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-rw-r--r--gpu/command_buffer/client/gles2_implementation_autogen.h684
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();
+}
+