| // Copyright (c) 2011 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 |
| // DO NOT EDIT! |
| |
| // These functions emluate 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 GLES2ActiveTexture(GLenum texture) { |
| gles2::GetGLContext()->ActiveTexture(texture); |
| } |
| void GLES2AttachShader(GLuint program, GLuint shader) { |
| gles2::GetGLContext()->AttachShader(program, shader); |
| } |
| void GLES2BindAttribLocation(GLuint program, GLuint index, const char* name) { |
| gles2::GetGLContext()->BindAttribLocation(program, index, name); |
| } |
| void GLES2BindBuffer(GLenum target, GLuint buffer) { |
| gles2::GetGLContext()->BindBuffer(target, buffer); |
| } |
| void GLES2BindFramebuffer(GLenum target, GLuint framebuffer) { |
| gles2::GetGLContext()->BindFramebuffer(target, framebuffer); |
| } |
| void GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) { |
| gles2::GetGLContext()->BindRenderbuffer(target, renderbuffer); |
| } |
| void GLES2BindTexture(GLenum target, GLuint texture) { |
| gles2::GetGLContext()->BindTexture(target, texture); |
| } |
| void GLES2BlendColor( |
| GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { |
| gles2::GetGLContext()->BlendColor(red, green, blue, alpha); |
| } |
| void GLES2BlendEquation(GLenum mode) { |
| gles2::GetGLContext()->BlendEquation(mode); |
| } |
| void GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { |
| gles2::GetGLContext()->BlendEquationSeparate(modeRGB, modeAlpha); |
| } |
| void GLES2BlendFunc(GLenum sfactor, GLenum dfactor) { |
| gles2::GetGLContext()->BlendFunc(sfactor, dfactor); |
| } |
| void GLES2BlendFuncSeparate( |
| GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { |
| gles2::GetGLContext()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); |
| } |
| void GLES2BufferData( |
| GLenum target, GLsizeiptr size, const void* data, GLenum usage) { |
| gles2::GetGLContext()->BufferData(target, size, data, usage); |
| } |
| void GLES2BufferSubData( |
| GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { |
| gles2::GetGLContext()->BufferSubData(target, offset, size, data); |
| } |
| GLenum GLES2CheckFramebufferStatus(GLenum target) { |
| return gles2::GetGLContext()->CheckFramebufferStatus(target); |
| } |
| void GLES2Clear(GLbitfield mask) { |
| gles2::GetGLContext()->Clear(mask); |
| } |
| void GLES2ClearColor( |
| GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { |
| gles2::GetGLContext()->ClearColor(red, green, blue, alpha); |
| } |
| void GLES2ClearDepthf(GLclampf depth) { |
| gles2::GetGLContext()->ClearDepthf(depth); |
| } |
| void GLES2ClearStencil(GLint s) { |
| gles2::GetGLContext()->ClearStencil(s); |
| } |
| void GLES2ColorMask( |
| GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { |
| gles2::GetGLContext()->ColorMask(red, green, blue, alpha); |
| } |
| void GLES2CompileShader(GLuint shader) { |
| gles2::GetGLContext()->CompileShader(shader); |
| } |
| void 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 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 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 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); |
| } |
| GLuint GLES2CreateProgram() { |
| return gles2::GetGLContext()->CreateProgram(); |
| } |
| GLuint GLES2CreateShader(GLenum type) { |
| return gles2::GetGLContext()->CreateShader(type); |
| } |
| void GLES2CullFace(GLenum mode) { |
| gles2::GetGLContext()->CullFace(mode); |
| } |
| void GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) { |
| gles2::GetGLContext()->DeleteBuffers(n, buffers); |
| } |
| void GLES2DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { |
| gles2::GetGLContext()->DeleteFramebuffers(n, framebuffers); |
| } |
| void GLES2DeleteProgram(GLuint program) { |
| gles2::GetGLContext()->DeleteProgram(program); |
| } |
| void GLES2DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { |
| gles2::GetGLContext()->DeleteRenderbuffers(n, renderbuffers); |
| } |
| void GLES2DeleteShader(GLuint shader) { |
| gles2::GetGLContext()->DeleteShader(shader); |
| } |
| void GLES2DeleteTextures(GLsizei n, const GLuint* textures) { |
| gles2::GetGLContext()->DeleteTextures(n, textures); |
| } |
| void GLES2DepthFunc(GLenum func) { |
| gles2::GetGLContext()->DepthFunc(func); |
| } |
| void GLES2DepthMask(GLboolean flag) { |
| gles2::GetGLContext()->DepthMask(flag); |
| } |
| void GLES2DepthRangef(GLclampf zNear, GLclampf zFar) { |
| gles2::GetGLContext()->DepthRangef(zNear, zFar); |
| } |
| void GLES2DetachShader(GLuint program, GLuint shader) { |
| gles2::GetGLContext()->DetachShader(program, shader); |
| } |
| void GLES2Disable(GLenum cap) { |
| gles2::GetGLContext()->Disable(cap); |
| } |
| void GLES2DisableVertexAttribArray(GLuint index) { |
| gles2::GetGLContext()->DisableVertexAttribArray(index); |
| } |
| void GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) { |
| gles2::GetGLContext()->DrawArrays(mode, first, count); |
| } |
| void GLES2DrawElements( |
| GLenum mode, GLsizei count, GLenum type, const void* indices) { |
| gles2::GetGLContext()->DrawElements(mode, count, type, indices); |
| } |
| void GLES2Enable(GLenum cap) { |
| gles2::GetGLContext()->Enable(cap); |
| } |
| void GLES2EnableVertexAttribArray(GLuint index) { |
| gles2::GetGLContext()->EnableVertexAttribArray(index); |
| } |
| void GLES2Finish() { |
| gles2::GetGLContext()->Finish(); |
| } |
| void GLES2Flush() { |
| gles2::GetGLContext()->Flush(); |
| } |
| void GLES2FramebufferRenderbuffer( |
| GLenum target, GLenum attachment, GLenum renderbuffertarget, |
| GLuint renderbuffer) { |
| gles2::GetGLContext()->FramebufferRenderbuffer( |
| target, attachment, renderbuffertarget, renderbuffer); |
| } |
| void GLES2FramebufferTexture2D( |
| GLenum target, GLenum attachment, GLenum textarget, GLuint texture, |
| GLint level) { |
| gles2::GetGLContext()->FramebufferTexture2D( |
| target, attachment, textarget, texture, level); |
| } |
| void GLES2FrontFace(GLenum mode) { |
| gles2::GetGLContext()->FrontFace(mode); |
| } |
| void GLES2GenBuffers(GLsizei n, GLuint* buffers) { |
| gles2::GetGLContext()->GenBuffers(n, buffers); |
| } |
| void GLES2GenerateMipmap(GLenum target) { |
| gles2::GetGLContext()->GenerateMipmap(target); |
| } |
| void GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) { |
| gles2::GetGLContext()->GenFramebuffers(n, framebuffers); |
| } |
| void GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { |
| gles2::GetGLContext()->GenRenderbuffers(n, renderbuffers); |
| } |
| void GLES2GenTextures(GLsizei n, GLuint* textures) { |
| gles2::GetGLContext()->GenTextures(n, textures); |
| } |
| void 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 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 GLES2GetAttachedShaders( |
| GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { |
| gles2::GetGLContext()->GetAttachedShaders(program, maxcount, count, shaders); |
| } |
| GLint GLES2GetAttribLocation(GLuint program, const char* name) { |
| return gles2::GetGLContext()->GetAttribLocation(program, name); |
| } |
| void GLES2GetBooleanv(GLenum pname, GLboolean* params) { |
| gles2::GetGLContext()->GetBooleanv(pname, params); |
| } |
| void GLES2GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { |
| gles2::GetGLContext()->GetBufferParameteriv(target, pname, params); |
| } |
| GLenum GLES2GetError() { |
| return gles2::GetGLContext()->GetError(); |
| } |
| void GLES2GetFloatv(GLenum pname, GLfloat* params) { |
| gles2::GetGLContext()->GetFloatv(pname, params); |
| } |
| void GLES2GetFramebufferAttachmentParameteriv( |
| GLenum target, GLenum attachment, GLenum pname, GLint* params) { |
| gles2::GetGLContext()->GetFramebufferAttachmentParameteriv( |
| target, attachment, pname, params); |
| } |
| void GLES2GetIntegerv(GLenum pname, GLint* params) { |
| gles2::GetGLContext()->GetIntegerv(pname, params); |
| } |
| void GLES2GetProgramiv(GLuint program, GLenum pname, GLint* params) { |
| gles2::GetGLContext()->GetProgramiv(program, pname, params); |
| } |
| void GLES2GetProgramInfoLog( |
| GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { |
| gles2::GetGLContext()->GetProgramInfoLog(program, bufsize, length, infolog); |
| } |
| void GLES2GetRenderbufferParameteriv( |
| GLenum target, GLenum pname, GLint* params) { |
| gles2::GetGLContext()->GetRenderbufferParameteriv(target, pname, params); |
| } |
| void GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) { |
| gles2::GetGLContext()->GetShaderiv(shader, pname, params); |
| } |
| void GLES2GetShaderInfoLog( |
| GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { |
| gles2::GetGLContext()->GetShaderInfoLog(shader, bufsize, length, infolog); |
| } |
| void GLES2GetShaderPrecisionFormat( |
| GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { |
| gles2::GetGLContext()->GetShaderPrecisionFormat( |
| shadertype, precisiontype, range, precision); |
| } |
| void GLES2GetShaderSource( |
| GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { |
| gles2::GetGLContext()->GetShaderSource(shader, bufsize, length, source); |
| } |
| const GLubyte* GLES2GetString(GLenum name) { |
| return gles2::GetGLContext()->GetString(name); |
| } |
| void GLES2GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { |
| gles2::GetGLContext()->GetTexParameterfv(target, pname, params); |
| } |
| void GLES2GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { |
| gles2::GetGLContext()->GetTexParameteriv(target, pname, params); |
| } |
| void GLES2GetUniformfv(GLuint program, GLint location, GLfloat* params) { |
| gles2::GetGLContext()->GetUniformfv(program, location, params); |
| } |
| void GLES2GetUniformiv(GLuint program, GLint location, GLint* params) { |
| gles2::GetGLContext()->GetUniformiv(program, location, params); |
| } |
| GLint GLES2GetUniformLocation(GLuint program, const char* name) { |
| return gles2::GetGLContext()->GetUniformLocation(program, name); |
| } |
| void GLES2GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { |
| gles2::GetGLContext()->GetVertexAttribfv(index, pname, params); |
| } |
| void GLES2GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { |
| gles2::GetGLContext()->GetVertexAttribiv(index, pname, params); |
| } |
| void GLES2GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { |
| gles2::GetGLContext()->GetVertexAttribPointerv(index, pname, pointer); |
| } |
| void GLES2Hint(GLenum target, GLenum mode) { |
| gles2::GetGLContext()->Hint(target, mode); |
| } |
| GLboolean GLES2IsBuffer(GLuint buffer) { |
| return gles2::GetGLContext()->IsBuffer(buffer); |
| } |
| GLboolean GLES2IsEnabled(GLenum cap) { |
| return gles2::GetGLContext()->IsEnabled(cap); |
| } |
| GLboolean GLES2IsFramebuffer(GLuint framebuffer) { |
| return gles2::GetGLContext()->IsFramebuffer(framebuffer); |
| } |
| GLboolean GLES2IsProgram(GLuint program) { |
| return gles2::GetGLContext()->IsProgram(program); |
| } |
| GLboolean GLES2IsRenderbuffer(GLuint renderbuffer) { |
| return gles2::GetGLContext()->IsRenderbuffer(renderbuffer); |
| } |
| GLboolean GLES2IsShader(GLuint shader) { |
| return gles2::GetGLContext()->IsShader(shader); |
| } |
| GLboolean GLES2IsTexture(GLuint texture) { |
| return gles2::GetGLContext()->IsTexture(texture); |
| } |
| void GLES2LineWidth(GLfloat width) { |
| gles2::GetGLContext()->LineWidth(width); |
| } |
| void GLES2LinkProgram(GLuint program) { |
| gles2::GetGLContext()->LinkProgram(program); |
| } |
| void GLES2PixelStorei(GLenum pname, GLint param) { |
| gles2::GetGLContext()->PixelStorei(pname, param); |
| } |
| void GLES2PolygonOffset(GLfloat factor, GLfloat units) { |
| gles2::GetGLContext()->PolygonOffset(factor, units); |
| } |
| void 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 GLES2ReleaseShaderCompiler() { |
| gles2::GetGLContext()->ReleaseShaderCompiler(); |
| } |
| void GLES2RenderbufferStorage( |
| GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { |
| gles2::GetGLContext()->RenderbufferStorage( |
| target, internalformat, width, height); |
| } |
| void GLES2SampleCoverage(GLclampf value, GLboolean invert) { |
| gles2::GetGLContext()->SampleCoverage(value, invert); |
| } |
| void GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { |
| gles2::GetGLContext()->Scissor(x, y, width, height); |
| } |
| void GLES2ShaderBinary( |
| GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, |
| GLsizei length) { |
| gles2::GetGLContext()->ShaderBinary( |
| n, shaders, binaryformat, binary, length); |
| } |
| void GLES2ShaderSource( |
| GLuint shader, GLsizei count, const char** str, const GLint* length) { |
| gles2::GetGLContext()->ShaderSource(shader, count, str, length); |
| } |
| void GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) { |
| gles2::GetGLContext()->StencilFunc(func, ref, mask); |
| } |
| void GLES2StencilFuncSeparate( |
| GLenum face, GLenum func, GLint ref, GLuint mask) { |
| gles2::GetGLContext()->StencilFuncSeparate(face, func, ref, mask); |
| } |
| void GLES2StencilMask(GLuint mask) { |
| gles2::GetGLContext()->StencilMask(mask); |
| } |
| void GLES2StencilMaskSeparate(GLenum face, GLuint mask) { |
| gles2::GetGLContext()->StencilMaskSeparate(face, mask); |
| } |
| void GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { |
| gles2::GetGLContext()->StencilOp(fail, zfail, zpass); |
| } |
| void GLES2StencilOpSeparate( |
| GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { |
| gles2::GetGLContext()->StencilOpSeparate(face, fail, zfail, zpass); |
| } |
| void 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 GLES2TexParameterf(GLenum target, GLenum pname, GLfloat param) { |
| gles2::GetGLContext()->TexParameterf(target, pname, param); |
| } |
| void GLES2TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { |
| gles2::GetGLContext()->TexParameterfv(target, pname, params); |
| } |
| void GLES2TexParameteri(GLenum target, GLenum pname, GLint param) { |
| gles2::GetGLContext()->TexParameteri(target, pname, param); |
| } |
| void GLES2TexParameteriv(GLenum target, GLenum pname, const GLint* params) { |
| gles2::GetGLContext()->TexParameteriv(target, pname, params); |
| } |
| void 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 GLES2Uniform1f(GLint location, GLfloat x) { |
| gles2::GetGLContext()->Uniform1f(location, x); |
| } |
| void GLES2Uniform1fv(GLint location, GLsizei count, const GLfloat* v) { |
| gles2::GetGLContext()->Uniform1fv(location, count, v); |
| } |
| void GLES2Uniform1i(GLint location, GLint x) { |
| gles2::GetGLContext()->Uniform1i(location, x); |
| } |
| void GLES2Uniform1iv(GLint location, GLsizei count, const GLint* v) { |
| gles2::GetGLContext()->Uniform1iv(location, count, v); |
| } |
| void GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) { |
| gles2::GetGLContext()->Uniform2f(location, x, y); |
| } |
| void GLES2Uniform2fv(GLint location, GLsizei count, const GLfloat* v) { |
| gles2::GetGLContext()->Uniform2fv(location, count, v); |
| } |
| void GLES2Uniform2i(GLint location, GLint x, GLint y) { |
| gles2::GetGLContext()->Uniform2i(location, x, y); |
| } |
| void GLES2Uniform2iv(GLint location, GLsizei count, const GLint* v) { |
| gles2::GetGLContext()->Uniform2iv(location, count, v); |
| } |
| void GLES2Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { |
| gles2::GetGLContext()->Uniform3f(location, x, y, z); |
| } |
| void GLES2Uniform3fv(GLint location, GLsizei count, const GLfloat* v) { |
| gles2::GetGLContext()->Uniform3fv(location, count, v); |
| } |
| void GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) { |
| gles2::GetGLContext()->Uniform3i(location, x, y, z); |
| } |
| void GLES2Uniform3iv(GLint location, GLsizei count, const GLint* v) { |
| gles2::GetGLContext()->Uniform3iv(location, count, v); |
| } |
| void GLES2Uniform4f( |
| GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { |
| gles2::GetGLContext()->Uniform4f(location, x, y, z, w); |
| } |
| void GLES2Uniform4fv(GLint location, GLsizei count, const GLfloat* v) { |
| gles2::GetGLContext()->Uniform4fv(location, count, v); |
| } |
| void GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { |
| gles2::GetGLContext()->Uniform4i(location, x, y, z, w); |
| } |
| void GLES2Uniform4iv(GLint location, GLsizei count, const GLint* v) { |
| gles2::GetGLContext()->Uniform4iv(location, count, v); |
| } |
| void GLES2UniformMatrix2fv( |
| GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
| gles2::GetGLContext()->UniformMatrix2fv(location, count, transpose, value); |
| } |
| void GLES2UniformMatrix3fv( |
| GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
| gles2::GetGLContext()->UniformMatrix3fv(location, count, transpose, value); |
| } |
| void GLES2UniformMatrix4fv( |
| GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
| gles2::GetGLContext()->UniformMatrix4fv(location, count, transpose, value); |
| } |
| void GLES2UseProgram(GLuint program) { |
| gles2::GetGLContext()->UseProgram(program); |
| } |
| void GLES2ValidateProgram(GLuint program) { |
| gles2::GetGLContext()->ValidateProgram(program); |
| } |
| void GLES2VertexAttrib1f(GLuint indx, GLfloat x) { |
| gles2::GetGLContext()->VertexAttrib1f(indx, x); |
| } |
| void GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) { |
| gles2::GetGLContext()->VertexAttrib1fv(indx, values); |
| } |
| void GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { |
| gles2::GetGLContext()->VertexAttrib2f(indx, x, y); |
| } |
| void GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) { |
| gles2::GetGLContext()->VertexAttrib2fv(indx, values); |
| } |
| void GLES2VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { |
| gles2::GetGLContext()->VertexAttrib3f(indx, x, y, z); |
| } |
| void GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) { |
| gles2::GetGLContext()->VertexAttrib3fv(indx, values); |
| } |
| void GLES2VertexAttrib4f( |
| GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { |
| gles2::GetGLContext()->VertexAttrib4f(indx, x, y, z, w); |
| } |
| void GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) { |
| gles2::GetGLContext()->VertexAttrib4fv(indx, values); |
| } |
| void GLES2VertexAttribPointer( |
| GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, |
| const void* ptr) { |
| gles2::GetGLContext()->VertexAttribPointer( |
| indx, size, type, normalized, stride, ptr); |
| } |
| void GLES2Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { |
| gles2::GetGLContext()->Viewport(x, y, width, height); |
| } |
| void GLES2BlitFramebufferEXT( |
| GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, |
| GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { |
| gles2::GetGLContext()->BlitFramebufferEXT( |
| srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); |
| } |
| void GLES2RenderbufferStorageMultisampleEXT( |
| GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, |
| GLsizei height) { |
| gles2::GetGLContext()->RenderbufferStorageMultisampleEXT( |
| target, samples, internalformat, width, height); |
| } |
| void GLES2SwapBuffers() { |
| gles2::GetGLContext()->SwapBuffers(); |
| } |
| GLuint GLES2GetMaxValueInBufferCHROMIUM( |
| GLuint buffer_id, GLsizei count, GLenum type, GLuint offset) { |
| return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM( |
| buffer_id, count, type, offset); |
| } |
| void GLES2GenSharedIdsCHROMIUM( |
| GLuint namespace_id, GLuint id_offset, GLsizei n, GLuint* ids) { |
| gles2::GetGLContext()->GenSharedIdsCHROMIUM(namespace_id, id_offset, n, ids); |
| } |
| void GLES2DeleteSharedIdsCHROMIUM( |
| GLuint namespace_id, GLsizei n, const GLuint* ids) { |
| gles2::GetGLContext()->DeleteSharedIdsCHROMIUM(namespace_id, n, ids); |
| } |
| void GLES2RegisterSharedIdsCHROMIUM( |
| GLuint namespace_id, GLsizei n, const GLuint* ids) { |
| gles2::GetGLContext()->RegisterSharedIdsCHROMIUM(namespace_id, n, ids); |
| } |
| GLboolean GLES2EnableFeatureCHROMIUM(const char* feature) { |
| return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature); |
| } |
| void* GLES2MapBufferSubDataCHROMIUM( |
| GLuint target, GLintptr offset, GLsizeiptr size, GLenum access) { |
| return gles2::GetGLContext()->MapBufferSubDataCHROMIUM( |
| target, offset, size, access); |
| } |
| void GLES2UnmapBufferSubDataCHROMIUM(const void* mem) { |
| gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem); |
| } |
| void* 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 GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) { |
| gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem); |
| } |
| void GLES2ResizeCHROMIUM(GLuint width, GLuint height) { |
| gles2::GetGLContext()->ResizeCHROMIUM(width, height); |
| } |
| const GLchar* GLES2GetRequestableExtensionsCHROMIUM() { |
| return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM(); |
| } |
| void GLES2RequestExtensionCHROMIUM(const char* extension) { |
| gles2::GetGLContext()->RequestExtensionCHROMIUM(extension); |
| } |
| void GLES2RateLimitOffscreenContextCHROMIUM() { |
| gles2::GetGLContext()->RateLimitOffscreenContextCHROMIUM(); |
| } |
| void GLES2GetMultipleIntegervCHROMIUM( |
| const GLenum* pnames, GLuint count, GLint* results, GLsizeiptr size) { |
| gles2::GetGLContext()->GetMultipleIntegervCHROMIUM( |
| pnames, count, results, size); |
| } |
| void GLES2GetProgramInfoCHROMIUM( |
| GLuint program, GLsizei bufsize, GLsizei* size, void* info) { |
| gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info); |
| } |
| GLuint GLES2CreateStreamTextureCHROMIUM(GLuint texture) { |
| return gles2::GetGLContext()->CreateStreamTextureCHROMIUM(texture); |
| } |
| void GLES2DestroyStreamTextureCHROMIUM(GLuint texture) { |
| gles2::GetGLContext()->DestroyStreamTextureCHROMIUM(texture); |
| } |
| void GLES2GetTranslatedShaderSourceANGLE( |
| GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { |
| gles2::GetGLContext()->GetTranslatedShaderSourceANGLE( |
| shader, bufsize, length, source); |
| } |
| |
| #endif // GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_ |
| |