLuint id) {
return gles2::GetGLContext()->IsQueryEXT(id);
}
void GL_APIENTRY GLES2BeginQueryEXT(GLenum target, GLuint id) {
gles2::GetGLContext()->BeginQueryEXT(target, id);
}
void GL_APIENTRY GLES2BeginTransformFeedback(GLenum primitivemode) {
gles2::GetGLContext()->BeginTransformFeedback(primitivemode);
}
void GL_APIENTRY GLES2EndQueryEXT(GLenum target) {
gles2::GetGLContext()->EndQueryEXT(target);
}
void GL_APIENTRY GLES2EndTransformFeedback() {
gles2::GetGLContext()->EndTransformFeedback();
}
void GL_APIENTRY GLES2GetQueryivEXT(GLenum target,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetQueryivEXT(target, pname, params);
}
void GL_APIENTRY GLES2GetQueryObjectivEXT(GLuint id,
GLenum pname,
GLint* params) {
gles2::GetGLContext()->GetQueryObjectivEXT(id, pname, params);
}
void GL_APIENTRY GLES2GetQueryObjectuivEXT(GLuint id,
GLenum pname,
GLuint* params) {
gles2::GetGLContext()->GetQueryObjectuivEXT(id, pname, params);
}
void GL_APIENTRY GLES2GetQueryObjecti64vEXT(GLuint id,
GLenum pname,
GLint64* params) {
gles2::GetGLContext()->GetQueryObjecti64vEXT(id, pname, params);
}
void GL_APIENTRY GLES2GetQueryObjectui64vEXT(GLuint id,
GLenum pname,
GLuint64* params) {
gles2::GetGLContext()->GetQueryObjectui64vEXT(id, pname, params);
}
void GL_APIENTRY GLES2SetDisjointValueSyncCHROMIUM() {
gles2::GetGLContext()->SetDisjointValueSyncCHROMIUM();
}
void GL_APIENTRY GLES2InsertEventMarkerEXT(GLsizei length,
const GLchar* marker) {
gles2::GetGLContext()->InsertEventMarkerEXT(length, marker);
}
void GL_APIENTRY GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) {
gles2::GetGLContext()->PushGroupMarkerEXT(length, marker);
}
void GL_APIENTRY GLES2PopGroupMarkerEXT() {
gles2::GetGLContext()->PopGroupMarkerEXT();
}
void GL_APIENTRY GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) {
gles2::GetGLContext()->GenVertexArraysOES(n, arrays);
}
void GL_APIENTRY GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) {
gles2::GetGLContext()->DeleteVertexArraysOES(n, arrays);
}
GLboolean GL_APIENTRY GLES2IsVertexArrayOES(GLuint array) {
return gles2::GetGLContext()->IsVertexArrayOES(array);
}
void GL_APIENTRY GLES2BindVertexArrayOES(GLuint array) {
gles2::GetGLContext()->BindVertexArrayOES(array);
}
void GL_APIENTRY GLES2FramebufferParameteri(GLenum target,
GLenum pname,
GLint param) {
gles2::GetGLContext()->FramebufferParameteri(target, pname, param);
}
void GL_APIENTRY GLES2BindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format) {
gles2::GetGLContext()->BindImageTexture(unit, texture, level, layered, layer,
access, format);
}
void GL_APIENTRY GLES2DispatchCompute(GLuint num_groups_x,
GLuint num_groups_y,
GLuint num_groups_z) {
gles2::GetGLContext()->DispatchCompute(num_groups_x, num_groups_y,
num_groups_z);
}
void GL_APIENTRY GLES2MemoryBarrierEXT(GLbitfield barriers) {
gles2::GetGLContext()->MemoryBarrierEXT(barriers);
}
void GL_APIENTRY GLES2MemoryBarrierByRegion(GLbitfield barriers) {
gles2::GetGLContext()->MemoryBarrierByRegion(barriers);
}
void GL_APIENTRY GLES2SwapBuffers(GLuint64 swap_id, GLbitfield flags) {
gles2::GetGLContext()->SwapBuffers(swap_id, flags);
}
GLuint GL_APIENTRY GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id,
GLsizei count,
GLenum type,
GLuint offset) {
return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM(buffer_id, count,
type, offset);
}
GLboolean GL_APIENTRY GLES2EnableFeatureCHROMIUM(const char* feature) {
return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature);
}
void* GL_APIENTRY GLES2MapBufferCHROMIUM(GLuint target, GLenum access) {
return gles2::GetGLContext()->MapBufferCHROMIUM(target, access);
}
GLboolean GL_APIENTRY GLES2UnmapBufferCHROMIUM(GLuint target) {
return gles2::GetGLContext()->UnmapBufferCHROMIUM(target);
}
void* GL_APIENTRY GLES2MapBufferSubDataCHROMIUM(GLuint target,
GLintptr offset,
GLsizeiptr size,
GLenum access) {
return gles2::GetGLContext()->MapBufferSubDataCHROMIUM(target, offset, size,
access);
}
void GL_APIENTRY GLES2UnmapBufferSubDataCHROMIUM(const void* mem) {
gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem);
}
void* GL_APIENTRY GLES2MapBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr size,
GLbitfield access) {
return gles2::GetGLContext()->MapBufferRange(target, offset, size, access);
}
GLboolean GL_APIENTRY GLES2UnmapBuffer(GLenum target) {
return gles2::GetGLContext()->UnmapBuffer(target);
}
void GL_APIENTRY GLES2FlushMappedBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr size) {
gles2::GetGLContext()->FlushMappedBufferRange(target, offset, size);
}
void* GL_APIENTRY GLES2MapTexSubImage2DCHROMIUM(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLenum access) {
return gles2::GetGLContext()->MapTexSubImage2DCHROMIUM(
target, level, xoffset, yoffset, width, height, format, type, access);
}
void GL_APIENTRY GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) {
gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem);
}
void GL_APIENTRY GLES2ResizeCHROMIUM(GLuint width,
GLuint height,
GLfloat scale_factor,
GLenum color_space,
GLboolean alpha) {
gles2::GetGLContext()->ResizeCHROMIUM(width, height, scale_factor,
color_space, alpha);
}
const GLchar* GL_APIENTRY GLES2GetRequestableExtensionsCHROMIUM() {
return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM();
}
void GL_APIENTRY GLES2RequestExtensionCHROMIUM(const char* extension) {
gles2::GetGLContext()->RequestExtensionCHROMIUM(extension);
}
void GL_APIENTRY GLES2GetProgramInfoCHROMIUM(GLuint program,
GLsizei bufsize,
GLsizei* size,
void* info) {
gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info);
}
void GL_APIENTRY GLES2GetUniformBlocksCHROMIUM(GLuint program,
GLsizei bufsize,
GLsizei* size,
void* info) {
gles2::GetGLContext()->GetUniformBlocksCHROMIUM(program, bufsize, size, info);
}
void GL_APIENTRY GLES2GetTransformFeedbackVaryingsCHROMIUM(GLuint program,
GLsizei bufsize,
GLsizei* size,
void* info) {
gles2::GetGLContext()->GetTransformFeedbackVaryingsCHROMIUM(program, bufsize,
size, info);
}
void GL_APIENTRY GLES2GetUniformsES3CHROMIUM(GLuint program,
GLsizei bufsize,
GLsizei* size,
void* info) {
gles2::GetGLContext()->GetUniformsES3CHROMIUM(program, bufsize, size, info);
}
GLuint GL_APIENTRY GLES2CreateImageCHROMIUM(ClientBuffer buffer,
GLsizei width,
GLsizei height,
GLenum internalformat) {
return gles2::GetGLContext()->CreateImageCHROMIUM(buffer, width, height,
internalformat);
}
void GL_APIENTRY GLES2DestroyImageCHROMIUM(GLuint image_id) {
gles2::GetGLContext()->DestroyImageCHROMIUM(image_id);
}
void GL_APIENTRY GLES2DescheduleUntilFinishedCHROMIUM() {
gles2::GetGLContext()->DescheduleUntilFinishedCHROMIUM();
}
void GL_APIENTRY GLES2GetTranslatedShaderSourceANGLE(GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* source) {
gles2::GetGLContext()->GetTranslatedShaderSourceANGLE(shader, bufsize, length,
source);
}
void GL_APIENTRY GLES2PostSubBufferCHROMIUM(GLuint64 swap_id,
GLint x,
GLint y,
GLint width,
GLint height,
GLbitfield flags) {
gles2::GetGLContext()->PostSubBufferCHROMIUM(swap_id, x, y, width, height,
flags);
}
void GL_APIENTRY GLES2CopyTextureCHROMIUM(GLuint source_id,
GLint source_level,
GLenum dest_target,
GLuint dest_id,
GLint dest_level,
GLint internalformat,
GLenum dest_type,
GLboolean unpack_flip_y,
GLboolean unpack_premultiply_alpha,
GLboolean unpack_unmultiply_alpha) {
gles2::GetGLContext()->CopyTextureCHROMIUM(
source_id, source_level, dest_target, dest_id, dest_level, internalformat,
dest_type, unpack_flip_y, unpack_premultiply_alpha,
unpack_unmultiply_alpha);
}
void GL_APIENTRY
GLES2CopySubTextureCHROMIUM(GLuint source_id,
GLint source_level,
GLenum dest_target,
GLuint dest_id,
GLint dest_level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLboolean unpack_flip_y,
GLboolean unpack_premultiply_alpha,
GLboolean unpack_unmultiply_alpha) {
gles2::GetGLContext()->CopySubTextureCHROMIUM(
source_id, source_level, dest_target, dest_id, dest_level, xoffset,
yoffset, x, y, width, height, unpack_flip_y, unpack_premultiply_alpha,
unpack_unmultiply_alpha);
}
void GL_APIENTRY GLES2DrawArraysInstancedANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount) {
gles2::GetGLContext()->DrawArraysInstancedANGLE(mode, first, count,
primcount);
}
void GL_APIENTRY GLES2DrawElementsInstancedANGLE(GLenum mode,
GLsizei count,
GLenum type,
const void* indices,
GLsizei primcount) {
gles2::GetGLContext()->DrawElementsInstancedANGLE(mode, count, type, indices,
primcount);
}
void GL_APIENTRY GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) {
gles2::GetGLContext()->VertexAttribDivisorANGLE(index, divisor);
}
void GL_APIENTRY GLES2ProduceTextureDirectCHROMIUM(GLuint texture,
GLbyte* mailbox) {
gles2::GetGLContext()->ProduceTextureDirectCHROMIUM(texture, mailbox);
}
GLuint GL_APIENTRY GLES2CreateAndConsumeTextureCHROMIUM(const GLbyte* mailbox) {
return gles2::GetGLContext()->CreateAndConsumeTextureCHROMIUM(mailbox);
}
void GL_APIENTRY GLES2BindUniformLocationCHROMIUM(GLuint program,
GLint location,
const char* name) {
gles2::GetGLContext()->BindUniformLocationCHROMIUM(program, location, name);
}
void GL_APIENTRY GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) {
gles2::GetGLContext()->BindTexImage2DCHROMIUM(target, imageId);
}
void GL_APIENTRY
GLES2BindTexImage2DWithInternalformatCHROMIUM(GLenum target,
GLenum internalformat,
GLint imageId) {
gles2::GetGLContext()->BindTexImage2DWithInternalformatCHROMIUM(
target, internalformat, imageId);
}
void GL_APIENTRY GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) {
gles2::GetGLContext()->ReleaseTexImage2DCHROMIUM(target, imageId);
}
void GL_APIENTRY GLES2TraceBeginCHROMIUM(const char* category_name,
const char* trace_name) {
gles2::GetGLContext()->TraceBeginCHROMIUM(category_name, trace_name);
}
void GL_APIENTRY GLES2TraceEndCHROMIUM() {
gles2::GetGLContext()->TraceEndCHROMIUM();
}
void GL_APIENTRY GLES2DiscardFramebufferEXT(GLenum target,
GLsizei count,
const GLenum* attachments) {
gles2::GetGLContext()->DiscardFramebufferEXT(target, count, attachments);
}
void GL_APIENTRY GLES2LoseContextCHROMIUM(GLenum current, GLenum other) {
gles2::GetGLContext()->LoseContextCHROMIUM(current, other);
}
void GL_APIENTRY GLES2GenSyncTokenCHROMIUM(GLbyte* sync_token) {
gles2::GetGLContext()->GenSyncTokenCHROMIUM(sync_token);
}
void GL_APIENTRY GLES2GenUnverifiedSyncTokenCHROMIUM(GLbyte* sync_token) {
gles2::GetGLContext()->GenUnverifiedSyncTokenCHROMIUM(sync_token);
}
void GL_APIENTRY GLES2VerifySyncTokensCHROMIUM(GLbyte** sync_tokens,
GLsizei count) {
gles2::GetGLContext()->VerifySyncTokensCHROMIUM(sync_tokens, count);
}
void GL_APIENTRY GLES2WaitSyncTokenCHROMIUM(const GLbyte* sync_token) {
gles2::GetGLContext()->WaitSyncTokenCHROMIUM(sync_token);
}
void GL_APIENTRY GLES2UnpremultiplyAndDitherCopyCHROMIUM(GLuint source_id,
GLuint dest_id,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->UnpremultiplyAndDitherCopyCHROMIUM(
source_id, dest_id, x, y, width, height);
}
void GL_APIENTRY GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) {
gles2::GetGLContext()->DrawBuffersEXT(count, bufs);
}
void GL_APIENTRY GLES2DiscardBackbufferCHROMIUM() {
gles2::GetGLContext()->DiscardBackbufferCHROMIUM();
}
void GL_APIENTRY GLES2ScheduleOverlayPlaneCHROMIUM(GLint plane_z_order,
GLenum plane_transform,
GLuint overlay_texture_id,
GLint bounds_x,
GLint bounds_y,
GLint bounds_width,
GLint bounds_height,
GLfloat uv_x,
GLfloat uv_y,
GLfloat uv_width,
GLfloat uv_height,
GLboolean enable_blend,
GLuint gpu_fence_id) {
gles2::GetGLContext()->ScheduleOverlayPlaneCHROMIUM(
plane_z_order, plane_transform, overlay_texture_id, bounds_x, bounds_y,
bounds_width, bounds_height, uv_x, uv_y, uv_width, uv_height,
enable_blend, gpu_fence_id);
}
void GL_APIENTRY
GLES2ScheduleCALayerSharedStateCHROMIUM(GLfloat opacity,
GLboolean is_clipped,
const GLfloat* clip_rect,
GLint sorting_context_id,
const GLfloat* transform) {
gles2::GetGLContext()->ScheduleCALayerSharedStateCHROMIUM(
opacity, is_clipped, clip_rect, sorting_context_id, transform);
}
void GL_APIENTRY GLES2ScheduleCALayerCHROMIUM(GLuint contents_texture_id,
const GLfloat* contents_rect,
GLuint background_color,
GLuint edge_aa_mask,
const GLfloat* bounds_rect,
GLuint filter) {
gles2::GetGLContext()->ScheduleCALayerCHROMIUM(
contents_texture_id, contents_rect, background_color, edge_aa_mask,
bounds_rect, filter);
}
void GL_APIENTRY
GLES2ScheduleCALayerInUseQueryCHROMIUM(GLsizei count, const GLuint* textures) {
gles2::GetGLContext()->ScheduleCALayerInUseQueryCHROMIUM(count, textures);
}
void GL_APIENTRY GLES2CommitOverlayPlanesCHROMIUM(GLuint64 swap_id,
GLbitfield flags) {
gles2::GetGLContext()->CommitOverlayPlanesCHROMIUM(swap_id, flags);
}
void GL_APIENTRY GLES2FlushDriverCachesCHROMIUM() {
gles2::GetGLContext()->FlushDriverCachesCHROMIUM();
}
GLuint GL_APIENTRY GLES2GetLastFlushIdCHROMIUM() {
return gles2::GetGLContext()->GetLastFlushIdCHROMIUM();
}
void GL_APIENTRY GLES2ScheduleDCLayerCHROMIUM(GLuint y_texture_id,
GLuint uv_texture_id,
GLint z_order,
GLint content_x,
GLint content_y,
GLint content_width,
GLint content_height,
GLint quad_x,
GLint quad_y,
GLint quad_width,
GLint quad_height,
GLfloat transform_c1r1,
GLfloat transform_c2r1,
GLfloat transform_c1r2,
GLfloat transform_c2r2,
GLfloat transform_tx,
GLfloat transform_ty,
GLboolean is_clipped,
GLint clip_x,
GLint clip_y,
GLint clip_width,
GLint clip_height,
GLuint protected_video_type) {
gles2::GetGLContext()->ScheduleDCLayerCHROMIUM(
y_texture_id, uv_texture_id, z_order, content_x, content_y, content_width,
content_height, quad_x, quad_y, quad_width, quad_height, transform_c1r1,
transform_c2r1, transform_c1r2, transform_c2r2, transform_tx,
transform_ty, is_clipped, clip_x, clip_y, clip_width, clip_height,
protected_video_type);
}
void GL_APIENTRY GLES2SetActiveURLCHROMIUM(const char* url) {
gles2::GetGLContext()->SetActiveURLCHROMIUM(url);
}
void GL_APIENTRY GLES2MatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat* m) {
gles2::GetGLContext()->MatrixLoadfCHROMIUM(matrixMode, m);
}
void GL_APIENTRY GLES2MatrixLoadIdentityCHROMIUM(GLenum matrixMode) {
gles2::GetGLContext()->MatrixLoadIdentityCHROMIUM(matrixMode);
}
GLuint GL_APIENTRY GLES2GenPathsCHROMIUM(GLsizei range) {
return gles2::GetGLContext()->GenPathsCHROMIUM(range);
}
void GL_APIENTRY GLES2DeletePathsCHROMIUM(GLuint path, GLsizei range) {
gles2::GetGLContext()->DeletePathsCHROMIUM(path, range);
}
GLboolean GL_APIENTRY GLES2IsPathCHROMIUM(GLuint path) {
return gles2::GetGLContext()->IsPathCHROMIUM(path);
}
void GL_APIENTRY GLES2PathCommandsCHROMIUM(GLuint path,
GLsizei numCommands,
const GLubyte* commands,
GLsizei numCoords,
GLenum coordType,
const GLvoid* coords) {
gles2::GetGLContext()->PathCommandsCHROMIUM(path, numCommands, commands,
numCoords, coordType, coords);
}
void GL_APIENTRY GLES2PathParameterfCHROMIUM(GLuint path,
GLenum pname,
GLfloat value) {
gles2::GetGLContext()->PathParameterfCHROMIUM(path, pname, value);
}
void GL_APIENTRY GLES2PathParameteriCHROMIUM(GLuint path,
GLenum pname,
GLint value) {
gles2::GetGLContext()->PathParameteriCHROMIUM(path, pname, value);
}
void GL_APIENTRY GLES2PathStencilFuncCHROMIUM(GLenum func,
GLint ref,
GLuint mask) {
gles2::GetGLContext()->PathStencilFuncCHROMIUM(func, ref, mask);
}
void GL_APIENTRY GLES2StencilFillPathCHROMIUM(GLuint path,
GLenum fillMode,
GLuint mask) {
gles2::GetGLContext()->StencilFillPathCHROMIUM(path, fillMode, mask);
}
void GL_APIENTRY GLES2StencilStrokePathCHROMIUM(GLuint path,
GLint reference,
GLuint mask) {
gles2::GetGLContext()->StencilStrokePathCHROMIUM(path, reference, mask);
}
void GL_APIENTRY GLES2CoverFillPathCHROMIUM(GLuint path, GLenum coverMode) {
gles2::GetGLContext()->CoverFillPathCHROMIUM(path, coverMode);
}
void GL_APIENTRY GLES2CoverStrokePathCHROMIUM(GLuint path, GLenum coverMode) {
gles2::GetGLContext()->CoverStrokePathCHROMIUM(path, coverMode);
}
void GL_APIENTRY GLES2StencilThenCoverFillPathCHROMIUM(GLuint path,
GLenum fillMode,
GLuint mask,
GLenum coverMode) {
gles2::GetGLContext()->StencilThenCoverFillPathCHROMIUM(path, fillMode, mask,
coverMode);
}
void GL_APIENTRY GLES2StencilThenCoverStrokePathCHROMIUM(GLuint path,
GLint reference,
GLuint mask,
GLenum coverMode) {
gles2::GetGLContext()->StencilThenCoverStrokePathCHROMIUM(path, reference,
mask, coverMode);
}
void GL_APIENTRY
GLES2StencilFillPathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const GLvoid* paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat* transformValues) {
gles2::GetGLContext()->StencilFillPathInstancedCHROMIUM(
numPaths, pathNameType, paths, pathBase, fillMode, mask, transformType,
transformValues);
}
void GL_APIENTRY
GLES2StencilStrokePathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const GLvoid* paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat* transformValues) {
gles2::GetGLContext()->StencilStrokePathInstancedCHROMIUM(
numPaths, pathNameType, paths, pathBase, reference, mask, transformType,
transformValues);
}
void GL_APIENTRY
GLES2CoverFillPathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const GLvoid* paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat* transformValues) {
gles2::GetGLContext()->CoverFillPathInstancedCHROMIUM(
numPaths, pathNameType, paths, pathBase, coverMode, transformType,
transformValues);
}
void GL_APIENTRY
GLES2CoverStrokePathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const GLvoid* paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat* transformValues) {
gles2::GetGLContext()->CoverStrokePathInstancedCHROMIUM(
numPaths, pathNameType, paths, pathBase, coverMode, transformType,
transformValues);
}
void GL_APIENTRY
GLES2StencilThenCoverFillPathInstancedCHROMIUM(GLsizei numPaths,
GLenum pathNameType,
const GLvoid* paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat* transformValues) {
gles2::GetGLContext()->StencilThenCoverFillPathInstancedCHROMIUM(
numPaths, pathNameType, paths, pathBase, fillMode, mask, coverMode,
transformType, transformValues);
}
void GL_APIENTRY GLES2StencilThenCoverStrokePathInstancedCHROMIUM(
GLsizei numPaths,
GLenum pathNameType,
const GLvoid* paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat* transformValues) {
gles2::GetGLContext()->StencilThenCoverStrokePathInstancedCHROMIUM(
numPaths, pathNameType, paths, pathBase, reference, mask, coverMode,
transformType, transformValues);
}
void GL_APIENTRY GLES2BindFragmentInputLocationCHROMIUM(GLuint program,
GLint location,
const char* name) {
gles2::GetGLContext()->BindFragmentInputLocationCHROMIUM(program, location,
name);
}
void GL_APIENTRY
GLES2ProgramPathFragmentInputGenCHROMIUM(GLuint program,
GLint location,
GLenum genMode,
GLint components,
const GLfloat* coeffs) {
gles2::GetGLContext()->ProgramPathFragmentInputGenCHROMIUM(
program, location, genMode, components, coeffs);
}
void GL_APIENTRY GLES2CoverageModulationCHROMIUM(GLenum components) {
gles2::GetGLContext()->CoverageModulationCHROMIUM(components);
}
GLenum GL_APIENTRY GLES2GetGraphicsResetStatusKHR() {
return gles2::GetGLContext()->GetGraphicsResetStatusKHR();
}
void GL_APIENTRY GLES2BlendBarrierKHR() {
gles2::GetGLContext()->BlendBarrierKHR();
}
void GL_APIENTRY GLES2ApplyScreenSpaceAntialiasingCHROMIUM() {
gles2::GetGLContext()->ApplyScreenSpaceAntialiasingCHROMIUM();
}
void GL_APIENTRY GLES2BindFragDataLocationIndexedEXT(GLuint program,
GLuint colorNumber,
GLuint index,
const char* name) {
gles2::GetGLContext()->BindFragDataLocationIndexedEXT(program, colorNumber,
index, name);
}
void GL_APIENTRY GLES2BindFragDataLocationEXT(GLuint program,
GLuint colorNumber,
const char* name) {
gles2::GetGLContext()->BindFragDataLocationEXT(program, colorNumber, name);
}
GLint GL_APIENTRY GLES2GetFragDataIndexEXT(GLuint program, const char* name) {
return gles2::GetGLContext()->GetFragDataIndexEXT(program, name);
}
void GL_APIENTRY
GLES2UniformMatrix4fvStreamTextureMatrixCHROMIUM(GLint location,
GLboolean transpose,
const GLfloat* transform) {
gles2::GetGLContext()->UniformMatrix4fvStreamTextureMatrixCHROMIUM(
location, transpose, transform);
}
void GL_APIENTRY GLES2OverlayPromotionHintCHROMIUM(GLuint texture,
GLboolean promotion_hint,
GLint display_x,
GLint display_y,
GLint display_width,
GLint display_height) {
gles2::GetGLContext()->OverlayPromotionHintCHROMIUM(
texture, promotion_hint, display_x, display_y, display_width,
display_height);
}
void GL_APIENTRY GLES2SwapBuffersWithBoundsCHROMIUM(GLuint64 swap_id,
GLsizei count,
const GLint* rects,
GLbitfield flags) {
gles2::GetGLContext()->SwapBuffersWithBoundsCHROMIUM(swap_id, count, rects,
flags);
}
void GL_APIENTRY GLES2SetDrawRectangleCHROMIUM(GLint x,
GLint y,
GLint width,
GLint height) {
gles2::GetGLContext()->SetDrawRectangleCHROMIUM(x, y, width, height);
}
void GL_APIENTRY GLES2SetEnableDCLayersCHROMIUM(GLboolean enabled) {
gles2::GetGLContext()->SetEnableDCLayersCHROMIUM(enabled);
}
void GL_APIENTRY GLES2InitializeDiscardableTextureCHROMIUM(GLuint texture_id) {
gles2::GetGLContext()->InitializeDiscardableTextureCHROMIUM(texture_id);
}
void GL_APIENTRY GLES2UnlockDiscardableTextureCHROMIUM(GLuint texture_id) {
gles2::GetGLContext()->UnlockDiscardableTextureCHROMIUM(texture_id);
}
bool GL_APIENTRY GLES2LockDiscardableTextureCHROMIUM(GLuint texture_id) {
return gles2::GetGLContext()->LockDiscardableTextureCHROMIUM(texture_id);
}
void GL_APIENTRY GLES2TexStorage2DImageCHROMIUM(GLenum target,
GLenum internalFormat,
GLenum bufferUsage,
GLsizei width,
GLsizei height) {
gles2::GetGLContext()->TexStorage2DImageCHROMIUM(target, internalFormat,
bufferUsage, width, height);
}
void GL_APIENTRY GLES2SetColorSpaceMetadataCHROMIUM(GLuint texture_id,
GLColorSpace color_space) {
gles2::GetGLContext()->SetColorSpaceMetadataCHROMIUM(texture_id, color_space);
}
void GL_APIENTRY GLES2WindowRectanglesEXT(GLenum mode,
GLsizei count,
const GLint* box) {
gles2::GetGLContext()->WindowRectanglesEXT(mode, count, box);
}
GLuint GL_APIENTRY GLES2CreateGpuFenceCHROMIUM() {
return gles2::GetGLContext()->CreateGpuFenceCHROMIUM();
}
GLuint GL_APIENTRY GLES2CreateClientGpuFenceCHROMIUM(ClientGpuFence source) {
return gles2::GetGLContext()->CreateClientGpuFenceCHROMIUM(source);
}
void GL_APIENTRY GLES2WaitGpuFenceCHROMIUM(GLuint gpu_fence_id) {
gles2::GetGLContext()->WaitGpuFenceCHROMIUM(gpu_fence_id);
}
void GL_APIENTRY GLES2DestroyGpuFenceCHROMIUM(GLuint gpu_fence_id) {
gles2::GetGLContext()->DestroyGpuFenceCHROMIUM(gpu_fence_id);
}
void GL_APIENTRY
GLES2InvalidateReadbackBufferShadowDataCHROMIUM(GLuint buffer_id) {
gles2::GetGLContext()->InvalidateReadbackBufferShadowDataCHROMIUM(buffer_id);
}
void GL_APIENTRY
GLES2FramebufferTextureMultiviewLayeredANGLE(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews) {
gles2::GetGLContext()->FramebufferTextureMultiviewLayeredANGLE(
target, attachment, texture, level, baseViewIndex, numViews);
}
void GL_APIENTRY GLES2MaxShaderCompilerThreadsKHR(GLuint count) {
gles2::GetGLContext()->MaxShaderCompilerThreadsKHR(count);
}
GLuint GL_APIENTRY
GLES2CreateAndTexStorage2DSharedImageCHROMIUM(const GLbyte* mailbox) {
return gles2::GetGLContext()->CreateAndTexStorage2DSharedImageCHROMIUM(
mailbox);
}
void GL_APIENTRY GLES2BeginSharedImageAccessDirectCHROMIUM(GLuint texture,
GLenum mode) {
gles2::GetGLContext()->BeginSharedImageAccessDirectCHROMIUM(texture, mode);
}
void GL_APIENTRY GLES2EndSharedImageAccessDirectCHROMIUM(GLuint texture) {
gles2::GetGLContext()->EndSharedImageAccessDirectCHROMIUM(texture);
}
namespace gles2 {
extern const NameToFunc g_gles2_function_table[] = {
{
"glActiveTexture",
reinterpret_cast<GLES2FunctionPointer>(glActiveTexture),
},
{
"glAttachShader",
reinterpret_cast<GLES2FunctionPointer>(glAttachShader),
},
{
"glBindAttribLocation",
reinterpret_cast<GLES2FunctionPointer>(glBindAttribLocation),
},
{
"glBindBuffer",
reinterpret_cast<GLES2FunctionPointer>(glBindBuffer),
},
{
"glBindBufferBase",
reinterpret_cast<GLES2FunctionPointer>(glBindBufferBase),
},
{
"glBindBufferRange",
reinterpret_cast<GLES2FunctionPointer>(glBindBufferRange),
},
{
"glBindFramebuffer",
reinterpret_cast<GLES2FunctionPointer>(glBindFramebuffer),
},
{
"glBindRenderbuffer",
reinterpret_cast<GLES2FunctionPointer>(glBindRenderbuffer),
},
{
"glBindSampler",
reinterpret_cast<GLES2FunctionPointer>(glBindSampler),
},
{
"glBindTexture",
reinterpret_cast<GLES2FunctionPointer>(glBindTexture),
},
{
"glBindTransformFeedback",
reinterpret_cast<GLES2FunctionPointer>(glBindTransformFeedback),
},
{
"glBlendColor",
reinterpret_cast<GLES2FunctionPointer>(glBlendColor),
},
{
"glBlendEquation",
reinterpret_cast<GLES2FunctionPointer>(glBlendEquation),
},
{
"glBlendEquationSeparate",
reinterpret_cast<GLES2FunctionPointer>(glBlendEquationSeparate),
},
{
"glBlendFunc",
reinterpret_cast<GLES2FunctionPointer>(glBlendFunc),
},
{
"glBlendFuncSeparate",
reinterpret_cast<GLES2FunctionPointer>(glBlendFuncSeparate),
},
{
"glBufferData",
reinterpret_cast<GLES2FunctionPointer>(glBufferData),
},
{
"glBufferSubData",
reinterpret_cast<GLES2FunctionPointer>(glBufferSubData),
},
{
"glCheckFramebufferStatus",
reinterpret_cast<GLES2FunctionPointer>(glCheckFramebufferStatus),
},
{
"glClear",
reinterpret_cast<GLES2FunctionPointer>(glClear),
},
{
"glClearBufferfi",
reinterpret_cast<GLES2FunctionPointer>(glClearBufferfi),
},
{
"glClearBufferfv",
reinterpret_cast<GLES2FunctionPointer>(glClearBufferfv),
},
{
"glClearBufferiv",
reinterpret_cast<GLES2FunctionPointer>(glClearBufferiv),
},
{
"glClearBufferuiv",
reinterpret_cast<GLES2FunctionPointer>(glClearBufferuiv),
},
{
"glClearColor",
reinterpret_cast<GLES2FunctionPointer>(glClearColor),
},
{
"glClearDepthf",
reinterpret_cast<GLES2FunctionPointer>(glClearDepthf),
},
{
"glClearStencil",
reinterpret_cast<GLES2FunctionPointer>(glClearStencil),
},
{
"glClientWaitSync",
reinterpret_cast<GLES2FunctionPointer>(glClientWaitSync),
},
{
"glColorMask",
reinterpret_cast<GLES2FunctionPointer>(glColorMask),
},
{
"glCompileShader",
reinterpret_cast<GLES2FunctionPointer>(glCompileShader),
},
{
"glCompressedTexImage2D",
reinterpret_cast<GLES2FunctionPointer>(glCompressedTexImage2D),
},
{
"glCompressedTexSubImage2D",
reinterpret_cast<GLES2FunctionPointer>(glCompressedTexSubImage2D),
},
{
"glCompressedTexImage3D",
reinterpret_cast<GLES2FunctionPointer>(glCompressedTexImage3D),
},
{
"glCompressedTexSubImage3D",
reinterpret_cast<GLES2FunctionPointer>(glCompressedTexSubImage3D),
},
{
"glCopyBufferSubData",
reinterpret_cast<GLES2FunctionPointer>(glCopyBufferSubData),
},
{
"glCopyTexImage2D",
reinterpret_cast<GLES2FunctionPointer>(glCopyTexImage2D),
},
{
"glCopyTexSubImage2D",
reinterpret_cast<GLES2FunctionPointer>(glCopyTexSubImage2D),
},
{
"glCopyTexSubImage3D",
reinterpret_cast<GLES2FunctionPointer>(glCopyTexSubImage3D),
},
{
"glCreateProgram",
reinterpret_cast<GLES2FunctionPointer>(glCreateProgram),
},
{
"glCreateShader",
reinterpret_cast<GLES2FunctionPointer>(glCreateShader),
},
{
"glCullFace",
reinterpret_cast<GLES2FunctionPointer>(glCullFace),
},
{
"glDeleteBuffers",
reinterpret_cast<GLES2FunctionPointer>(glDeleteBuffers),
},
{
"glDeleteFramebuffers",
reinterpret_cast<GLES2FunctionPointer>(glDeleteFramebuffers),
},
{
"glDeleteProgram",
reinterpret_cast<GLES2FunctionPointer>(glDeleteProgram),
},
{
"glDeleteRenderbuffers",
reinterpret_cast<GLES2FunctionPointer>(glDeleteRenderbuffers),
},
{
"glDeleteSamplers",
reinterpret_cast<GLES2FunctionPointer>(glDeleteSamplers),
},
{
"glDeleteSync",
reinterpret_cast<GLES2FunctionPointer>(glDeleteSync),
},
{
"glDeleteShader",
reinterpret_cast<GLES2FunctionPointer>(glDeleteShader),
},
{
"glDeleteTextures",
reinterpret_cast<GLES2FunctionPointer>(glDeleteTextures),
},
{
"glDeleteTransformFeedbacks",
reinterpret_cast<GLES2FunctionPointer>(glDeleteTransformFeedbacks),
},
{
"glDepthFunc",
reinterpret_cast<GLES2FunctionPointer>(glDepthFunc),
},
{
"glDepthMask",
reinterpret_cast<GLES2FunctionPointer>(glDepthMask),
},
{
"glDepthRangef",
reinterpret_cast<GLES2FunctionPointer>(glDepthRangef),
},
{
"glDetachShader",
reinterpret_cast<GLES2FunctionPointer>(glDetachShader),
},
{
"glDisable",
reinterpret_cast<GLES2FunctionPointer>(glDisable),
},
{
"glDisableVertexAttribArray",
reinterpret_cast<GLES2FunctionPointer>(glDisableVertexAttribArray),
},
{
"glDrawArrays",
reinterpret_cast<GLES2FunctionPointer>(glDrawArrays),
},
{
"glDrawElements",
reinterpret_cast<GLES2FunctionPointer>(glDrawElements),
},
{
"glDrawRangeElements",
reinterpret_cast<GLES2FunctionPointer>(glDrawRangeElements),
},
{
"glEnable",
reinterpret_cast<GLES2FunctionPointer>(glEnable),
},
{
"glEnableVertexAttribArray",
reinterpret_cast<GLES2FunctionPointer>(glEnableVertexAttribArray),
},
{
"glFenceSync",
reinterpret_cast<GLES2FunctionPointer>(glFenceSync),
},
{
"glFinish",
reinterpret_cast<GLES2FunctionPointer>(glFinish),
},
{
"glFlush",
reinterpret_cast<GLES2FunctionPointer>(glFlush),
},
{
"glFramebufferRenderbuffer",
reinterpret_cast<GLES2FunctionPointer>(glFramebufferRenderbuffer),
},
{
"glFramebufferTexture2D",
reinterpret_cast<GLES2FunctionPointer>(glFramebufferTexture2D),
},
{
"glFramebufferTextureLayer",
reinterpret_cast<GLES2FunctionPointer>(glFramebufferTextureLayer),
},
{
"glFrontFace",
reinterpret_cast<GLES2FunctionPointer>(glFrontFace),
},
{
"glGenBuffers",
reinterpret_cast<GLES2FunctionPointer>(glGenBuffers),
},
{
"glGenerateMipmap",
reinterpret_cast<GLES2FunctionPointer>(glGenerateMipmap),
},
{
"glGenFramebuffers",
reinterpret_cast<GLES2FunctionPointer>(glGenFramebuffers),
},
{
"glGenRenderbuffers",
reinterpret_cast<GLES2FunctionPointer>(glGenRenderbuffers),
},
{
"glGenSamplers",
reinterpret_cast<GLES2FunctionPointer>(glGenSamplers),
},
{
"glGenTextures",
reinterpret_cast<GLES2FunctionPointer>(glGenTextures),
},
{
"glGenTransformFeedbacks",
reinterpret_cast<GLES2FunctionPointer>(glGenTransformFeedbacks),
},
{
"glGetActiveAttrib",
reinterpret_cast<GLES2FunctionPointer>(glGetActiveAttrib),
},
{
"glGetActiveUniform",
reinterpret_cast<GLES2FunctionPointer>(glGetActiveUniform),
},
{
"glGetActiveUniformBlockiv",
reinterpret_cast<GLES2FunctionPointer>(glGetActiveUniformBlockiv),
},
{
"glGetActiveUniformBlockName",
reinterpret_cast<GLES2FunctionPointer>(glGetActiveUniformBlockName),
},
{
"glGetActiveUniformsiv",
reinterpret_cast<GLES2FunctionPointer>(glGetActiveUniformsiv),
},
{
"glGetAttachedShaders",
reinterpret_cast<GLES2FunctionPointer>(glGetAttachedShaders),
},
{
"glGetAttribLocation",
reinterpret_cast<GLES2FunctionPointer>(glGetAttribLocation),
},
{
"glGetBooleanv",
reinterpret_cast<GLES2FunctionPointer>(glGetBooleanv),
},
{
"glGetBufferParameteri64v",
reinterpret_cast<GLES2FunctionPointer>(glGetBufferParameteri64v),
},
{
"glGetBufferParameteriv",
reinterpret_cast<GLES2FunctionPointer>(glGetBufferParameteriv),
},
{
"glGetError",
reinterpret_cast<GLES2FunctionPointer>(glGetError),
},
{
"glGetFloatv",
reinterpret_cast<GLES2FunctionPointer>(glGetFloatv),
},
{
"glGetFragDataLocation",
reinterpret_cast<GLES2FunctionPointer>(glGetFragDataLocation),
},
{
"glGetFramebufferAttachmentParameteriv",
reinterpret_cast<GLES2FunctionPointer>(
glGetFramebufferAttachmentParameteriv),
},
{
"glGetInteger64v",
reinterpret_cast<GLES2FunctionPointer>(glGetInteger64v),
},
{
"glGetIntegeri_v",
reinterpret_cast<GLES2FunctionPointer>(glGetIntegeri_v),
},
{
"glGetInteger64i_v",
reinterpret_cast<GLES2FunctionPointer>(glGetInteger64i_v),
},
{
"glGetIntegerv",
reinterpret_cast<GLES2FunctionPointer>(glGetIntegerv),
},
{
"glGetInternalformativ",
reinterpret_cast<GLES2FunctionPointer>(glGetInternalformativ),
},
{
"glGetProgramiv",
reinterpret_cast<GLES2FunctionPointer>(glGetProgramiv),
},
{
"glGetProgramInfoLog",
reinterpret_cast<GLES2FunctionPointer>(glGetProgramInfoLog),
},
{
"glGetRenderbufferParameteriv",
reinterpret_cast<GLES2FunctionPointer>(glGetRenderbufferParameteriv),
},
{
"glGetSamplerParameterfv",
reinterpret_cast<GLES2FunctionPointer>(glGetSamplerParameterfv),
},
{
"glGetSamplerParameteriv",
reinterpret_cast<GLES2FunctionPointer>(glGetSamplerParameteriv),
},
{
"glGetShaderiv",
reinterpret_cast<GLES2FunctionPointer>(glGetShaderiv),
},
{
"glGetShaderInfoLog",
reinterpret_cast<GLES2FunctionPointer>(glGetShaderInfoLog),
},
{
"glGetShaderPrecisionFormat",
reinterpret_cast<GLES2FunctionPointer>(glGetShaderPrecisionFormat),
},
{
"glGetShaderSource",
reinterpret_cast<GLES2FunctionPointer>(glGetShaderSource),
},
{
"glGetString",
reinterpret_cast<GLES2FunctionPointer>(glGetString),
},
{
"glGetStringi",
reinterpret_cast<GLES2FunctionPointer>(glGetStringi),
},
{
"glGetSynciv",
reinterpret_cast<GLES2FunctionPointer>(glGetSynciv),
},
{
"glGetTexParameterfv",
reinterpret_cast<GLES2FunctionPointer>(glGetTexParameterfv),
},
{
"glGetTexParameteriv",
reinterpret_cast<GLES2FunctionPointer>(glGetTexParameteriv),
},
{
"glGetTransformFeedbackVarying",
reinterpret_cast<GLES2FunctionPointer>(glGetTransformFeedbackVarying),
},
{
"glGetUniformBlockIndex",
reinterpret_cast<GLES2FunctionPointer>(glGetUniformBlockIndex),
},
{
"glGetUniformfv",
reinterpret_cast<GLES2FunctionPointer>(glGetUniformfv),
},
{
"glGetUniformiv",
reinterpret_cast<GLES2FunctionPointer>(glGetUniformiv),
},
{
"glGetUniformuiv",
reinterpret_cast<GLES2FunctionPointer>(glGetUniformuiv),
},
{
"glGetUniformIndices",
reinterpret_cast<GLES2FunctionPointer>(glGetUniformIndices),
},
{
"glGetUniformLocation",
reinterpret_cast<GLES2FunctionPointer>(glGetUniformLocation),
},
{
"glGetVertexAttribfv",
reinterpret_cast<GLES2FunctionPointer>(glGetVertexAttribfv),
},
{
"glGetVertexAttribiv",
reinterpret_cast<GLES2FunctionPointer>(glGetVertexAttribiv),
},
{
"glGetVertexAttribIiv",
reinterpret_cast<GLES2FunctionPointer>(glGetVertexAttribIiv),
},
{
"glGetVertexAttribIuiv",
reinterpret_cast<GLES2FunctionPointer>(glGetVertexAttribIuiv),
},
{
"glGetVertexAttribPointerv",
reinterpret_cast<GLES2FunctionPointer>(glGetVertexAttribPointerv),
},
{
"glHint",
reinterpret_cast<GLES2FunctionPointer>(glHint),
},
{
"glInvalidateFramebuffer",
reinterpret_cast<GLES2FunctionPointer>(glInvalidateFramebuffer),
},
{
"glInvalidateSubFramebuffer",
reinterpret_cast<GLES2FunctionPointer>(glInvalidateSubFramebuffer),
},
{
"glIsBuffer",
reinterpret_cast<GLES2FunctionPointer>(glIsBuffer),
},
{
"glIsEnabled",
reinterpret_cast<GLES2FunctionPointer>(glIsEnabled),
},
{
"glIsFramebuffer",
reinterpret_cast<GLES2FunctionPointer>(glIsFramebuffer),
},
{
"glIsProgram",
reinterpret_cast<GLES2FunctionPointer>(glIsProgram),
},
{
"glIsRenderbuffer",
reinterpret_cast<GLES2FunctionPointer>(glIsRenderbuffer),
},
{
"glIsSampler",
reinterpret_cast<GLES2FunctionPointer>(glIsSampler),
},
{
"glIsShader",
reinterpret_cast<GLES2FunctionPointer>(glIsShader),
},
{
"glIsSync",
reinterpret_cast<GLES2FunctionPointer>(glIsSync),
},
{
"glIsTexture",
reinterpret_cast<GLES2FunctionPointer>(glIsTexture),
},
{
"glIsTransformFeedback",
reinterpret_cast<GLES2FunctionPointer>(glIsTransformFeedback),
},
{
"glLineWidth",
reinterpret_cast<GLES2FunctionPointer>(glLineWidth),
},
{
"glLinkProgram",
reinterpret_cast<GLES2FunctionPointer>(glLinkProgram),
},
{
"glPauseTransformFeedback",
reinterpret_cast<GLES2FunctionPointer>(glPauseTransformFeedback),
},
{
"glPixelStorei",
reinterpret_cast<GLES2FunctionPointer>(glPixelStorei),
},
{
"glPolygonOffset",
reinterpret_cast<GLES2FunctionPointer>(glPolygonOffset),
},
{
"glReadBuffer",
reinterpret_cast<GLES2FunctionPointer>(glReadBuffer),
},
{
"glReadPixels",
reinterpret_cast<GLES2FunctionPointer>(glReadPixels),
},
{
"glReleaseShaderCompiler",
reinterpret_cast<GLES2FunctionPointer>(glReleaseShaderCompiler),
},
{
"glRenderbufferStorage",
reinterpret_cast<GLES2FunctionPointer>(glRenderbufferStorage),
},
{
"glResumeTransformFeedback",
reinterpret_cast<GLES2FunctionPointer>(glResumeTransformFeedback),
},
{
"glSampleCoverage",
reinterpret_cast<GLES2FunctionPointer>(glSampleCoverage),
},
{
"glSamplerParameterf",
reinterpret_cast<GLES2FunctionPointer>(glSamplerParameterf),
},
{
"glSamplerParameterfv",
reinterpret_cast<GLES2FunctionPointer>(glSamplerParameterfv),
},
{
"glSamplerParameteri",
reinterpret_cast<GLES2FunctionPointer>(glSamplerParameteri),
},
{
"glSamplerParameteriv",
reinterpret_cast<GLES2FunctionPointer>(glSamplerParameteriv),
},
{
"glScissor",
reinterpret_cast<GLES2FunctionPointer>(glScissor),
},
{
"glShaderBinary",
reinterpret_cast<GLES2FunctionPointer>(glShaderBinary),
},
{
"glShaderSource",
reinterpret_cast<GLES2FunctionPointer>(glShaderSource),
},
{
"glShallowFinishCHROMIUM",
reinterpret_cast<GLES2FunctionPointer>(glShallowFinishCHROMIUM),
},
{
"glShallowFlushCHROMIUM",
reinterpret_cast<GLES2FunctionPointer>(glShallowFlushCHROMIUM),
},
{
"glOrderingBarrierCHROMIUM",
reinterpret_cast<GLES2FunctionPointer>(glOrderingBarrierCHROMIUM),
},
{
"glMultiDrawArraysWEBGL",
reinterpret_cast<GLES2FunctionPointer>(glMultiDrawArraysWEBGL),
},
{
"glMultiDrawArraysInstancedWEBGL",
reinterpret_cast<GLES2FunctionPointer>(glMultiDrawArraysInstancedWEBGL),
},
{
"glMultiDrawElementsWEBGL",
reinterpret_cast<GLES2FunctionPointer>(glMultiDrawElementsWEBGL),
},
{
"glMultiDrawElementsInstancedWEBGL",
reinterpret_cast<GLES2FunctionPointer>(
glMultiDrawElementsInstancedWEBGL),
},
{
"glStencilFunc",
reinterpret_cast<GLES2FunctionPointer>(glStencilFunc),
},
{
"glStencilFuncSeparate",
reinterpret_cast<GLES2FunctionPointer>(glStencilFuncSeparate),
},
{
"glStencilMask",
reinterpret_cast<GLES2FunctionPointer>(glStencilMask),
},
{
"glStencilMaskSeparate",
reinterpret_cast<GLES2FunctionPointer>(glStencilMaskSeparate),
},
{
"glStencilOp",
reinterpret_cast<GLES2FunctionPointer>(glStencilOp),
},
{
"glStencilOpSeparate",
reinterpret_cast<GLES2FunctionPointer>(glStencilOpSeparate),
},
{
"glTexImage2D",
reinterpret_cast<GLES2FunctionPointer>(glTexImage2D),
},
{
"glTexImage3D",
reinterpret_cast<GLES2FunctionPointer>(glTexImage3D),
},
{
"glTexParameterf",
reinterpret_cast<GLES2FunctionPointer>(glTexParameterf),
},
{
"glTexParameterfv",
reinterpret_cast<GLES2FunctionPointer>(glTexParameterfv),
},
{
"glTexParameteri",
reinterpret_cast<GLES2FunctionPointer>(glTexParameteri),
},
{
"glTexParameteriv",
reinterpret_cast<GLES2FunctionPointer>(glTexParameteriv),
},
{
"glTexStorage3D",
reinterpret_cast<GLES2FunctionPointer>(glTexStorage3D),
},
{
"glTexSubImage2D",
reinterpret_cast<GLES2FunctionPointer>(glTexSubImage2D),
},
{
"glTexSubImage3D",
reinterpret_cast<GLES2FunctionPointer>(glTexSubImage3D),
},
{
"glTransformFeedbackVaryings",