diff options
Diffstat (limited to 'gpu/command_buffer/client/gles2_implementation_autogen.h')
-rw-r--r-- | gpu/command_buffer/client/gles2_implementation_autogen.h | 684 |
1 files changed, 684 insertions, 0 deletions
diff --git a/gpu/command_buffer/client/gles2_implementation_autogen.h b/gpu/command_buffer/client/gles2_implementation_autogen.h new file mode 100644 index 0000000..940454b --- /dev/null +++ b/gpu/command_buffer/client/gles2_implementation_autogen.h @@ -0,0 +1,684 @@ +// 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); + +int GetAttribLocation(GLuint program, const char* name) { + // TODO(gman): This needs to change to use SendString. + GLint* result = shared_memory_.GetAddressAs<GLint*>(0); + DCHECK(false); // pass in shared memory + helper_->GetAttribLocationImmediate(program, name); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *result; +} + +void GetBooleanv(GLenum pname, GLboolean* params) { + helper_->GetBooleanv(pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { + helper_->GetBufferParameteriv(target, pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +GLenum GetError() { + helper_->GetError(shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *shared_memory_.GetAddressAs<GLenum*>(0); +} + +void GetFloatv(GLenum pname, GLfloat* params) { + helper_->GetFloatv(pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +void GetFramebufferAttachmentParameteriv( + GLenum target, GLenum attachment, GLenum pname, GLint* params) { + helper_->GetFramebufferAttachmentParameteriv( + target, attachment, pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +void GetIntegerv(GLenum pname, GLint* params) { + helper_->GetIntegerv(pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +void GetProgramiv(GLuint program, GLenum pname, GLint* params) { + helper_->GetProgramiv(program, pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + 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, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +void GetShaderiv(GLuint shader, GLenum pname, GLint* params) { + helper_->GetShaderiv(shader, pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + 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, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +void GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { + helper_->GetTexParameteriv(target, pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +void GetUniformfv(GLuint program, GLint location, GLfloat* params); + +void GetUniformiv(GLuint program, GLint location, GLint* params); + +int GetUniformLocation(GLuint program, const char* name) { + // TODO(gman): This needs to change to use SendString. + GLint* result = shared_memory_.GetAddressAs<GLint*>(0); + DCHECK(false); // pass in shared memory + helper_->GetUniformLocationImmediate(program, name); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *result; +} + +void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { + helper_->GetVertexAttribfv(index, pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + num_values * sizeof(*params)); +} + +void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { + helper_->GetVertexAttribiv(index, pname, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + GLsizei num_values = util_.GLGetNumValuesReturned(pname); + memcpy(params, shared_memory_.GetAddress(0), + 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, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *shared_memory_.GetAddressAs<GLboolean*>(0); +} + +GLboolean IsEnabled(GLenum cap) { + helper_->IsEnabled(cap, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *shared_memory_.GetAddressAs<GLboolean*>(0); +} + +GLboolean IsFramebuffer(GLuint framebuffer) { + helper_->IsFramebuffer(framebuffer, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *shared_memory_.GetAddressAs<GLboolean*>(0); +} + +GLboolean IsProgram(GLuint program) { + helper_->IsProgram(program, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *shared_memory_.GetAddressAs<GLboolean*>(0); +} + +GLboolean IsRenderbuffer(GLuint renderbuffer) { + helper_->IsRenderbuffer(renderbuffer, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *shared_memory_.GetAddressAs<GLboolean*>(0); +} + +GLboolean IsShader(GLuint shader) { + helper_->IsShader(shader, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *shared_memory_.GetAddressAs<GLboolean*>(0); +} + +GLboolean IsTexture(GLuint texture) { + helper_->IsTexture(texture, shared_memory_.GetId(), 0); + int32 token = helper_->InsertToken(); + helper_->WaitForToken(token); + return *shared_memory_.GetAddressAs<GLboolean*>(0); +} + +void LineWidth(GLfloat width) { + helper_->LineWidth(width); +} + +void LinkProgram(GLuint program) { + helper_->LinkProgram(program); +} + +void PixelStorei(GLenum pname, GLint param) { + helper_->PixelStorei(pname, 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(); +} + |