blob: c4b34b90d2d3ead2f580b8060b9431ba60dae915 [file] [log] [blame]
// This file is auto-generated. DO NOT EDIT!
// This file is included by gles2_implementation.h to declare the
// GL api functions.
void ActiveTexture(GLenum texture) {
helper_->ActiveTexture(texture);
}
void AttachShader(GLuint program, GLuint shader) {
helper_->AttachShader(program, shader);
}
void BindAttribLocation(GLuint program, GLuint index, const char* name) {
// TODO(gman): This needs to change to use SendString.
helper_->BindAttribLocationImmediate(program, index, name);
}
void BindBuffer(GLenum target, GLuint buffer) {
helper_->BindBuffer(target, buffer);
}
void BindFramebuffer(GLenum target, GLuint framebuffer) {
helper_->BindFramebuffer(target, framebuffer);
}
void BindRenderbuffer(GLenum target, GLuint renderbuffer) {
helper_->BindRenderbuffer(target, renderbuffer);
}
void BindTexture(GLenum target, GLuint texture) {
helper_->BindTexture(target, texture);
}
void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
helper_->BlendColor(red, green, blue, alpha);
}
void BlendEquation(GLenum mode) {
helper_->BlendEquation(mode);
}
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
helper_->BlendEquationSeparate(modeRGB, modeAlpha);
}
void BlendFunc(GLenum sfactor, GLenum dfactor) {
helper_->BlendFunc(sfactor, dfactor);
}
void BlendFuncSeparate(
GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) {
helper_->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void BufferData(
GLenum target, GLsizeiptr size, const void* data, GLenum usage);
void BufferSubData(
GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
GLenum CheckFramebufferStatus(GLenum target);
void Clear(GLbitfield mask) {
helper_->Clear(mask);
}
void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
helper_->ClearColor(red, green, blue, alpha);
}
void ClearDepthf(GLclampf depth) {
helper_->ClearDepthf(depth);
}
void ClearStencil(GLint s) {
helper_->ClearStencil(s);
}
void ColorMask(
GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
helper_->ColorMask(red, green, blue, alpha);
}
void CompileShader(GLuint shader) {
helper_->CompileShader(shader);
}
void CompressedTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLsizei imageSize, const void* data);
void CompressedTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data);
void CopyTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border) {
helper_->CopyTexImage2D(
target, level, internalformat, x, y, width, height, border);
}
void CopyTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height) {
helper_->CopyTexSubImage2D(
target, level, xoffset, yoffset, x, y, width, height);
}
GLuint CreateProgram() {
GLuint client_id;
MakeIds(1, &client_id);
helper_->CreateProgram(client_id);
return client_id;
}
GLuint CreateShader(GLenum type) {
GLuint client_id;
MakeIds(1, &client_id);
helper_->CreateShader(type, client_id);
return client_id;
}
void CullFace(GLenum mode) {
helper_->CullFace(mode);
}
void DeleteBuffers(GLsizei n, const GLuint* buffers) {
FreeIds(n, buffers);
helper_->DeleteBuffersImmediate(n, buffers);
}
void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
FreeIds(n, framebuffers);
helper_->DeleteFramebuffersImmediate(n, framebuffers);
}
void DeleteProgram(GLuint program) {
helper_->DeleteProgram(program);
}
void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
FreeIds(n, renderbuffers);
helper_->DeleteRenderbuffersImmediate(n, renderbuffers);
}
void DeleteShader(GLuint shader) {
helper_->DeleteShader(shader);
}
void DeleteTextures(GLsizei n, const GLuint* textures) {
FreeIds(n, textures);
helper_->DeleteTexturesImmediate(n, textures);
}
void DepthFunc(GLenum func) {
helper_->DepthFunc(func);
}
void DepthMask(GLboolean flag) {
helper_->DepthMask(flag);
}
void DepthRangef(GLclampf zNear, GLclampf zFar) {
helper_->DepthRangef(zNear, zFar);
}
void DetachShader(GLuint program, GLuint shader) {
helper_->DetachShader(program, shader);
}
void Disable(GLenum cap) {
helper_->Disable(cap);
}
void DisableVertexAttribArray(GLuint index) {
helper_->DisableVertexAttribArray(index);
}
void DrawArrays(GLenum mode, GLint first, GLsizei count) {
helper_->DrawArrays(mode, first, count);
}
void DrawElements(
GLenum mode, GLsizei count, GLenum type, const void* indices);
void Enable(GLenum cap) {
helper_->Enable(cap);
}
void EnableVertexAttribArray(GLuint index) {
helper_->EnableVertexAttribArray(index);
}
void Finish() {
helper_->Finish();
}
void Flush() {
helper_->Flush();
}
void FramebufferRenderbuffer(
GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer) {
helper_->FramebufferRenderbuffer(
target, attachment, renderbuffertarget, renderbuffer);
}
void FramebufferTexture2D(
GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
GLint level) {
helper_->FramebufferTexture2D(target, attachment, textarget, texture, level);
}
void FrontFace(GLenum mode) {
helper_->FrontFace(mode);
}
void GenBuffers(GLsizei n, GLuint* buffers) {
MakeIds(n, buffers);
helper_->GenBuffersImmediate(n, buffers);
}
void GenerateMipmap(GLenum target) {
helper_->GenerateMipmap(target);
}
void GenFramebuffers(GLsizei n, GLuint* framebuffers) {
MakeIds(n, framebuffers);
helper_->GenFramebuffersImmediate(n, framebuffers);
}
void GenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
MakeIds(n, renderbuffers);
helper_->GenRenderbuffersImmediate(n, renderbuffers);
}
void GenTextures(GLsizei n, GLuint* textures) {
MakeIds(n, textures);
helper_->GenTexturesImmediate(n, textures);
}
void GetActiveAttrib(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
GLenum* type, char* name);
void GetActiveUniform(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
GLenum* type, char* name);
void GetAttachedShaders(
GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GLint GetAttribLocation(GLuint program, const char* name);
void GetBooleanv(GLenum pname, GLboolean* params) {
helper_->GetBooleanv(pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
helper_->GetBufferParameteriv(
target, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
GLenum GetError() {
helper_->GetError(result_shm_id(), result_shm_offset());
WaitForCmd();
return GetResultAs<GLenum>();
}
void GetFloatv(GLenum pname, GLfloat* params) {
helper_->GetFloatv(pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetFramebufferAttachmentParameteriv(
GLenum target, GLenum attachment, GLenum pname, GLint* params) {
helper_->GetFramebufferAttachmentParameteriv(
target, attachment, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetIntegerv(GLenum pname, GLint* params) {
helper_->GetIntegerv(pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetProgramiv(GLuint program, GLenum pname, GLint* params) {
helper_->GetProgramiv(program, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
// TODO(gman): Implement this
void GetProgramInfoLog(
GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) {
helper_->GetRenderbufferParameteriv(
target, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
helper_->GetShaderiv(shader, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
// TODO(gman): Implement this
void GetShaderInfoLog(
GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
void GetShaderPrecisionFormat(
GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
// TODO(gman): Implement this
void GetShaderSource(
GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
const GLubyte* GetString(GLenum name);
void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
helper_->GetTexParameterfv(
target, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
helper_->GetTexParameteriv(
target, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetUniformfv(GLuint program, GLint location, GLfloat* params);
void GetUniformiv(GLuint program, GLint location, GLint* params);
GLint GetUniformLocation(GLuint program, const char* name);
void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) {
helper_->GetVertexAttribfv(
index, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) {
helper_->GetVertexAttribiv(
index, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
GLsizei num_values = util_.GLGetNumValuesReturned(pname);
DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult);
memcpy(params, result_buffer_, num_values * sizeof(*params));
}
void GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer);
void Hint(GLenum target, GLenum mode) {
helper_->Hint(target, mode);
}
GLboolean IsBuffer(GLuint buffer) {
helper_->IsBuffer(buffer, result_shm_id(), result_shm_offset());
WaitForCmd();
return GetResultAs<GLboolean>();
}
GLboolean IsEnabled(GLenum cap) {
helper_->IsEnabled(cap, result_shm_id(), result_shm_offset());
WaitForCmd();
return GetResultAs<GLboolean>();
}
GLboolean IsFramebuffer(GLuint framebuffer) {
helper_->IsFramebuffer(framebuffer, result_shm_id(), result_shm_offset());
WaitForCmd();
return GetResultAs<GLboolean>();
}
GLboolean IsProgram(GLuint program) {
helper_->IsProgram(program, result_shm_id(), result_shm_offset());
WaitForCmd();
return GetResultAs<GLboolean>();
}
GLboolean IsRenderbuffer(GLuint renderbuffer) {
helper_->IsRenderbuffer(renderbuffer, result_shm_id(), result_shm_offset());
WaitForCmd();
return GetResultAs<GLboolean>();
}
GLboolean IsShader(GLuint shader) {
helper_->IsShader(shader, result_shm_id(), result_shm_offset());
WaitForCmd();
return GetResultAs<GLboolean>();
}
GLboolean IsTexture(GLuint texture) {
helper_->IsTexture(texture, result_shm_id(), result_shm_offset());
WaitForCmd();
return GetResultAs<GLboolean>();
}
void LineWidth(GLfloat width) {
helper_->LineWidth(width);
}
void LinkProgram(GLuint program) {
helper_->LinkProgram(program);
}
void PixelStorei(GLenum pname, GLint param);
void PolygonOffset(GLfloat factor, GLfloat units) {
helper_->PolygonOffset(factor, units);
}
void ReadPixels(
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
void* pixels);
void RenderbufferStorage(
GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {
helper_->RenderbufferStorage(target, internalformat, width, height);
}
void SampleCoverage(GLclampf value, GLboolean invert) {
helper_->SampleCoverage(value, invert);
}
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
helper_->Scissor(x, y, width, height);
}
void ShaderSource(
GLuint shader, GLsizei count, const char** string, const GLint* length);
void StencilFunc(GLenum func, GLint ref, GLuint mask) {
helper_->StencilFunc(func, ref, mask);
}
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) {
helper_->StencilFuncSeparate(face, func, ref, mask);
}
void StencilMask(GLuint mask) {
helper_->StencilMask(mask);
}
void StencilMaskSeparate(GLenum face, GLuint mask) {
helper_->StencilMaskSeparate(face, mask);
}
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
helper_->StencilOp(fail, zfail, zpass);
}
void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) {
helper_->StencilOpSeparate(face, fail, zfail, zpass);
}
void TexImage2D(
GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
const void* pixels);
void TexParameterf(GLenum target, GLenum pname, GLfloat param) {
helper_->TexParameterf(target, pname, param);
}
void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) {
helper_->TexParameterfvImmediate(target, pname, params);
}
void TexParameteri(GLenum target, GLenum pname, GLint param) {
helper_->TexParameteri(target, pname, param);
}
void TexParameteriv(GLenum target, GLenum pname, const GLint* params) {
helper_->TexParameterivImmediate(target, pname, params);
}
void TexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLenum type, const void* pixels);
void Uniform1f(GLint location, GLfloat x) {
helper_->Uniform1f(location, x);
}
void Uniform1fv(GLint location, GLsizei count, const GLfloat* v) {
helper_->Uniform1fvImmediate(location, count, v);
}
void Uniform1i(GLint location, GLint x) {
helper_->Uniform1i(location, x);
}
void Uniform1iv(GLint location, GLsizei count, const GLint* v) {
helper_->Uniform1ivImmediate(location, count, v);
}
void Uniform2f(GLint location, GLfloat x, GLfloat y) {
helper_->Uniform2f(location, x, y);
}
void Uniform2fv(GLint location, GLsizei count, const GLfloat* v) {
helper_->Uniform2fvImmediate(location, count, v);
}
void Uniform2i(GLint location, GLint x, GLint y) {
helper_->Uniform2i(location, x, y);
}
void Uniform2iv(GLint location, GLsizei count, const GLint* v) {
helper_->Uniform2ivImmediate(location, count, v);
}
void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) {
helper_->Uniform3f(location, x, y, z);
}
void Uniform3fv(GLint location, GLsizei count, const GLfloat* v) {
helper_->Uniform3fvImmediate(location, count, v);
}
void Uniform3i(GLint location, GLint x, GLint y, GLint z) {
helper_->Uniform3i(location, x, y, z);
}
void Uniform3iv(GLint location, GLsizei count, const GLint* v) {
helper_->Uniform3ivImmediate(location, count, v);
}
void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
helper_->Uniform4f(location, x, y, z, w);
}
void Uniform4fv(GLint location, GLsizei count, const GLfloat* v) {
helper_->Uniform4fvImmediate(location, count, v);
}
void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {
helper_->Uniform4i(location, x, y, z, w);
}
void Uniform4iv(GLint location, GLsizei count, const GLint* v) {
helper_->Uniform4ivImmediate(location, count, v);
}
void UniformMatrix2fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
helper_->UniformMatrix2fvImmediate(location, count, transpose, value);
}
void UniformMatrix3fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
helper_->UniformMatrix3fvImmediate(location, count, transpose, value);
}
void UniformMatrix4fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
helper_->UniformMatrix4fvImmediate(location, count, transpose, value);
}
void UseProgram(GLuint program) {
helper_->UseProgram(program);
}
void ValidateProgram(GLuint program) {
helper_->ValidateProgram(program);
}
void VertexAttrib1f(GLuint indx, GLfloat x) {
helper_->VertexAttrib1f(indx, x);
}
void VertexAttrib1fv(GLuint indx, const GLfloat* values) {
helper_->VertexAttrib1fvImmediate(indx, values);
}
void VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
helper_->VertexAttrib2f(indx, x, y);
}
void VertexAttrib2fv(GLuint indx, const GLfloat* values) {
helper_->VertexAttrib2fvImmediate(indx, values);
}
void VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
helper_->VertexAttrib3f(indx, x, y, z);
}
void VertexAttrib3fv(GLuint indx, const GLfloat* values) {
helper_->VertexAttrib3fvImmediate(indx, values);
}
void VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
helper_->VertexAttrib4f(indx, x, y, z, w);
}
void VertexAttrib4fv(GLuint indx, const GLfloat* values) {
helper_->VertexAttrib4fvImmediate(indx, values);
}
void VertexAttribPointer(
GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride,
const void* ptr);
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
helper_->Viewport(x, y, width, height);
}
void SwapBuffers() {
helper_->SwapBuffers();
}