diff options
Diffstat (limited to 'ui/gl/gl_bindings_skia_in_process.cc')
-rw-r--r-- | ui/gl/gl_bindings_skia_in_process.cc | 568 |
1 files changed, 372 insertions, 196 deletions
diff --git a/ui/gl/gl_bindings_skia_in_process.cc b/ui/gl/gl_bindings_skia_in_process.cc index fe44954..d76bd7a 100644 --- a/ui/gl/gl_bindings_skia_in_process.cc +++ b/ui/gl/gl_bindings_skia_in_process.cc @@ -17,618 +17,794 @@ extern "C" { // via gl_bindings.h use call-type GL_BINDING_CALL, which on Windows is stdcall. // Skia has been built such that its GrGLInterface GL pointers are __cdecl. -GLvoid StubGLActiveTexture(GLenum texture) { +GLvoid GR_GL_FUNCTION_TYPE StubGLActiveTexture(GLenum texture) { glActiveTexture(texture); } -GLvoid StubGLAttachShader(GLuint program, GLuint shader) { +GLvoid GR_GL_FUNCTION_TYPE StubGLAttachShader(GLuint program, GLuint shader) { glAttachShader(program, shader); } -GLvoid StubGLBeginQuery(GLenum target, GLuint id) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBeginQuery(GLenum target, GLuint id) { glBeginQuery(target, id); } -GLvoid StubGLBindAttribLocation(GLuint program, GLuint index, - const char* name) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBindAttribLocation(GLuint program, + GLuint index, + const char* name) { glBindAttribLocation(program, index, name); } -GLvoid StubGLBindBuffer(GLenum target, GLuint buffer) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBindBuffer(GLenum target, GLuint buffer) { glBindBuffer(target, buffer); } -GLvoid StubGLBindFragDataLocation(GLuint program, GLuint colorNumber, - const GLchar * name) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBindFragDataLocation(GLuint program, + GLuint colorNumber, + const GLchar* name) { glBindFragDataLocation(program, colorNumber, name); } -GLvoid StubGLBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, - GLuint index, const GLchar * name) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLBindFragDataLocationIndexed(GLuint program, + GLuint colorNumber, + GLuint index, + const GLchar* name) { glBindFragDataLocationIndexed(program, colorNumber, index, name); } -GLvoid StubGLBindFramebuffer(GLenum target, GLuint framebuffer) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBindFramebuffer(GLenum target, + GLuint framebuffer) { glBindFramebufferEXT(target, framebuffer); } -GLvoid StubGLBindRenderbuffer(GLenum target, GLuint renderbuffer) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBindRenderbuffer(GLenum target, + GLuint renderbuffer) { glBindRenderbufferEXT(target, renderbuffer); } -GLvoid StubGLBindTexture(GLenum target, GLuint texture) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBindTexture(GLenum target, GLuint texture) { glBindTexture(target, texture); } -GLvoid StubGLBindVertexArray(GLuint array) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBindVertexArray(GLuint array) { glBindVertexArrayOES(array); } -GLvoid StubGLBlendBarrier() { +GLvoid GR_GL_FUNCTION_TYPE StubGLBlendBarrier() { glBlendBarrierKHR(); } -GLvoid StubGLBlendColor(GLclampf red, GLclampf green, GLclampf blue, - GLclampf alpha) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBlendColor(GLclampf red, + GLclampf green, + GLclampf blue, + GLclampf alpha) { glBlendColor(red, green, blue, alpha); } -GLvoid StubGLBlendEquation(GLenum mode) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBlendEquation(GLenum mode) { glBlendEquation(mode); } -GLvoid StubGLBlendFunc(GLenum sfactor, GLenum dfactor) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBlendFunc(GLenum sfactor, GLenum dfactor) { glBlendFunc(sfactor, dfactor); } -GLvoid StubGLBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, - GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBlitFramebuffer(GLint srcX0, + GLint srcY0, + GLint srcX1, + GLint srcY1, + GLint dstX0, + GLint dstY0, + GLint dstX1, + GLint dstY1, + GLbitfield mask, + GLenum filter) { glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } -GLvoid StubGLBufferData(GLenum target, GLsizeiptr size, const void* data, - GLenum usage) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBufferData(GLenum target, + GLsizeiptr size, + const void* data, + GLenum usage) { glBufferData(target, size, data, usage); } -GLvoid StubGLBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, - const void* data) { +GLvoid GR_GL_FUNCTION_TYPE StubGLBufferSubData(GLenum target, + GLintptr offset, + GLsizeiptr size, + const void* data) { glBufferSubData(target, offset, size, data); } -GLenum StubGLCheckFramebufferStatus(GLenum target) { +GLenum GR_GL_FUNCTION_TYPE StubGLCheckFramebufferStatus(GLenum target) { return glCheckFramebufferStatusEXT(target); } -GLvoid StubGLClear(GLbitfield mask) { +GLvoid GR_GL_FUNCTION_TYPE StubGLClear(GLbitfield mask) { glClear(mask); } -GLvoid StubGLClearColor(GLclampf red, GLclampf green, GLclampf blue, - GLclampf alpha) { +GLvoid GR_GL_FUNCTION_TYPE StubGLClearColor(GLclampf red, + GLclampf green, + GLclampf blue, + GLclampf alpha) { glClearColor(red, green, blue, alpha); } -GLvoid StubGLClearStencil(GLint s) { +GLvoid GR_GL_FUNCTION_TYPE StubGLClearStencil(GLint s) { glClearStencil(s); } -GLvoid StubGLColorMask(GLboolean red, GLboolean green, GLboolean blue, - GLboolean alpha) { +GLvoid GR_GL_FUNCTION_TYPE StubGLColorMask(GLboolean red, + GLboolean green, + GLboolean blue, + GLboolean alpha) { glColorMask(red, green, blue, alpha); } -GLvoid StubGLCompileShader(GLuint shader) { +GLvoid GR_GL_FUNCTION_TYPE StubGLCompileShader(GLuint shader) { glCompileShader(shader); } -GLvoid StubGLCompressedTexImage2D(GLenum target, GLint level, - GLenum internalformat, GLsizei width, - GLsizei height, GLint border, - GLsizei imageSize, const void* data) { +GLvoid GR_GL_FUNCTION_TYPE StubGLCompressedTexImage2D(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLsizei imageSize, + const void* data) { glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } -GLvoid StubGLCopyTexSubImage2D(GLenum target, GLint level, - GLint xoffset, GLint yoffset, - GLint x, GLint y, - GLsizei width, GLsizei height) { +GLvoid GR_GL_FUNCTION_TYPE StubGLCopyTexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height) { glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } -GLuint StubGLCreateProgram(void) { +GLuint GR_GL_FUNCTION_TYPE StubGLCreateProgram(void) { return glCreateProgram(); } -GLuint StubGLCreateShader(GLenum type) { +GLuint GR_GL_FUNCTION_TYPE StubGLCreateShader(GLenum type) { return glCreateShader(type); } -GLvoid StubGLCullFace(GLenum mode) { +GLvoid GR_GL_FUNCTION_TYPE StubGLCullFace(GLenum mode) { glCullFace(mode); } -GLvoid StubGLDeleteBuffers(GLsizei n, const GLuint* buffers) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteBuffers(GLsizei n, + const GLuint* buffers) { glDeleteBuffersARB(n, buffers); } -GLvoid StubGLDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { glDeleteFramebuffersEXT(n, framebuffers); } -GLvoid StubGLDeleteQueries(GLsizei n, const GLuint* ids) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteQueries(GLsizei n, const GLuint* ids) { glDeleteQueries(n, ids); } -GLvoid StubGLDeleteProgram(GLuint program) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteProgram(GLuint program) { glDeleteProgram(program); } -GLvoid StubGLDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { glDeleteRenderbuffersEXT(n, renderbuffers); } -GLvoid StubGLDeleteShader(GLuint shader) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteShader(GLuint shader) { glDeleteShader(shader); } -GLvoid StubGLDeleteTextures(GLsizei n, const GLuint* textures) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteTextures(GLsizei n, + const GLuint* textures) { glDeleteTextures(n, textures); } -GLvoid StubGLDeleteVertexArrays(GLsizei n, const GLuint* arrays) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteVertexArrays(GLsizei n, + const GLuint* arrays) { glDeleteVertexArraysOES(n, arrays); } -GLvoid StubGLDepthMask(GLboolean flag) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDepthMask(GLboolean flag) { glDepthMask(flag); } -GLvoid StubGLDisable(GLenum cap) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDisable(GLenum cap) { glDisable(cap); } -GLvoid StubGLDisableVertexAttribArray(GLuint index) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDisableVertexAttribArray(GLuint index) { glDisableVertexAttribArray(index); } -GLvoid StubGLDiscardFramebuffer(GLenum target, GLsizei numAttachments, - const GLenum *attachments) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDiscardFramebuffer(GLenum target, + GLsizei numAttachments, + const GLenum* attachments) { glDiscardFramebufferEXT(target, numAttachments, attachments); } -GLvoid StubGLDrawArrays(GLenum mode, GLint first, GLsizei count) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDrawArrays(GLenum mode, + GLint first, + GLsizei count) { glDrawArrays(mode, first, count); } -GLvoid StubGLDrawBuffer(GLenum mode) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDrawBuffer(GLenum mode) { glDrawBuffer(mode); } -GLvoid StubGLDrawBuffers(GLsizei n, const GLenum* bufs) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDrawBuffers(GLsizei n, const GLenum* bufs) { glDrawBuffersARB(n, bufs); } -GLvoid StubGLDrawElements(GLenum mode, GLsizei count, GLenum type, - const void* indices) { +GLvoid GR_GL_FUNCTION_TYPE StubGLDrawElements(GLenum mode, + GLsizei count, + GLenum type, + const void* indices) { glDrawElements(mode, count, type, indices); } -GLvoid StubGLEnable(GLenum cap) { +GLvoid GR_GL_FUNCTION_TYPE StubGLEnable(GLenum cap) { glEnable(cap); } -GLvoid StubGLEnableVertexAttribArray(GLuint index) { +GLvoid GR_GL_FUNCTION_TYPE StubGLEnableVertexAttribArray(GLuint index) { glEnableVertexAttribArray(index); } -GLvoid StubGLEndQuery(GLenum target) { +GLvoid GR_GL_FUNCTION_TYPE StubGLEndQuery(GLenum target) { glEndQuery(target); } -GLvoid StubGLFinish() { +GLvoid GR_GL_FUNCTION_TYPE StubGLFinish() { glFinish(); } -GLvoid StubGLFlush() { +GLvoid GR_GL_FUNCTION_TYPE StubGLFlush() { glFlush(); } -GLvoid StubGLFlushMappedBufferRange(GLenum target, GLintptr offset, - GLsizeiptr length) { +GLvoid GR_GL_FUNCTION_TYPE StubGLFlushMappedBufferRange(GLenum target, + GLintptr offset, + GLsizeiptr length) { glFlushMappedBufferRange(target, offset, length); } -GLvoid StubGLFramebufferRenderbuffer(GLenum target, GLenum attachment, - GLenum renderbuffertarget, - GLuint renderbuffer) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLFramebufferRenderbuffer(GLenum target, + GLenum attachment, + GLenum renderbuffertarget, + GLuint renderbuffer) { glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); } -GLvoid StubGLFramebufferTexture2D(GLenum target, GLenum attachment, - GLenum textarget, GLuint texture, - GLint level) { +GLvoid GR_GL_FUNCTION_TYPE StubGLFramebufferTexture2D(GLenum target, + GLenum attachment, + GLenum textarget, + GLuint texture, + GLint level) { glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); } -GLvoid StubGLFramebufferTexture2DMultisample(GLenum target, GLenum attachment, - GLenum textarget, GLuint texture, - GLint level, GLsizei samples) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLFramebufferTexture2DMultisample(GLenum target, + GLenum attachment, + GLenum textarget, + GLuint texture, + GLint level, + GLsizei samples) { glFramebufferTexture2DMultisampleEXT(target, attachment, textarget, texture, level, samples); } -GLvoid StubGLFrontFace(GLenum mode) { +GLvoid GR_GL_FUNCTION_TYPE StubGLFrontFace(GLenum mode) { glFrontFace(mode); } -GLvoid StubGLGenBuffers(GLsizei n, GLuint* buffers) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGenBuffers(GLsizei n, GLuint* buffers) { glGenBuffersARB(n, buffers); } -GLvoid StubGLGenFramebuffers(GLsizei n, GLuint* framebuffers) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGenFramebuffers(GLsizei n, + GLuint* framebuffers) { glGenFramebuffersEXT(n, framebuffers); } -GLvoid StubGLGenQueries(GLsizei n, GLuint* ids) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGenQueries(GLsizei n, GLuint* ids) { glGenQueries(n, ids); } -GLvoid StubGLGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGenRenderbuffers(GLsizei n, + GLuint* renderbuffers) { glGenRenderbuffersEXT(n, renderbuffers); } -GLvoid StubGLGenTextures(GLsizei n, GLuint* textures) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGenTextures(GLsizei n, GLuint* textures) { glGenTextures(n, textures); } -GLvoid StubGLGenVertexArrays(GLsizei n, GLuint* arrays) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGenVertexArrays(GLsizei n, GLuint* arrays) { glGenVertexArraysOES(n, arrays); } -GLvoid StubGLGenerateMipmap(GLenum target){ +GLvoid GR_GL_FUNCTION_TYPE StubGLGenerateMipmap(GLenum target) { glGenerateMipmapEXT(target); } -GLvoid StubGLGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetBufferParameteriv(GLenum target, + GLenum pname, + GLint* params) { glGetBufferParameteriv(target, pname, params); } -GLvoid StubGLGetFramebufferAttachmentParameteriv(GLenum target, - GLenum attachment, - GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLGetFramebufferAttachmentParameteriv(GLenum target, + GLenum attachment, + GLenum pname, + GLint* params) { glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, params); } -GLenum StubGLGetError() { +GLenum GR_GL_FUNCTION_TYPE StubGLGetError() { return glGetError(); } -GLvoid StubGLGetIntegerv(GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetIntegerv(GLenum pname, GLint* params) { glGetIntegerv(pname, params); } -GLvoid StubGLGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, - char* infolog) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetProgramInfoLog(GLuint program, + GLsizei bufsize, + GLsizei* length, + char* infolog) { glGetProgramInfoLog(program, bufsize, length, infolog); } -GLvoid StubGLGetProgramiv(GLuint program, GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetProgramiv(GLuint program, + GLenum pname, + GLint* params) { glGetProgramiv(program, pname, params); } -GLvoid StubGLGetRenderbufferParameteriv(GLenum target, - GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetRenderbufferParameteriv(GLenum target, + GLenum pname, + GLint* params) { glGetRenderbufferParameterivEXT(target, pname, params); } -GLvoid StubGLGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, - char* infolog) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetShaderInfoLog(GLuint shader, + GLsizei bufsize, + GLsizei* length, + char* infolog) { glGetShaderInfoLog(shader, bufsize, length, infolog); } -GLvoid StubGLGetShaderiv(GLuint shader, GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetShaderiv(GLuint shader, + GLenum pname, + GLint* params) { glGetShaderiv(shader, pname, params); } -GLvoid StubGLGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, - GLint *range, GLint *precision) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetShaderPrecisionFormat(GLenum shadertype, + GLenum precisiontype, + GLint* range, + GLint* precision) { glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } -const GLubyte* StubGLGetString(GLenum name) { +const GLubyte* GR_GL_FUNCTION_TYPE StubGLGetString(GLenum name) { return glGetString(name); } -const GLubyte* StubGLGetStringi(GLenum name, GLuint index) { +const GLubyte* GR_GL_FUNCTION_TYPE StubGLGetStringi(GLenum name, GLuint index) { return glGetStringi(name, index); } -GLvoid StubGLGetQueryiv(GLenum target, GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryiv(GLenum target, + GLenum pname, + GLint* params) { glGetQueryiv(target, pname, params); } -GLvoid StubGLGetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryObjecti64v(GLuint id, + GLenum pname, + GLint64* params) { glGetQueryObjecti64v(id, pname, params); } -GLvoid StubGLGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryObjectiv(GLuint id, + GLenum pname, + GLint* params) { glGetQueryObjectiv(id, pname, params); } -GLvoid StubGLGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryObjectui64v(GLuint id, + GLenum pname, + GLuint64* params) { glGetQueryObjectui64v(id, pname, params); } -GLvoid StubGLGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryObjectuiv(GLuint id, + GLenum pname, + GLuint* params) { glGetQueryObjectuiv(id, pname, params); } -GLvoid StubGLGetTexLevelParameteriv(GLenum target, GLint level, - GLenum pname, GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLGetTexLevelParameteriv(GLenum target, + GLint level, + GLenum pname, + GLint* params) { glGetTexLevelParameteriv(target, level, pname, params); } -GLint StubGLGetUniformLocation(GLuint program, const char* name) { +GLint GR_GL_FUNCTION_TYPE StubGLGetUniformLocation(GLuint program, + const char* name) { return glGetUniformLocation(program, name); } -GLvoid StubGLInsertEventMarker(GLsizei length, const char* marker) { +GLvoid GR_GL_FUNCTION_TYPE StubGLInsertEventMarker(GLsizei length, + const char* marker) { glInsertEventMarkerEXT(length, marker); } -GLvoid StubGLInvalidateFramebuffer(GLenum target, GLsizei numAttachments, - const GLenum* attachments) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLInvalidateFramebuffer(GLenum target, + GLsizei numAttachments, + const GLenum* attachments) { glInvalidateFramebuffer(target, numAttachments, attachments); } -GLvoid StubGLInvalidateSubFramebuffer(GLenum target, - GLsizei numAttachments, - const GLenum* attachments, - GLint x, GLint y, - GLsizei width, GLsizei height) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLInvalidateSubFramebuffer(GLenum target, + GLsizei numAttachments, + const GLenum* attachments, + GLint x, + GLint y, + GLsizei width, + GLsizei height) { glInvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height); } -GLvoid StubGLLineWidth(GLfloat width) { +GLvoid GR_GL_FUNCTION_TYPE StubGLLineWidth(GLfloat width) { glLineWidth(width); } -GLvoid StubGLLinkProgram(GLuint program) { +GLvoid GR_GL_FUNCTION_TYPE StubGLLinkProgram(GLuint program) { glLinkProgram(program); } -void* StubGLMapBuffer(GLenum target, GLenum access) { +void* GR_GL_FUNCTION_TYPE StubGLMapBuffer(GLenum target, GLenum access) { return glMapBuffer(target, access); } -void* StubGLMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, - GLbitfield access) { +void* GR_GL_FUNCTION_TYPE StubGLMapBufferRange(GLenum target, + GLintptr offset, + GLsizeiptr length, + GLbitfield access) { return glMapBufferRange(target, offset, length, access); } -GLvoid StubGLPixelStorei(GLenum pname, GLint param) { +GLvoid GR_GL_FUNCTION_TYPE StubGLPixelStorei(GLenum pname, GLint param) { glPixelStorei(pname, param); } -GLvoid StubGLPopGroupMarker() { +GLvoid GR_GL_FUNCTION_TYPE StubGLPopGroupMarker() { glPopGroupMarkerEXT(); } -GLvoid StubGLPushGroupMarker(GLsizei length, const char* marker) { +GLvoid GR_GL_FUNCTION_TYPE StubGLPushGroupMarker(GLsizei length, + const char* marker) { glPushGroupMarkerEXT(length, marker); } -GLvoid StubGLQueryCounter(GLuint id, GLenum target) { +GLvoid GR_GL_FUNCTION_TYPE StubGLQueryCounter(GLuint id, GLenum target) { glQueryCounter(id, target); } -GLvoid StubGLReadBuffer(GLenum src) { +GLvoid GR_GL_FUNCTION_TYPE StubGLReadBuffer(GLenum src) { glReadBuffer(src); } -GLvoid StubGLReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, - GLenum format, GLenum type, void* pixels) { +GLvoid GR_GL_FUNCTION_TYPE StubGLReadPixels(GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + void* pixels) { glReadPixels(x, y, width, height, format, type, pixels); } -GLvoid StubGLRenderbufferStorage(GLenum target, GLenum internalformat, - GLsizei width, GLsizei height) { +GLvoid GR_GL_FUNCTION_TYPE StubGLRenderbufferStorage(GLenum target, + GLenum internalformat, + GLsizei width, + GLsizei height) { glRenderbufferStorageEXT(target, internalformat, width, height); } -GLvoid StubGLRenderbufferStorageMultisample(GLenum target, GLsizei samples, - GLenum internalformat, - GLsizei width, GLsizei height) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLRenderbufferStorageMultisample(GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height) { glRenderbufferStorageMultisampleEXT(target, samples, internalformat, width, height); } -GLvoid StubGLScissor(GLint x, GLint y, GLsizei width, GLsizei height) { +GLvoid GR_GL_FUNCTION_TYPE StubGLScissor(GLint x, + GLint y, + GLsizei width, + GLsizei height) { glScissor(x, y, width, height); } -GLvoid StubGLShaderSource(GLuint shader, GLsizei count, const char* const* str, - const GLint* length) { +GLvoid GR_GL_FUNCTION_TYPE StubGLShaderSource(GLuint shader, + GLsizei count, + const char* const* str, + const GLint* length) { glShaderSource(shader, count, str, length); } -GLvoid StubGLStencilFunc(GLenum func, GLint ref, GLuint mask) { +GLvoid GR_GL_FUNCTION_TYPE StubGLStencilFunc(GLenum func, + GLint ref, + GLuint mask) { glStencilFunc(func, ref, mask); } -GLvoid StubGLStencilFuncSeparate(GLenum face, GLenum func, GLint ref, - GLuint mask) { +GLvoid GR_GL_FUNCTION_TYPE StubGLStencilFuncSeparate(GLenum face, + GLenum func, + GLint ref, + GLuint mask) { glStencilFuncSeparate(face, func, ref, mask); } -GLvoid StubGLStencilMask(GLuint mask) { +GLvoid GR_GL_FUNCTION_TYPE StubGLStencilMask(GLuint mask) { glStencilMask(mask); } -GLvoid StubGLStencilMaskSeparate(GLenum face, GLuint mask) { +GLvoid GR_GL_FUNCTION_TYPE StubGLStencilMaskSeparate(GLenum face, GLuint mask) { glStencilMaskSeparate(face, mask); } -GLvoid StubGLStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { +GLvoid GR_GL_FUNCTION_TYPE StubGLStencilOp(GLenum fail, + GLenum zfail, + GLenum zpass) { glStencilOp(fail, zfail, zpass); } -GLvoid StubGLStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, - GLenum zpass) { +GLvoid GR_GL_FUNCTION_TYPE StubGLStencilOpSeparate(GLenum face, + GLenum fail, + GLenum zfail, + GLenum zpass) { glStencilOpSeparate(face, fail, zfail, zpass); } -GLvoid StubGLTexImage2D(GLenum target, GLint level, GLint internalformat, - GLsizei width, GLsizei height, GLint border, - GLenum format, GLenum type, const void* pixels) { +GLvoid GR_GL_FUNCTION_TYPE StubGLTexImage2D(GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLenum format, + GLenum type, + const void* pixels) { glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } -GLvoid StubGLTexParameteri(GLenum target, GLenum pname, GLint param) { +GLvoid GR_GL_FUNCTION_TYPE StubGLTexParameteri(GLenum target, + GLenum pname, + GLint param) { glTexParameteri(target, pname, param); } -GLvoid StubGLTexParameteriv(GLenum target, GLenum pname, const GLint* params) { +GLvoid GR_GL_FUNCTION_TYPE StubGLTexParameteriv(GLenum target, + GLenum pname, + const GLint* params) { glTexParameteriv(target, pname, params); } -GLvoid StubGLTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat, - GLsizei width, GLsizei height) { +GLvoid GR_GL_FUNCTION_TYPE StubGLTexStorage2D(GLenum target, + GLsizei levels, + GLenum internalFormat, + GLsizei width, + GLsizei height) { glTexStorage2DEXT(target, levels, internalFormat, width, height); } -GLvoid StubGLTexSubImage2D(GLenum target, GLint level, GLint xoffset, - GLint yoffset, GLsizei width, GLsizei height, - GLenum format, GLenum type, const void* pixels) { +GLvoid GR_GL_FUNCTION_TYPE StubGLTexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void* pixels) { glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } -GLvoid StubGLUniform1f(GLint location, GLfloat v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform1f(GLint location, GLfloat v) { glUniform1f(location, v); } -GLvoid StubGLUniform1i(GLint location, GLint v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform1i(GLint location, GLint v) { glUniform1i(location, v); } -GLvoid StubGLUniform1fv(GLint location, GLsizei count, const GLfloat* v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform1fv(GLint location, + GLsizei count, + const GLfloat* v) { glUniform1fv(location, count, v); } -GLvoid StubGLUniform1iv(GLint location, GLsizei count, const GLint* v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform1iv(GLint location, + GLsizei count, + const GLint* v) { glUniform1iv(location, count, v); } -GLvoid StubGLUniform2f(GLint location, GLfloat v0, GLfloat v1) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform2f(GLint location, + GLfloat v0, + GLfloat v1) { glUniform2f(location, v0, v1); } -GLvoid StubGLUniform2i(GLint location, GLint v0, GLint v1) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform2i(GLint location, GLint v0, GLint v1) { glUniform2i(location, v0, v1); } -GLvoid StubGLUniform2fv(GLint location, GLsizei count, const GLfloat* v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform2fv(GLint location, + GLsizei count, + const GLfloat* v) { glUniform2fv(location, count, v); } -GLvoid StubGLUniform2iv(GLint location, GLsizei count, const GLint* v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform2iv(GLint location, + GLsizei count, + const GLint* v) { glUniform2iv(location, count, v); } -GLvoid StubGLUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform3f(GLint location, + GLfloat v0, + GLfloat v1, + GLfloat v2) { glUniform3f(location, v0, v1, v2); } -GLvoid StubGLUniform3i(GLint location, GLint v0, GLint v1, GLint v2) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform3i(GLint location, + GLint v0, + GLint v1, + GLint v2) { glUniform3i(location, v0, v1, v2); } -GLvoid StubGLUniform3fv(GLint location, GLsizei count, const GLfloat* v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform3fv(GLint location, + GLsizei count, + const GLfloat* v) { glUniform3fv(location, count, v); } -GLvoid StubGLUniform3iv(GLint location, GLsizei count, const GLint* v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform3iv(GLint location, + GLsizei count, + const GLint* v) { glUniform3iv(location, count, v); } -GLvoid StubGLUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, - GLfloat v3) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform4f(GLint location, + GLfloat v0, + GLfloat v1, + GLfloat v2, + GLfloat v3) { glUniform4f(location, v0, v1, v2, v3); } -GLvoid StubGLUniform4i(GLint location, GLint v0, GLint v1, GLint v2, - GLint v3) { +GLvoid GR_GL_FUNCTION_TYPE +StubGLUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { glUniform4i(location, v0, v1, v2, v3); } -GLvoid StubGLUniform4fv(GLint location, GLsizei count, const GLfloat* v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform4fv(GLint location, + GLsizei count, + const GLfloat* v) { glUniform4fv(location, count, v); } -GLvoid StubGLUniform4iv(GLint location, GLsizei count, const GLint* v) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniform4iv(GLint location, + GLsizei count, + const GLint* v) { glUniform4iv(location, count, v); } -GLvoid StubGLUniformMatrix2fv(GLint location, GLsizei count, - GLboolean transpose, const GLfloat* value) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniformMatrix2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { glUniformMatrix2fv(location, count, transpose, value); } -GLvoid StubGLUniformMatrix3fv(GLint location, GLsizei count, - GLboolean transpose, const GLfloat* value) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniformMatrix3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { glUniformMatrix3fv(location, count, transpose, value); } -GLvoid StubGLUniformMatrix4fv(GLint location, GLsizei count, - GLboolean transpose, const GLfloat* value) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUniformMatrix4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat* value) { glUniformMatrix4fv(location, count, transpose, value); } -GLboolean StubGLUnmapBuffer(GLenum target) { +GLboolean GR_GL_FUNCTION_TYPE StubGLUnmapBuffer(GLenum target) { return glUnmapBuffer(target); } -GLvoid StubGLUseProgram(GLuint program) { +GLvoid GR_GL_FUNCTION_TYPE StubGLUseProgram(GLuint program) { glUseProgram(program); } -GLvoid StubGLVertexAttrib1f(GLuint indx, const GLfloat value) { +GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttrib1f(GLuint indx, + const GLfloat value) { glVertexAttrib1f(indx, value); } -GLvoid StubGLVertexAttrib2fv(GLuint indx, const GLfloat* values) { +GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttrib2fv(GLuint indx, + const GLfloat* values) { glVertexAttrib2fv(indx, values); } -GLvoid StubGLVertexAttrib3fv(GLuint indx, const GLfloat* values) { +GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttrib3fv(GLuint indx, + const GLfloat* values) { glVertexAttrib3fv(indx, values); } -GLvoid StubGLVertexAttrib4fv(GLuint indx, const GLfloat* values) { +GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttrib4fv(GLuint indx, + const GLfloat* values) { glVertexAttrib4fv(indx, values); } -GLvoid StubGLVertexAttribPointer(GLuint indx, GLint size, GLenum type, - GLboolean normalized, GLsizei stride, - const void* ptr) { +GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttribPointer(GLuint indx, + GLint size, + GLenum type, + GLboolean normalized, + GLsizei stride, + const void* ptr) { glVertexAttribPointer(indx, size, type, normalized, stride, ptr); } -GLvoid StubGLViewport(GLint x, GLint y, GLsizei width, GLsizei height) { +GLvoid GR_GL_FUNCTION_TYPE StubGLViewport(GLint x, + GLint y, + GLsizei width, + GLsizei height) { glViewport(x, y, width, height); } -GLint StubGLGetProgramResourceLocation(GLuint program, - GLenum programInterface, - const char* name) { +GLint GR_GL_FUNCTION_TYPE +StubGLGetProgramResourceLocation(GLuint program, + GLenum programInterface, + const char* name) { return glGetProgramResourceLocation(program, programInterface, name); } |