diff options
author | alokp@chromium.org <alokp@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-12-21 17:12:55 +0000 |
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committer | alokp@chromium.org <alokp@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-12-21 17:12:55 +0000 |
commit | 3e9d8aa0bbf6e2ed8d093e17c92cacff383c7e4f (patch) | |
tree | ab4483673b5886ee5b821bccb8ecbee2c5922ffd /ppapi/lib | |
parent | e5b826e46e8a435945f94370bd50bc7ee1749607 (diff) | |
download | chromium_src-3e9d8aa0bbf6e2ed8d093e17c92cacff383c7e4f.zip chromium_src-3e9d8aa0bbf6e2ed8d093e17c92cacff383c7e4f.tar.gz chromium_src-3e9d8aa0bbf6e2ed8d093e17c92cacff383c7e4f.tar.bz2 |
Moved the logic of maintaining the current context to gles2 helper library.
Review URL: http://codereview.chromium.org/5927002
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@69838 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'ppapi/lib')
-rw-r--r-- | ppapi/lib/gl/gles2/gl2ext_ppapi.c | 44 | ||||
-rw-r--r-- | ppapi/lib/gl/gles2/gl2ext_ppapi.h | 8 | ||||
-rw-r--r-- | ppapi/lib/gl/gles2/gles2.c | 265 |
3 files changed, 289 insertions, 28 deletions
diff --git a/ppapi/lib/gl/gles2/gl2ext_ppapi.c b/ppapi/lib/gl/gles2/gl2ext_ppapi.c index ce2d130..1759413 100644 --- a/ppapi/lib/gl/gles2/gl2ext_ppapi.c +++ b/ppapi/lib/gl/gles2/gl2ext_ppapi.c @@ -4,26 +4,52 @@ #include "ppapi/lib/gl/gles2/gl2ext_ppapi.h" -static const struct PPB_OpenGLES_Dev* g_gles2_interface; - -int GL_APIENTRY glInitializePPAPI( - PP_Module module, +#ifndef GL_FALSE +#define GL_FALSE 0 +#endif // GL_FALSE + +#ifndef GL_TRUE +#define GL_TRUE 1 +#endif // GL_TRUE + +#if defined(__GNUC__) && !defined(__APPLE__) +#define PP_TLS __thread +#elif defined(_MSC_VER) +#define PP_TLS __declspec(thread) +#else +// TODO(alokp): Fix all other platforms. +#define PP_TLS +#endif + +// TODO(alokp): This will need to be thread-safe if we build gles2 as a +// shared library. +static const struct PPB_OpenGLES2_Dev* g_gles2_interface = NULL; + +// TODO(alokp): Make sure PP_TLS works on all supported platforms. +static PP_TLS PP_Resource g_current_context = 0; + +GLboolean GL_APIENTRY glInitializePPAPI( PPB_GetInterface get_browser_interface) { - return 0; + if (!g_gles2_interface) { + g_gles2_interface = get_browser_interface(PPB_OPENGLES2_DEV_INTERFACE); + } + return g_gles2_interface ? GL_TRUE : GL_FALSE; } -int GL_APIENTRY glTerminatePPAPI() { - return 0; +GLboolean GL_APIENTRY glTerminatePPAPI() { + g_gles2_interface = NULL; + return GL_TRUE; } void GL_APIENTRY glSetCurrentContextPPAPI(PP_Resource context) { + g_current_context = context; } PP_Resource GL_APIENTRY glGetCurrentContextPPAPI() { - return 0; + return g_current_context; } -const struct PPB_OpenGLES_Dev* GL_APIENTRY glGetInterfacePPAPI() { +const struct PPB_OpenGLES2_Dev* GL_APIENTRY glGetInterfacePPAPI() { return g_gles2_interface; } diff --git a/ppapi/lib/gl/gles2/gl2ext_ppapi.h b/ppapi/lib/gl/gles2/gl2ext_ppapi.h index 63b2b32..97953ce 100644 --- a/ppapi/lib/gl/gles2/gl2ext_ppapi.h +++ b/ppapi/lib/gl/gles2/gl2ext_ppapi.h @@ -9,7 +9,6 @@ #include <GLES2/gl2platform.h> -#include "ppapi/c/pp_module.h" #include "ppapi/c/pp_resource.h" #include "ppapi/c/ppb.h" #include "ppapi/c/dev/ppb_opengles_dev.h" @@ -21,13 +20,12 @@ extern "C" { // Initializes OpenGL ES 2.0 library. // Must be called once before making any gl calls. // GL_FALSE is returned on failure, GL_TRUE otherwise. -GL_APICALL int GL_APIENTRY glInitializePPAPI( - PP_Module module, +GL_APICALL GLboolean GL_APIENTRY glInitializePPAPI( PPB_GetInterface get_browser_interface); // Terminates OpenGL ES 2.0 library. // GL_FALSE is returned on failure, GL_TRUE otherwise. -GL_APICALL int GL_APIENTRY glTerminatePPAPI(); +GL_APICALL GLboolean GL_APIENTRY glTerminatePPAPI(); // Sets context to be used for rendering in the current thread. GL_APICALL void GL_APIENTRY glSetCurrentContextPPAPI(PP_Resource context); @@ -37,7 +35,7 @@ GL_APICALL void GL_APIENTRY glSetCurrentContextPPAPI(PP_Resource context); GL_APICALL PP_Resource GL_APIENTRY glGetCurrentContextPPAPI(); // Returns OpenGL ES 2.0 interface. -GL_APICALL const struct PPB_OpenGLES_Dev* GL_APIENTRY glGetInterfacePPAPI(); +GL_APICALL const struct PPB_OpenGLES2_Dev* GL_APIENTRY glGetInterfacePPAPI(); #ifdef __cplusplus } diff --git a/ppapi/lib/gl/gles2/gles2.c b/ppapi/lib/gl/gles2/gles2.c index 69c4de8..fe27e1b 100644 --- a/ppapi/lib/gl/gles2/gles2.c +++ b/ppapi/lib/gl/gles2/gles2.c @@ -5,512 +5,749 @@ // This file is auto-generated. DO NOT EDIT! #include <GLES2/gl2.h> +#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h" void GL_APIENTRY glActiveTexture(GLenum texture) { + glGetInterfacePPAPI()->ActiveTexture(glGetCurrentContextPPAPI(), texture); } void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) { + glGetInterfacePPAPI()->AttachShader( + glGetCurrentContextPPAPI(), program, shader); } void GL_APIENTRY glBindAttribLocation( GLuint program, GLuint index, const char* name) { + glGetInterfacePPAPI()->BindAttribLocation( + glGetCurrentContextPPAPI(), program, index, name); } void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) { + glGetInterfacePPAPI()->BindBuffer( + glGetCurrentContextPPAPI(), target, buffer); } void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) { + glGetInterfacePPAPI()->BindFramebuffer( + glGetCurrentContextPPAPI(), target, framebuffer); } void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) { + glGetInterfacePPAPI()->BindRenderbuffer( + glGetCurrentContextPPAPI(), target, renderbuffer); } void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) { + glGetInterfacePPAPI()->BindTexture( + glGetCurrentContextPPAPI(), target, texture); } void GL_APIENTRY glBlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { + glGetInterfacePPAPI()->BlendColor( + glGetCurrentContextPPAPI(), red, green, blue, alpha); } void GL_APIENTRY glBlendEquation(GLenum mode) { + glGetInterfacePPAPI()->BlendEquation(glGetCurrentContextPPAPI(), mode); } void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { + glGetInterfacePPAPI()->BlendEquationSeparate( + glGetCurrentContextPPAPI(), modeRGB, modeAlpha); } void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) { + glGetInterfacePPAPI()->BlendFunc( + glGetCurrentContextPPAPI(), sfactor, dfactor); } void GL_APIENTRY glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { + glGetInterfacePPAPI()->BlendFuncSeparate( + glGetCurrentContextPPAPI(), srcRGB, dstRGB, srcAlpha, dstAlpha); } void GL_APIENTRY glBufferData( GLenum target, GLsizeiptr size, const void* data, GLenum usage) { + glGetInterfacePPAPI()->BufferData( + glGetCurrentContextPPAPI(), target, size, data, usage); } void GL_APIENTRY glBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { + glGetInterfacePPAPI()->BufferSubData( + glGetCurrentContextPPAPI(), target, offset, size, data); } GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) { - return 0; + return glGetInterfacePPAPI()->CheckFramebufferStatus( + glGetCurrentContextPPAPI(), target); } void GL_APIENTRY glClear(GLbitfield mask) { + glGetInterfacePPAPI()->Clear(glGetCurrentContextPPAPI(), mask); } void GL_APIENTRY glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { + glGetInterfacePPAPI()->ClearColor( + glGetCurrentContextPPAPI(), red, green, blue, alpha); } void GL_APIENTRY glClearDepthf(GLclampf depth) { + glGetInterfacePPAPI()->ClearDepthf(glGetCurrentContextPPAPI(), depth); } void GL_APIENTRY glClearStencil(GLint s) { + glGetInterfacePPAPI()->ClearStencil(glGetCurrentContextPPAPI(), s); } void GL_APIENTRY glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { + glGetInterfacePPAPI()->ColorMask( + glGetCurrentContextPPAPI(), red, green, blue, alpha); } void GL_APIENTRY glCompileShader(GLuint shader) { + glGetInterfacePPAPI()->CompileShader(glGetCurrentContextPPAPI(), shader); } void GL_APIENTRY glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { + glGetInterfacePPAPI()->CompressedTexImage2D( + glGetCurrentContextPPAPI(), target, level, internalformat, width, height, + border, imageSize, data); } void GL_APIENTRY glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { + glGetInterfacePPAPI()->CompressedTexSubImage2D( + glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width, + height, format, imageSize, data); } void GL_APIENTRY glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { + glGetInterfacePPAPI()->CopyTexImage2D( + glGetCurrentContextPPAPI(), target, level, internalformat, x, y, width, + height, border); } void GL_APIENTRY glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { + glGetInterfacePPAPI()->CopyTexSubImage2D( + glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, x, y, width, + height); } GLuint GL_APIENTRY glCreateProgram() { - return 0; + return glGetInterfacePPAPI()->CreateProgram(glGetCurrentContextPPAPI()); } GLuint GL_APIENTRY glCreateShader(GLenum type) { - return 0; + return glGetInterfacePPAPI()->CreateShader(glGetCurrentContextPPAPI(), type); } void GL_APIENTRY glCullFace(GLenum mode) { + glGetInterfacePPAPI()->CullFace(glGetCurrentContextPPAPI(), mode); } void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) { + glGetInterfacePPAPI()->DeleteBuffers(glGetCurrentContextPPAPI(), n, buffers); } void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { + glGetInterfacePPAPI()->DeleteFramebuffers( + glGetCurrentContextPPAPI(), n, framebuffers); } void GL_APIENTRY glDeleteProgram(GLuint program) { + glGetInterfacePPAPI()->DeleteProgram(glGetCurrentContextPPAPI(), program); } void GL_APIENTRY glDeleteRenderbuffers( GLsizei n, const GLuint* renderbuffers) { + glGetInterfacePPAPI()->DeleteRenderbuffers( + glGetCurrentContextPPAPI(), n, renderbuffers); } void GL_APIENTRY glDeleteShader(GLuint shader) { + glGetInterfacePPAPI()->DeleteShader(glGetCurrentContextPPAPI(), shader); } void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) { + glGetInterfacePPAPI()->DeleteTextures( + glGetCurrentContextPPAPI(), n, textures); } void GL_APIENTRY glDepthFunc(GLenum func) { + glGetInterfacePPAPI()->DepthFunc(glGetCurrentContextPPAPI(), func); } void GL_APIENTRY glDepthMask(GLboolean flag) { + glGetInterfacePPAPI()->DepthMask(glGetCurrentContextPPAPI(), flag); } void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) { + glGetInterfacePPAPI()->DepthRangef(glGetCurrentContextPPAPI(), zNear, zFar); } void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) { + glGetInterfacePPAPI()->DetachShader( + glGetCurrentContextPPAPI(), program, shader); } void GL_APIENTRY glDisable(GLenum cap) { + glGetInterfacePPAPI()->Disable(glGetCurrentContextPPAPI(), cap); } void GL_APIENTRY glDisableVertexAttribArray(GLuint index) { + glGetInterfacePPAPI()->DisableVertexAttribArray( + glGetCurrentContextPPAPI(), index); } void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) { + glGetInterfacePPAPI()->DrawArrays( + glGetCurrentContextPPAPI(), mode, first, count); } void GL_APIENTRY glDrawElements( GLenum mode, GLsizei count, GLenum type, const void* indices) { + glGetInterfacePPAPI()->DrawElements( + glGetCurrentContextPPAPI(), mode, count, type, indices); } void GL_APIENTRY glEnable(GLenum cap) { + glGetInterfacePPAPI()->Enable(glGetCurrentContextPPAPI(), cap); } void GL_APIENTRY glEnableVertexAttribArray(GLuint index) { + glGetInterfacePPAPI()->EnableVertexAttribArray( + glGetCurrentContextPPAPI(), index); } void GL_APIENTRY glFinish() { + glGetInterfacePPAPI()->Finish(glGetCurrentContextPPAPI()); } void GL_APIENTRY glFlush() { + glGetInterfacePPAPI()->Flush(glGetCurrentContextPPAPI()); } void GL_APIENTRY glFramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { + glGetInterfacePPAPI()->FramebufferRenderbuffer( + glGetCurrentContextPPAPI(), target, attachment, renderbuffertarget, + renderbuffer); } void GL_APIENTRY glFramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { + glGetInterfacePPAPI()->FramebufferTexture2D( + glGetCurrentContextPPAPI(), target, attachment, textarget, texture, + level); } void GL_APIENTRY glFrontFace(GLenum mode) { + glGetInterfacePPAPI()->FrontFace(glGetCurrentContextPPAPI(), mode); } void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) { + glGetInterfacePPAPI()->GenBuffers(glGetCurrentContextPPAPI(), n, buffers); } void GL_APIENTRY glGenerateMipmap(GLenum target) { + glGetInterfacePPAPI()->GenerateMipmap(glGetCurrentContextPPAPI(), target); } void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) { + glGetInterfacePPAPI()->GenFramebuffers( + glGetCurrentContextPPAPI(), n, framebuffers); } void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { + glGetInterfacePPAPI()->GenRenderbuffers( + glGetCurrentContextPPAPI(), n, renderbuffers); } void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) { + glGetInterfacePPAPI()->GenTextures(glGetCurrentContextPPAPI(), n, textures); } void GL_APIENTRY glGetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { + glGetInterfacePPAPI()->GetActiveAttrib( + glGetCurrentContextPPAPI(), program, index, bufsize, length, size, type, + name); } void GL_APIENTRY glGetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { + glGetInterfacePPAPI()->GetActiveUniform( + glGetCurrentContextPPAPI(), program, index, bufsize, length, size, type, + name); } void GL_APIENTRY glGetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { + glGetInterfacePPAPI()->GetAttachedShaders( + glGetCurrentContextPPAPI(), program, maxcount, count, shaders); } GLint GL_APIENTRY glGetAttribLocation(GLuint program, const char* name) { - return 0; + return glGetInterfacePPAPI()->GetAttribLocation( + glGetCurrentContextPPAPI(), program, name); } void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) { + glGetInterfacePPAPI()->GetBooleanv( + glGetCurrentContextPPAPI(), pname, params); } void GL_APIENTRY glGetBufferParameteriv( GLenum target, GLenum pname, GLint* params) { + glGetInterfacePPAPI()->GetBufferParameteriv( + glGetCurrentContextPPAPI(), target, pname, params); } GLenum GL_APIENTRY glGetError() { - return 0; + return glGetInterfacePPAPI()->GetError(glGetCurrentContextPPAPI()); } void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params) { + glGetInterfacePPAPI()->GetFloatv(glGetCurrentContextPPAPI(), pname, params); } void GL_APIENTRY glGetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint* params) { + glGetInterfacePPAPI()->GetFramebufferAttachmentParameteriv( + glGetCurrentContextPPAPI(), target, attachment, pname, params); } void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params) { + glGetInterfacePPAPI()->GetIntegerv( + glGetCurrentContextPPAPI(), pname, params); } void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) { + glGetInterfacePPAPI()->GetProgramiv( + glGetCurrentContextPPAPI(), program, pname, params); } void GL_APIENTRY glGetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { + glGetInterfacePPAPI()->GetProgramInfoLog( + glGetCurrentContextPPAPI(), program, bufsize, length, infolog); } void GL_APIENTRY glGetRenderbufferParameteriv( GLenum target, GLenum pname, GLint* params) { + glGetInterfacePPAPI()->GetRenderbufferParameteriv( + glGetCurrentContextPPAPI(), target, pname, params); } void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { + glGetInterfacePPAPI()->GetShaderiv( + glGetCurrentContextPPAPI(), shader, pname, params); } void GL_APIENTRY glGetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { + glGetInterfacePPAPI()->GetShaderInfoLog( + glGetCurrentContextPPAPI(), shader, bufsize, length, infolog); } void GL_APIENTRY glGetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { + glGetInterfacePPAPI()->GetShaderPrecisionFormat( + glGetCurrentContextPPAPI(), shadertype, precisiontype, range, precision); } void GL_APIENTRY glGetShaderSource( GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { + glGetInterfacePPAPI()->GetShaderSource( + glGetCurrentContextPPAPI(), shader, bufsize, length, source); } const GLubyte* GL_APIENTRY glGetString(GLenum name) { - return 0; + return glGetInterfacePPAPI()->GetString(glGetCurrentContextPPAPI(), name); } void GL_APIENTRY glGetTexParameterfv( GLenum target, GLenum pname, GLfloat* params) { + glGetInterfacePPAPI()->GetTexParameterfv( + glGetCurrentContextPPAPI(), target, pname, params); } void GL_APIENTRY glGetTexParameteriv( GLenum target, GLenum pname, GLint* params) { + glGetInterfacePPAPI()->GetTexParameteriv( + glGetCurrentContextPPAPI(), target, pname, params); } void GL_APIENTRY glGetUniformfv( GLuint program, GLint location, GLfloat* params) { + glGetInterfacePPAPI()->GetUniformfv( + glGetCurrentContextPPAPI(), program, location, params); } void GL_APIENTRY glGetUniformiv( GLuint program, GLint location, GLint* params) { + glGetInterfacePPAPI()->GetUniformiv( + glGetCurrentContextPPAPI(), program, location, params); } GLint GL_APIENTRY glGetUniformLocation(GLuint program, const char* name) { - return 0; + return glGetInterfacePPAPI()->GetUniformLocation( + glGetCurrentContextPPAPI(), program, name); } void GL_APIENTRY glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat* params) { + glGetInterfacePPAPI()->GetVertexAttribfv( + glGetCurrentContextPPAPI(), index, pname, params); } void GL_APIENTRY glGetVertexAttribiv( GLuint index, GLenum pname, GLint* params) { + glGetInterfacePPAPI()->GetVertexAttribiv( + glGetCurrentContextPPAPI(), index, pname, params); } void GL_APIENTRY glGetVertexAttribPointerv( GLuint index, GLenum pname, void** pointer) { + glGetInterfacePPAPI()->GetVertexAttribPointerv( + glGetCurrentContextPPAPI(), index, pname, pointer); } void GL_APIENTRY glHint(GLenum target, GLenum mode) { + glGetInterfacePPAPI()->Hint(glGetCurrentContextPPAPI(), target, mode); } GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) { - return 0; + return glGetInterfacePPAPI()->IsBuffer(glGetCurrentContextPPAPI(), buffer); } GLboolean GL_APIENTRY glIsEnabled(GLenum cap) { - return 0; + return glGetInterfacePPAPI()->IsEnabled(glGetCurrentContextPPAPI(), cap); } GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) { - return 0; + return glGetInterfacePPAPI()->IsFramebuffer( + glGetCurrentContextPPAPI(), framebuffer); } GLboolean GL_APIENTRY glIsProgram(GLuint program) { - return 0; + return glGetInterfacePPAPI()->IsProgram(glGetCurrentContextPPAPI(), program); } GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) { - return 0; + return glGetInterfacePPAPI()->IsRenderbuffer( + glGetCurrentContextPPAPI(), renderbuffer); } GLboolean GL_APIENTRY glIsShader(GLuint shader) { - return 0; + return glGetInterfacePPAPI()->IsShader(glGetCurrentContextPPAPI(), shader); } GLboolean GL_APIENTRY glIsTexture(GLuint texture) { - return 0; + return glGetInterfacePPAPI()->IsTexture(glGetCurrentContextPPAPI(), texture); } void GL_APIENTRY glLineWidth(GLfloat width) { + glGetInterfacePPAPI()->LineWidth(glGetCurrentContextPPAPI(), width); } void GL_APIENTRY glLinkProgram(GLuint program) { + glGetInterfacePPAPI()->LinkProgram(glGetCurrentContextPPAPI(), program); } void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) { + glGetInterfacePPAPI()->PixelStorei(glGetCurrentContextPPAPI(), pname, param); } void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) { + glGetInterfacePPAPI()->PolygonOffset( + glGetCurrentContextPPAPI(), factor, units); } void GL_APIENTRY glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { + glGetInterfacePPAPI()->ReadPixels( + glGetCurrentContextPPAPI(), x, y, width, height, format, type, pixels); } void GL_APIENTRY glReleaseShaderCompiler() { + glGetInterfacePPAPI()->ReleaseShaderCompiler(glGetCurrentContextPPAPI()); } void GL_APIENTRY glRenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { + glGetInterfacePPAPI()->RenderbufferStorage( + glGetCurrentContextPPAPI(), target, internalformat, width, height); } void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert) { + glGetInterfacePPAPI()->SampleCoverage( + glGetCurrentContextPPAPI(), value, invert); } void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { + glGetInterfacePPAPI()->Scissor( + glGetCurrentContextPPAPI(), x, y, width, height); } void GL_APIENTRY glShaderBinary( GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length) { + glGetInterfacePPAPI()->ShaderBinary( + glGetCurrentContextPPAPI(), n, shaders, binaryformat, binary, length); } void GL_APIENTRY glShaderSource( GLuint shader, GLsizei count, const char** str, const GLint* length) { + glGetInterfacePPAPI()->ShaderSource( + glGetCurrentContextPPAPI(), shader, count, str, length); } void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) { + glGetInterfacePPAPI()->StencilFunc( + glGetCurrentContextPPAPI(), func, ref, mask); } void GL_APIENTRY glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask) { + glGetInterfacePPAPI()->StencilFuncSeparate( + glGetCurrentContextPPAPI(), face, func, ref, mask); } void GL_APIENTRY glStencilMask(GLuint mask) { + glGetInterfacePPAPI()->StencilMask(glGetCurrentContextPPAPI(), mask); } void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) { + glGetInterfacePPAPI()->StencilMaskSeparate( + glGetCurrentContextPPAPI(), face, mask); } void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { + glGetInterfacePPAPI()->StencilOp( + glGetCurrentContextPPAPI(), fail, zfail, zpass); } void GL_APIENTRY glStencilOpSeparate( GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { + glGetInterfacePPAPI()->StencilOpSeparate( + glGetCurrentContextPPAPI(), face, fail, zfail, zpass); } void GL_APIENTRY glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { + glGetInterfacePPAPI()->TexImage2D( + glGetCurrentContextPPAPI(), target, level, internalformat, width, height, + border, format, type, pixels); } void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) { + glGetInterfacePPAPI()->TexParameterf( + glGetCurrentContextPPAPI(), target, pname, param); } void GL_APIENTRY glTexParameterfv( GLenum target, GLenum pname, const GLfloat* params) { + glGetInterfacePPAPI()->TexParameterfv( + glGetCurrentContextPPAPI(), target, pname, params); } void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) { + glGetInterfacePPAPI()->TexParameteri( + glGetCurrentContextPPAPI(), target, pname, param); } void GL_APIENTRY glTexParameteriv( GLenum target, GLenum pname, const GLint* params) { + glGetInterfacePPAPI()->TexParameteriv( + glGetCurrentContextPPAPI(), target, pname, params); } void GL_APIENTRY glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) { + glGetInterfacePPAPI()->TexSubImage2D( + glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width, + height, format, type, pixels); } void GL_APIENTRY glUniform1f(GLint location, GLfloat x) { + glGetInterfacePPAPI()->Uniform1f(glGetCurrentContextPPAPI(), location, x); } void GL_APIENTRY glUniform1fv( GLint location, GLsizei count, const GLfloat* v) { + glGetInterfacePPAPI()->Uniform1fv( + glGetCurrentContextPPAPI(), location, count, v); } void GL_APIENTRY glUniform1i(GLint location, GLint x) { + glGetInterfacePPAPI()->Uniform1i(glGetCurrentContextPPAPI(), location, x); } void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v) { + glGetInterfacePPAPI()->Uniform1iv( + glGetCurrentContextPPAPI(), location, count, v); } void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y) { + glGetInterfacePPAPI()->Uniform2f(glGetCurrentContextPPAPI(), location, x, y); } void GL_APIENTRY glUniform2fv( GLint location, GLsizei count, const GLfloat* v) { + glGetInterfacePPAPI()->Uniform2fv( + glGetCurrentContextPPAPI(), location, count, v); } void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) { + glGetInterfacePPAPI()->Uniform2i(glGetCurrentContextPPAPI(), location, x, y); } void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v) { + glGetInterfacePPAPI()->Uniform2iv( + glGetCurrentContextPPAPI(), location, count, v); } void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { + glGetInterfacePPAPI()->Uniform3f( + glGetCurrentContextPPAPI(), location, x, y, z); } void GL_APIENTRY glUniform3fv( GLint location, GLsizei count, const GLfloat* v) { + glGetInterfacePPAPI()->Uniform3fv( + glGetCurrentContextPPAPI(), location, count, v); } void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z) { + glGetInterfacePPAPI()->Uniform3i( + glGetCurrentContextPPAPI(), location, x, y, z); } void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v) { + glGetInterfacePPAPI()->Uniform3iv( + glGetCurrentContextPPAPI(), location, count, v); } void GL_APIENTRY glUniform4f( GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { + glGetInterfacePPAPI()->Uniform4f( + glGetCurrentContextPPAPI(), location, x, y, z, w); } void GL_APIENTRY glUniform4fv( GLint location, GLsizei count, const GLfloat* v) { + glGetInterfacePPAPI()->Uniform4fv( + glGetCurrentContextPPAPI(), location, count, v); } void GL_APIENTRY glUniform4i( GLint location, GLint x, GLint y, GLint z, GLint w) { + glGetInterfacePPAPI()->Uniform4i( + glGetCurrentContextPPAPI(), location, x, y, z, w); } void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) { + glGetInterfacePPAPI()->Uniform4iv( + glGetCurrentContextPPAPI(), location, count, v); } void GL_APIENTRY glUniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { + glGetInterfacePPAPI()->UniformMatrix2fv( + glGetCurrentContextPPAPI(), location, count, transpose, value); } void GL_APIENTRY glUniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { + glGetInterfacePPAPI()->UniformMatrix3fv( + glGetCurrentContextPPAPI(), location, count, transpose, value); } void GL_APIENTRY glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { + glGetInterfacePPAPI()->UniformMatrix4fv( + glGetCurrentContextPPAPI(), location, count, transpose, value); } void GL_APIENTRY glUseProgram(GLuint program) { + glGetInterfacePPAPI()->UseProgram(glGetCurrentContextPPAPI(), program); } void GL_APIENTRY glValidateProgram(GLuint program) { + glGetInterfacePPAPI()->ValidateProgram(glGetCurrentContextPPAPI(), program); } void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x) { + glGetInterfacePPAPI()->VertexAttrib1f(glGetCurrentContextPPAPI(), indx, x); } void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values) { + glGetInterfacePPAPI()->VertexAttrib1fv( + glGetCurrentContextPPAPI(), indx, values); } void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { + glGetInterfacePPAPI()->VertexAttrib2f( + glGetCurrentContextPPAPI(), indx, x, y); } void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values) { + glGetInterfacePPAPI()->VertexAttrib2fv( + glGetCurrentContextPPAPI(), indx, values); } void GL_APIENTRY glVertexAttrib3f( GLuint indx, GLfloat x, GLfloat y, GLfloat z) { + glGetInterfacePPAPI()->VertexAttrib3f( + glGetCurrentContextPPAPI(), indx, x, y, z); } void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values) { + glGetInterfacePPAPI()->VertexAttrib3fv( + glGetCurrentContextPPAPI(), indx, values); } void GL_APIENTRY glVertexAttrib4f( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { + glGetInterfacePPAPI()->VertexAttrib4f( + glGetCurrentContextPPAPI(), indx, x, y, z, w); } void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values) { + glGetInterfacePPAPI()->VertexAttrib4fv( + glGetCurrentContextPPAPI(), indx, values); } void GL_APIENTRY glVertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { + glGetInterfacePPAPI()->VertexAttribPointer( + glGetCurrentContextPPAPI(), indx, size, type, normalized, stride, ptr); } void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { + glGetInterfacePPAPI()->Viewport( + glGetCurrentContextPPAPI(), x, y, width, height); } |