diff options
Diffstat (limited to 'ppapi/shared_impl/ppb_opengles2_shared.cc')
-rw-r--r-- | ppapi/shared_impl/ppb_opengles2_shared.cc | 898 |
1 files changed, 898 insertions, 0 deletions
diff --git a/ppapi/shared_impl/ppb_opengles2_shared.cc b/ppapi/shared_impl/ppb_opengles2_shared.cc new file mode 100644 index 0000000..635ea41 --- /dev/null +++ b/ppapi/shared_impl/ppb_opengles2_shared.cc @@ -0,0 +1,898 @@ +// 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! + +#include "ppapi/shared_impl/ppb_opengles2_shared.h" + +#include "base/logging.h" +#include "gpu/command_buffer/client/gles2_implementation.h" +#include "ppapi/shared_impl/ppb_graphics_3d_shared.h" +#include "ppapi/thunk/enter.h" + +namespace ppapi { + +namespace { + +gpu::gles2::GLES2Implementation* GetGLES(PP_Resource context) { + thunk::EnterResource<thunk::PPB_Graphics3D_API> enter_g3d(context, false); + DCHECK(enter_g3d.succeeded()); + return static_cast<PPB_Graphics3D_Shared*>(enter_g3d.object())->gles2_impl(); +} + +void ActiveTexture(PP_Resource context_id, GLenum texture) { + GetGLES(context_id)->ActiveTexture(texture); +} + +void AttachShader(PP_Resource context_id, GLuint program, GLuint shader) { + GetGLES(context_id)->AttachShader(program, shader); +} + +void BindAttribLocation( + PP_Resource context_id, GLuint program, GLuint index, const char* name) { + GetGLES(context_id)->BindAttribLocation(program, index, name); +} + +void BindBuffer(PP_Resource context_id, GLenum target, GLuint buffer) { + GetGLES(context_id)->BindBuffer(target, buffer); +} + +void BindFramebuffer( + PP_Resource context_id, GLenum target, GLuint framebuffer) { + GetGLES(context_id)->BindFramebuffer(target, framebuffer); +} + +void BindRenderbuffer( + PP_Resource context_id, GLenum target, GLuint renderbuffer) { + GetGLES(context_id)->BindRenderbuffer(target, renderbuffer); +} + +void BindTexture(PP_Resource context_id, GLenum target, GLuint texture) { + GetGLES(context_id)->BindTexture(target, texture); +} + +void BlendColor( + PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue, + GLclampf alpha) { + GetGLES(context_id)->BlendColor(red, green, blue, alpha); +} + +void BlendEquation(PP_Resource context_id, GLenum mode) { + GetGLES(context_id)->BlendEquation(mode); +} + +void BlendEquationSeparate( + PP_Resource context_id, GLenum modeRGB, GLenum modeAlpha) { + GetGLES(context_id)->BlendEquationSeparate(modeRGB, modeAlpha); +} + +void BlendFunc(PP_Resource context_id, GLenum sfactor, GLenum dfactor) { + GetGLES(context_id)->BlendFunc(sfactor, dfactor); +} + +void BlendFuncSeparate( + PP_Resource context_id, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, + GLenum dstAlpha) { + GetGLES(context_id)->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); +} + +void BufferData( + PP_Resource context_id, GLenum target, GLsizeiptr size, const void* data, + GLenum usage) { + GetGLES(context_id)->BufferData(target, size, data, usage); +} + +void BufferSubData( + PP_Resource context_id, GLenum target, GLintptr offset, GLsizeiptr size, + const void* data) { + GetGLES(context_id)->BufferSubData(target, offset, size, data); +} + +GLenum CheckFramebufferStatus(PP_Resource context_id, GLenum target) { + return GetGLES(context_id)->CheckFramebufferStatus(target); +} + +void Clear(PP_Resource context_id, GLbitfield mask) { + GetGLES(context_id)->Clear(mask); +} + +void ClearColor( + PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue, + GLclampf alpha) { + GetGLES(context_id)->ClearColor(red, green, blue, alpha); +} + +void ClearDepthf(PP_Resource context_id, GLclampf depth) { + GetGLES(context_id)->ClearDepthf(depth); +} + +void ClearStencil(PP_Resource context_id, GLint s) { + GetGLES(context_id)->ClearStencil(s); +} + +void ColorMask( + PP_Resource context_id, GLboolean red, GLboolean green, GLboolean blue, + GLboolean alpha) { + GetGLES(context_id)->ColorMask(red, green, blue, alpha); +} + +void CompileShader(PP_Resource context_id, GLuint shader) { + GetGLES(context_id)->CompileShader(shader); +} + +void CompressedTexImage2D( + PP_Resource context_id, GLenum target, GLint level, GLenum internalformat, + GLsizei width, GLsizei height, GLint border, GLsizei imageSize, + const void* data) { + GetGLES( + context_id)->CompressedTexImage2D( + target, level, internalformat, width, height, border, imageSize, + data); +} + +void CompressedTexSubImage2D( + PP_Resource context_id, GLenum target, GLint level, GLint xoffset, + GLint yoffset, GLsizei width, GLsizei height, GLenum format, + GLsizei imageSize, const void* data) { + GetGLES( + context_id)->CompressedTexSubImage2D( + target, level, xoffset, yoffset, width, height, format, imageSize, + data); +} + +void CopyTexImage2D( + PP_Resource context_id, GLenum target, GLint level, GLenum internalformat, + GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { + GetGLES( + context_id)->CopyTexImage2D( + target, level, internalformat, x, y, width, height, border); +} + +void CopyTexSubImage2D( + PP_Resource context_id, GLenum target, GLint level, GLint xoffset, + GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { + GetGLES( + context_id)->CopyTexSubImage2D( + target, level, xoffset, yoffset, x, y, width, height); +} + +GLuint CreateProgram(PP_Resource context_id) { + return GetGLES(context_id)->CreateProgram(); +} + +GLuint CreateShader(PP_Resource context_id, GLenum type) { + return GetGLES(context_id)->CreateShader(type); +} + +void CullFace(PP_Resource context_id, GLenum mode) { + GetGLES(context_id)->CullFace(mode); +} + +void DeleteBuffers(PP_Resource context_id, GLsizei n, const GLuint* buffers) { + GetGLES(context_id)->DeleteBuffers(n, buffers); +} + +void DeleteFramebuffers( + PP_Resource context_id, GLsizei n, const GLuint* framebuffers) { + GetGLES(context_id)->DeleteFramebuffers(n, framebuffers); +} + +void DeleteProgram(PP_Resource context_id, GLuint program) { + GetGLES(context_id)->DeleteProgram(program); +} + +void DeleteRenderbuffers( + PP_Resource context_id, GLsizei n, const GLuint* renderbuffers) { + GetGLES(context_id)->DeleteRenderbuffers(n, renderbuffers); +} + +void DeleteShader(PP_Resource context_id, GLuint shader) { + GetGLES(context_id)->DeleteShader(shader); +} + +void DeleteTextures( + PP_Resource context_id, GLsizei n, const GLuint* textures) { + GetGLES(context_id)->DeleteTextures(n, textures); +} + +void DepthFunc(PP_Resource context_id, GLenum func) { + GetGLES(context_id)->DepthFunc(func); +} + +void DepthMask(PP_Resource context_id, GLboolean flag) { + GetGLES(context_id)->DepthMask(flag); +} + +void DepthRangef(PP_Resource context_id, GLclampf zNear, GLclampf zFar) { + GetGLES(context_id)->DepthRangef(zNear, zFar); +} + +void DetachShader(PP_Resource context_id, GLuint program, GLuint shader) { + GetGLES(context_id)->DetachShader(program, shader); +} + +void Disable(PP_Resource context_id, GLenum cap) { + GetGLES(context_id)->Disable(cap); +} + +void DisableVertexAttribArray(PP_Resource context_id, GLuint index) { + GetGLES(context_id)->DisableVertexAttribArray(index); +} + +void DrawArrays( + PP_Resource context_id, GLenum mode, GLint first, GLsizei count) { + GetGLES(context_id)->DrawArrays(mode, first, count); +} + +void DrawElements( + PP_Resource context_id, GLenum mode, GLsizei count, GLenum type, + const void* indices) { + GetGLES(context_id)->DrawElements(mode, count, type, indices); +} + +void Enable(PP_Resource context_id, GLenum cap) { + GetGLES(context_id)->Enable(cap); +} + +void EnableVertexAttribArray(PP_Resource context_id, GLuint index) { + GetGLES(context_id)->EnableVertexAttribArray(index); +} + +void Finish(PP_Resource context_id) { + GetGLES(context_id)->Finish(); +} + +void Flush(PP_Resource context_id) { + GetGLES(context_id)->Flush(); +} + +void FramebufferRenderbuffer( + PP_Resource context_id, GLenum target, GLenum attachment, + GLenum renderbuffertarget, GLuint renderbuffer) { + GetGLES( + context_id)->FramebufferRenderbuffer( + target, attachment, renderbuffertarget, renderbuffer); +} + +void FramebufferTexture2D( + PP_Resource context_id, GLenum target, GLenum attachment, GLenum textarget, + GLuint texture, GLint level) { + GetGLES( + context_id)->FramebufferTexture2D( + target, attachment, textarget, texture, level); +} + +void FrontFace(PP_Resource context_id, GLenum mode) { + GetGLES(context_id)->FrontFace(mode); +} + +void GenBuffers(PP_Resource context_id, GLsizei n, GLuint* buffers) { + GetGLES(context_id)->GenBuffers(n, buffers); +} + +void GenerateMipmap(PP_Resource context_id, GLenum target) { + GetGLES(context_id)->GenerateMipmap(target); +} + +void GenFramebuffers(PP_Resource context_id, GLsizei n, GLuint* framebuffers) { + GetGLES(context_id)->GenFramebuffers(n, framebuffers); +} + +void GenRenderbuffers( + PP_Resource context_id, GLsizei n, GLuint* renderbuffers) { + GetGLES(context_id)->GenRenderbuffers(n, renderbuffers); +} + +void GenTextures(PP_Resource context_id, GLsizei n, GLuint* textures) { + GetGLES(context_id)->GenTextures(n, textures); +} + +void GetActiveAttrib( + PP_Resource context_id, GLuint program, GLuint index, GLsizei bufsize, + GLsizei* length, GLint* size, GLenum* type, char* name) { + GetGLES( + context_id)->GetActiveAttrib( + program, index, bufsize, length, size, type, name); +} + +void GetActiveUniform( + PP_Resource context_id, GLuint program, GLuint index, GLsizei bufsize, + GLsizei* length, GLint* size, GLenum* type, char* name) { + GetGLES( + context_id)->GetActiveUniform( + program, index, bufsize, length, size, type, name); +} + +void GetAttachedShaders( + PP_Resource context_id, GLuint program, GLsizei maxcount, GLsizei* count, + GLuint* shaders) { + GetGLES(context_id)->GetAttachedShaders(program, maxcount, count, shaders); +} + +GLint GetAttribLocation( + PP_Resource context_id, GLuint program, const char* name) { + return GetGLES(context_id)->GetAttribLocation(program, name); +} + +void GetBooleanv(PP_Resource context_id, GLenum pname, GLboolean* params) { + GetGLES(context_id)->GetBooleanv(pname, params); +} + +void GetBufferParameteriv( + PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { + GetGLES(context_id)->GetBufferParameteriv(target, pname, params); +} + +GLenum GetError(PP_Resource context_id) { + return GetGLES(context_id)->GetError(); +} + +void GetFloatv(PP_Resource context_id, GLenum pname, GLfloat* params) { + GetGLES(context_id)->GetFloatv(pname, params); +} + +void GetFramebufferAttachmentParameteriv( + PP_Resource context_id, GLenum target, GLenum attachment, GLenum pname, + GLint* params) { + GetGLES( + context_id)->GetFramebufferAttachmentParameteriv( + target, attachment, pname, params); +} + +void GetIntegerv(PP_Resource context_id, GLenum pname, GLint* params) { + GetGLES(context_id)->GetIntegerv(pname, params); +} + +void GetProgramiv( + PP_Resource context_id, GLuint program, GLenum pname, GLint* params) { + GetGLES(context_id)->GetProgramiv(program, pname, params); +} + +void GetProgramInfoLog( + PP_Resource context_id, GLuint program, GLsizei bufsize, GLsizei* length, + char* infolog) { + GetGLES(context_id)->GetProgramInfoLog(program, bufsize, length, infolog); +} + +void GetRenderbufferParameteriv( + PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { + GetGLES(context_id)->GetRenderbufferParameteriv(target, pname, params); +} + +void GetShaderiv( + PP_Resource context_id, GLuint shader, GLenum pname, GLint* params) { + GetGLES(context_id)->GetShaderiv(shader, pname, params); +} + +void GetShaderInfoLog( + PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length, + char* infolog) { + GetGLES(context_id)->GetShaderInfoLog(shader, bufsize, length, infolog); +} + +void GetShaderPrecisionFormat( + PP_Resource context_id, GLenum shadertype, GLenum precisiontype, + GLint* range, GLint* precision) { + GetGLES( + context_id)->GetShaderPrecisionFormat( + shadertype, precisiontype, range, precision); +} + +void GetShaderSource( + PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length, + char* source) { + GetGLES(context_id)->GetShaderSource(shader, bufsize, length, source); +} + +const GLubyte* GetString(PP_Resource context_id, GLenum name) { + return GetGLES(context_id)->GetString(name); +} + +void GetTexParameterfv( + PP_Resource context_id, GLenum target, GLenum pname, GLfloat* params) { + GetGLES(context_id)->GetTexParameterfv(target, pname, params); +} + +void GetTexParameteriv( + PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { + GetGLES(context_id)->GetTexParameteriv(target, pname, params); +} + +void GetUniformfv( + PP_Resource context_id, GLuint program, GLint location, GLfloat* params) { + GetGLES(context_id)->GetUniformfv(program, location, params); +} + +void GetUniformiv( + PP_Resource context_id, GLuint program, GLint location, GLint* params) { + GetGLES(context_id)->GetUniformiv(program, location, params); +} + +GLint GetUniformLocation( + PP_Resource context_id, GLuint program, const char* name) { + return GetGLES(context_id)->GetUniformLocation(program, name); +} + +void GetVertexAttribfv( + PP_Resource context_id, GLuint index, GLenum pname, GLfloat* params) { + GetGLES(context_id)->GetVertexAttribfv(index, pname, params); +} + +void GetVertexAttribiv( + PP_Resource context_id, GLuint index, GLenum pname, GLint* params) { + GetGLES(context_id)->GetVertexAttribiv(index, pname, params); +} + +void GetVertexAttribPointerv( + PP_Resource context_id, GLuint index, GLenum pname, void** pointer) { + GetGLES(context_id)->GetVertexAttribPointerv(index, pname, pointer); +} + +void Hint(PP_Resource context_id, GLenum target, GLenum mode) { + GetGLES(context_id)->Hint(target, mode); +} + +GLboolean IsBuffer(PP_Resource context_id, GLuint buffer) { + return GetGLES(context_id)->IsBuffer(buffer); +} + +GLboolean IsEnabled(PP_Resource context_id, GLenum cap) { + return GetGLES(context_id)->IsEnabled(cap); +} + +GLboolean IsFramebuffer(PP_Resource context_id, GLuint framebuffer) { + return GetGLES(context_id)->IsFramebuffer(framebuffer); +} + +GLboolean IsProgram(PP_Resource context_id, GLuint program) { + return GetGLES(context_id)->IsProgram(program); +} + +GLboolean IsRenderbuffer(PP_Resource context_id, GLuint renderbuffer) { + return GetGLES(context_id)->IsRenderbuffer(renderbuffer); +} + +GLboolean IsShader(PP_Resource context_id, GLuint shader) { + return GetGLES(context_id)->IsShader(shader); +} + +GLboolean IsTexture(PP_Resource context_id, GLuint texture) { + return GetGLES(context_id)->IsTexture(texture); +} + +void LineWidth(PP_Resource context_id, GLfloat width) { + GetGLES(context_id)->LineWidth(width); +} + +void LinkProgram(PP_Resource context_id, GLuint program) { + GetGLES(context_id)->LinkProgram(program); +} + +void PixelStorei(PP_Resource context_id, GLenum pname, GLint param) { + GetGLES(context_id)->PixelStorei(pname, param); +} + +void PolygonOffset(PP_Resource context_id, GLfloat factor, GLfloat units) { + GetGLES(context_id)->PolygonOffset(factor, units); +} + +void ReadPixels( + PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height, + GLenum format, GLenum type, void* pixels) { + GetGLES(context_id)->ReadPixels(x, y, width, height, format, type, pixels); +} + +void ReleaseShaderCompiler(PP_Resource context_id) { + GetGLES(context_id)->ReleaseShaderCompiler(); +} + +void RenderbufferStorage( + PP_Resource context_id, GLenum target, GLenum internalformat, GLsizei width, + GLsizei height) { + GetGLES( + context_id)->RenderbufferStorage(target, internalformat, width, height); +} + +void SampleCoverage(PP_Resource context_id, GLclampf value, GLboolean invert) { + GetGLES(context_id)->SampleCoverage(value, invert); +} + +void Scissor( + PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) { + GetGLES(context_id)->Scissor(x, y, width, height); +} + +void ShaderBinary( + PP_Resource context_id, GLsizei n, const GLuint* shaders, + GLenum binaryformat, const void* binary, GLsizei length) { + GetGLES(context_id)->ShaderBinary(n, shaders, binaryformat, binary, length); +} + +void ShaderSource( + PP_Resource context_id, GLuint shader, GLsizei count, const char** str, + const GLint* length) { + GetGLES(context_id)->ShaderSource(shader, count, str, length); +} + +void StencilFunc(PP_Resource context_id, GLenum func, GLint ref, GLuint mask) { + GetGLES(context_id)->StencilFunc(func, ref, mask); +} + +void StencilFuncSeparate( + PP_Resource context_id, GLenum face, GLenum func, GLint ref, GLuint mask) { + GetGLES(context_id)->StencilFuncSeparate(face, func, ref, mask); +} + +void StencilMask(PP_Resource context_id, GLuint mask) { + GetGLES(context_id)->StencilMask(mask); +} + +void StencilMaskSeparate(PP_Resource context_id, GLenum face, GLuint mask) { + GetGLES(context_id)->StencilMaskSeparate(face, mask); +} + +void StencilOp( + PP_Resource context_id, GLenum fail, GLenum zfail, GLenum zpass) { + GetGLES(context_id)->StencilOp(fail, zfail, zpass); +} + +void StencilOpSeparate( + PP_Resource context_id, GLenum face, GLenum fail, GLenum zfail, + GLenum zpass) { + GetGLES(context_id)->StencilOpSeparate(face, fail, zfail, zpass); +} + +void TexImage2D( + PP_Resource context_id, GLenum target, GLint level, GLint internalformat, + GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, + const void* pixels) { + GetGLES( + context_id)->TexImage2D( + target, level, internalformat, width, height, border, format, type, + pixels); +} + +void TexParameterf( + PP_Resource context_id, GLenum target, GLenum pname, GLfloat param) { + GetGLES(context_id)->TexParameterf(target, pname, param); +} + +void TexParameterfv( + PP_Resource context_id, GLenum target, GLenum pname, + const GLfloat* params) { + GetGLES(context_id)->TexParameterfv(target, pname, params); +} + +void TexParameteri( + PP_Resource context_id, GLenum target, GLenum pname, GLint param) { + GetGLES(context_id)->TexParameteri(target, pname, param); +} + +void TexParameteriv( + PP_Resource context_id, GLenum target, GLenum pname, const GLint* params) { + GetGLES(context_id)->TexParameteriv(target, pname, params); +} + +void TexSubImage2D( + PP_Resource context_id, GLenum target, GLint level, GLint xoffset, + GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, + const void* pixels) { + GetGLES( + context_id)->TexSubImage2D( + target, level, xoffset, yoffset, width, height, format, type, + pixels); +} + +void Uniform1f(PP_Resource context_id, GLint location, GLfloat x) { + GetGLES(context_id)->Uniform1f(location, x); +} + +void Uniform1fv( + PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { + GetGLES(context_id)->Uniform1fv(location, count, v); +} + +void Uniform1i(PP_Resource context_id, GLint location, GLint x) { + GetGLES(context_id)->Uniform1i(location, x); +} + +void Uniform1iv( + PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { + GetGLES(context_id)->Uniform1iv(location, count, v); +} + +void Uniform2f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y) { + GetGLES(context_id)->Uniform2f(location, x, y); +} + +void Uniform2fv( + PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { + GetGLES(context_id)->Uniform2fv(location, count, v); +} + +void Uniform2i(PP_Resource context_id, GLint location, GLint x, GLint y) { + GetGLES(context_id)->Uniform2i(location, x, y); +} + +void Uniform2iv( + PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { + GetGLES(context_id)->Uniform2iv(location, count, v); +} + +void Uniform3f( + PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z) { + GetGLES(context_id)->Uniform3f(location, x, y, z); +} + +void Uniform3fv( + PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { + GetGLES(context_id)->Uniform3fv(location, count, v); +} + +void Uniform3i( + PP_Resource context_id, GLint location, GLint x, GLint y, GLint z) { + GetGLES(context_id)->Uniform3i(location, x, y, z); +} + +void Uniform3iv( + PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { + GetGLES(context_id)->Uniform3iv(location, count, v); +} + +void Uniform4f( + PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z, + GLfloat w) { + GetGLES(context_id)->Uniform4f(location, x, y, z, w); +} + +void Uniform4fv( + PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { + GetGLES(context_id)->Uniform4fv(location, count, v); +} + +void Uniform4i( + PP_Resource context_id, GLint location, GLint x, GLint y, GLint z, + GLint w) { + GetGLES(context_id)->Uniform4i(location, x, y, z, w); +} + +void Uniform4iv( + PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { + GetGLES(context_id)->Uniform4iv(location, count, v); +} + +void UniformMatrix2fv( + PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, + const GLfloat* value) { + GetGLES(context_id)->UniformMatrix2fv(location, count, transpose, value); +} + +void UniformMatrix3fv( + PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, + const GLfloat* value) { + GetGLES(context_id)->UniformMatrix3fv(location, count, transpose, value); +} + +void UniformMatrix4fv( + PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, + const GLfloat* value) { + GetGLES(context_id)->UniformMatrix4fv(location, count, transpose, value); +} + +void UseProgram(PP_Resource context_id, GLuint program) { + GetGLES(context_id)->UseProgram(program); +} + +void ValidateProgram(PP_Resource context_id, GLuint program) { + GetGLES(context_id)->ValidateProgram(program); +} + +void VertexAttrib1f(PP_Resource context_id, GLuint indx, GLfloat x) { + GetGLES(context_id)->VertexAttrib1f(indx, x); +} + +void VertexAttrib1fv( + PP_Resource context_id, GLuint indx, const GLfloat* values) { + GetGLES(context_id)->VertexAttrib1fv(indx, values); +} + +void VertexAttrib2f( + PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y) { + GetGLES(context_id)->VertexAttrib2f(indx, x, y); +} + +void VertexAttrib2fv( + PP_Resource context_id, GLuint indx, const GLfloat* values) { + GetGLES(context_id)->VertexAttrib2fv(indx, values); +} + +void VertexAttrib3f( + PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z) { + GetGLES(context_id)->VertexAttrib3f(indx, x, y, z); +} + +void VertexAttrib3fv( + PP_Resource context_id, GLuint indx, const GLfloat* values) { + GetGLES(context_id)->VertexAttrib3fv(indx, values); +} + +void VertexAttrib4f( + PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z, + GLfloat w) { + GetGLES(context_id)->VertexAttrib4f(indx, x, y, z, w); +} + +void VertexAttrib4fv( + PP_Resource context_id, GLuint indx, const GLfloat* values) { + GetGLES(context_id)->VertexAttrib4fv(indx, values); +} + +void VertexAttribPointer( + PP_Resource context_id, GLuint indx, GLint size, GLenum type, + GLboolean normalized, GLsizei stride, const void* ptr) { + GetGLES( + context_id)->VertexAttribPointer( + indx, size, type, normalized, stride, ptr); +} + +void Viewport( + PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) { + GetGLES(context_id)->Viewport(x, y, width, height); +} + + +const struct PPB_OpenGLES2 ppb_opengles2 = { + &ActiveTexture, + &AttachShader, + &BindAttribLocation, + &BindBuffer, + &BindFramebuffer, + &BindRenderbuffer, + &BindTexture, + &BlendColor, + &BlendEquation, + &BlendEquationSeparate, + &BlendFunc, + &BlendFuncSeparate, + &BufferData, + &BufferSubData, + &CheckFramebufferStatus, + &Clear, + &ClearColor, + &ClearDepthf, + &ClearStencil, + &ColorMask, + &CompileShader, + &CompressedTexImage2D, + &CompressedTexSubImage2D, + &CopyTexImage2D, + &CopyTexSubImage2D, + &CreateProgram, + &CreateShader, + &CullFace, + &DeleteBuffers, + &DeleteFramebuffers, + &DeleteProgram, + &DeleteRenderbuffers, + &DeleteShader, + &DeleteTextures, + &DepthFunc, + &DepthMask, + &DepthRangef, + &DetachShader, + &Disable, + &DisableVertexAttribArray, + &DrawArrays, + &DrawElements, + &Enable, + &EnableVertexAttribArray, + &Finish, + &Flush, + &FramebufferRenderbuffer, + &FramebufferTexture2D, + &FrontFace, + &GenBuffers, + &GenerateMipmap, + &GenFramebuffers, + &GenRenderbuffers, + &GenTextures, + &GetActiveAttrib, + &GetActiveUniform, + &GetAttachedShaders, + &GetAttribLocation, + &GetBooleanv, + &GetBufferParameteriv, + &GetError, + &GetFloatv, + &GetFramebufferAttachmentParameteriv, + &GetIntegerv, + &GetProgramiv, + &GetProgramInfoLog, + &GetRenderbufferParameteriv, + &GetShaderiv, + &GetShaderInfoLog, + &GetShaderPrecisionFormat, + &GetShaderSource, + &GetString, + &GetTexParameterfv, + &GetTexParameteriv, + &GetUniformfv, + &GetUniformiv, + &GetUniformLocation, + &GetVertexAttribfv, + &GetVertexAttribiv, + &GetVertexAttribPointerv, + &Hint, + &IsBuffer, + &IsEnabled, + &IsFramebuffer, + &IsProgram, + &IsRenderbuffer, + &IsShader, + &IsTexture, + &LineWidth, + &LinkProgram, + &PixelStorei, + &PolygonOffset, + &ReadPixels, + &ReleaseShaderCompiler, + &RenderbufferStorage, + &SampleCoverage, + &Scissor, + &ShaderBinary, + &ShaderSource, + &StencilFunc, + &StencilFuncSeparate, + &StencilMask, + &StencilMaskSeparate, + &StencilOp, + &StencilOpSeparate, + &TexImage2D, + &TexParameterf, + &TexParameterfv, + &TexParameteri, + &TexParameteriv, + &TexSubImage2D, + &Uniform1f, + &Uniform1fv, + &Uniform1i, + &Uniform1iv, + &Uniform2f, + &Uniform2fv, + &Uniform2i, + &Uniform2iv, + &Uniform3f, + &Uniform3fv, + &Uniform3i, + &Uniform3iv, + &Uniform4f, + &Uniform4fv, + &Uniform4i, + &Uniform4iv, + &UniformMatrix2fv, + &UniformMatrix3fv, + &UniformMatrix4fv, + &UseProgram, + &ValidateProgram, + &VertexAttrib1f, + &VertexAttrib1fv, + &VertexAttrib2f, + &VertexAttrib2fv, + &VertexAttrib3f, + &VertexAttrib3fv, + &VertexAttrib4f, + &VertexAttrib4fv, + &VertexAttribPointer, + &Viewport +}; + +} // namespace + +const PPB_OpenGLES2* PPB_OpenGLES2_Shared::GetInterface() { + return &ppb_opengles2; +} + +} // namespace ppapi |