// Copyright 2014 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 // It's formatted by clang-format using chromium coding style: // clang-format -i -style=chromium filename // DO NOT EDIT! // These functions emulate GLES2 over command buffers. #ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_ #define GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_ void GLES2ActiveTexture(GLenum texture) { gles2::GetGLContext()->ActiveTexture(texture); } void GLES2AttachShader(GLuint program, GLuint shader) { gles2::GetGLContext()->AttachShader(program, shader); } void GLES2BindAttribLocation(GLuint program, GLuint index, const char* name) { gles2::GetGLContext()->BindAttribLocation(program, index, name); } void GLES2BindBuffer(GLenum target, GLuint buffer) { gles2::GetGLContext()->BindBuffer(target, buffer); } void GLES2BindFramebuffer(GLenum target, GLuint framebuffer) { gles2::GetGLContext()->BindFramebuffer(target, framebuffer); } void GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) { gles2::GetGLContext()->BindRenderbuffer(target, renderbuffer); } void GLES2BindTexture(GLenum target, GLuint texture) { gles2::GetGLContext()->BindTexture(target, texture); } void GLES2BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { gles2::GetGLContext()->BlendColor(red, green, blue, alpha); } void GLES2BlendEquation(GLenum mode) { gles2::GetGLContext()->BlendEquation(mode); } void GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { gles2::GetGLContext()->BlendEquationSeparate(modeRGB, modeAlpha); } void GLES2BlendFunc(GLenum sfactor, GLenum dfactor) { gles2::GetGLContext()->BlendFunc(sfactor, dfactor); } void GLES2BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { gles2::GetGLContext()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } void GLES2BufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage) { gles2::GetGLContext()->BufferData(target, size, data, usage); } void GLES2BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { gles2::GetGLContext()->BufferSubData(target, offset, size, data); } GLenum GLES2CheckFramebufferStatus(GLenum target) { return gles2::GetGLContext()->CheckFramebufferStatus(target); } void GLES2Clear(GLbitfield mask) { gles2::GetGLContext()->Clear(mask); } void GLES2ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { gles2::GetGLContext()->ClearColor(red, green, blue, alpha); } void GLES2ClearDepthf(GLclampf depth) { gles2::GetGLContext()->ClearDepthf(depth); } void GLES2ClearStencil(GLint s) { gles2::GetGLContext()->ClearStencil(s); } void GLES2ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { gles2::GetGLContext()->ColorMask(red, green, blue, alpha); } void GLES2CompileShader(GLuint shader) { gles2::GetGLContext()->CompileShader(shader); } void GLES2CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { gles2::GetGLContext()->CompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data); } void GLES2CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { gles2::GetGLContext()->CompressedTexSubImage2D( target, level, xoffset, yoffset, width, height, format, imageSize, data); } void GLES2CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { gles2::GetGLContext()->CopyTexImage2D( target, level, internalformat, x, y, width, height, border); } void GLES2CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->CopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height); } GLuint GLES2CreateProgram() { return gles2::GetGLContext()->CreateProgram(); } GLuint GLES2CreateShader(GLenum type) { return gles2::GetGLContext()->CreateShader(type); } void GLES2CullFace(GLenum mode) { gles2::GetGLContext()->CullFace(mode); } void GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) { gles2::GetGLContext()->DeleteBuffers(n, buffers); } void GLES2DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { gles2::GetGLContext()->DeleteFramebuffers(n, framebuffers); } void GLES2DeleteProgram(GLuint program) { gles2::GetGLContext()->DeleteProgram(program); } void GLES2DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { gles2::GetGLContext()->DeleteRenderbuffers(n, renderbuffers); } void GLES2DeleteShader(GLuint shader) { gles2::GetGLContext()->DeleteShader(shader); } void GLES2DeleteTextures(GLsizei n, const GLuint* textures) { gles2::GetGLContext()->DeleteTextures(n, textures); } void GLES2DepthFunc(GLenum func) { gles2::GetGLContext()->DepthFunc(func); } void GLES2DepthMask(GLboolean flag) { gles2::GetGLContext()->DepthMask(flag); } void GLES2DepthRangef(GLclampf zNear, GLclampf zFar) { gles2::GetGLContext()->DepthRangef(zNear, zFar); } void GLES2DetachShader(GLuint program, GLuint shader) { gles2::GetGLContext()->DetachShader(program, shader); } void GLES2Disable(GLenum cap) { gles2::GetGLContext()->Disable(cap); } void GLES2DisableVertexAttribArray(GLuint index) { gles2::GetGLContext()->DisableVertexAttribArray(index); } void GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) { gles2::GetGLContext()->DrawArrays(mode, first, count); } void GLES2DrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices) { gles2::GetGLContext()->DrawElements(mode, count, type, indices); } void GLES2Enable(GLenum cap) { gles2::GetGLContext()->Enable(cap); } void GLES2EnableVertexAttribArray(GLuint index) { gles2::GetGLContext()->EnableVertexAttribArray(index); } void GLES2Finish() { gles2::GetGLContext()->Finish(); } void GLES2Flush() { gles2::GetGLContext()->Flush(); } void GLES2FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { gles2::GetGLContext()->FramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } void GLES2FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { gles2::GetGLContext()->FramebufferTexture2D( target, attachment, textarget, texture, level); } void GLES2FrontFace(GLenum mode) { gles2::GetGLContext()->FrontFace(mode); } void GLES2GenBuffers(GLsizei n, GLuint* buffers) { gles2::GetGLContext()->GenBuffers(n, buffers); } void GLES2GenerateMipmap(GLenum target) { gles2::GetGLContext()->GenerateMipmap(target); } void GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) { gles2::GetGLContext()->GenFramebuffers(n, framebuffers); } void GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { gles2::GetGLContext()->GenRenderbuffers(n, renderbuffers); } void GLES2GenTextures(GLsizei n, GLuint* textures) { gles2::GetGLContext()->GenTextures(n, textures); } void GLES2GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { gles2::GetGLContext()->GetActiveAttrib( program, index, bufsize, length, size, type, name); } void GLES2GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { gles2::GetGLContext()->GetActiveUniform( program, index, bufsize, length, size, type, name); } void GLES2GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { gles2::GetGLContext()->GetAttachedShaders(program, maxcount, count, shaders); } GLint GLES2GetAttribLocation(GLuint program, const char* name) { return gles2::GetGLContext()->GetAttribLocation(program, name); } void GLES2GetBooleanv(GLenum pname, GLboolean* params) { gles2::GetGLContext()->GetBooleanv(pname, params); } void GLES2GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { gles2::GetGLContext()->GetBufferParameteriv(target, pname, params); } GLenum GLES2GetError() { return gles2::GetGLContext()->GetError(); } void GLES2GetFloatv(GLenum pname, GLfloat* params) { gles2::GetGLContext()->GetFloatv(pname, params); } void GLES2GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { gles2::GetGLContext()->GetFramebufferAttachmentParameteriv( target, attachment, pname, params); } void GLES2GetIntegerv(GLenum pname, GLint* params) { gles2::GetGLContext()->GetIntegerv(pname, params); } void GLES2GetProgramiv(GLuint program, GLenum pname, GLint* params) { gles2::GetGLContext()->GetProgramiv(program, pname, params); } void GLES2GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { gles2::GetGLContext()->GetProgramInfoLog(program, bufsize, length, infolog); } void GLES2GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { gles2::GetGLContext()->GetRenderbufferParameteriv(target, pname, params); } void GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) { gles2::GetGLContext()->GetShaderiv(shader, pname, params); } void GLES2GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { gles2::GetGLContext()->GetShaderInfoLog(shader, bufsize, length, infolog); } void GLES2GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { gles2::GetGLContext()->GetShaderPrecisionFormat( shadertype, precisiontype, range, precision); } void GLES2GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { gles2::GetGLContext()->GetShaderSource(shader, bufsize, length, source); } const GLubyte* GLES2GetString(GLenum name) { return gles2::GetGLContext()->GetString(name); } void GLES2GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { gles2::GetGLContext()->GetTexParameterfv(target, pname, params); } void GLES2GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { gles2::GetGLContext()->GetTexParameteriv(target, pname, params); } void GLES2GetUniformfv(GLuint program, GLint location, GLfloat* params) { gles2::GetGLContext()->GetUniformfv(program, location, params); } void GLES2GetUniformiv(GLuint program, GLint location, GLint* params) { gles2::GetGLContext()->GetUniformiv(program, location, params); } GLint GLES2GetUniformLocation(GLuint program, const char* name) { return gles2::GetGLContext()->GetUniformLocation(program, name); } void GLES2GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { gles2::GetGLContext()->GetVertexAttribfv(index, pname, params); } void GLES2GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { gles2::GetGLContext()->GetVertexAttribiv(index, pname, params); } void GLES2GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { gles2::GetGLContext()->GetVertexAttribPointerv(index, pname, pointer); } void GLES2Hint(GLenum target, GLenum mode) { gles2::GetGLContext()->Hint(target, mode); } GLboolean GLES2IsBuffer(GLuint buffer) { return gles2::GetGLContext()->IsBuffer(buffer); } GLboolean GLES2IsEnabled(GLenum cap) { return gles2::GetGLContext()->IsEnabled(cap); } GLboolean GLES2IsFramebuffer(GLuint framebuffer) { return gles2::GetGLContext()->IsFramebuffer(framebuffer); } GLboolean GLES2IsProgram(GLuint program) { return gles2::GetGLContext()->IsProgram(program); } GLboolean GLES2IsRenderbuffer(GLuint renderbuffer) { return gles2::GetGLContext()->IsRenderbuffer(renderbuffer); } GLboolean GLES2IsShader(GLuint shader) { return gles2::GetGLContext()->IsShader(shader); } GLboolean GLES2IsTexture(GLuint texture) { return gles2::GetGLContext()->IsTexture(texture); } void GLES2LineWidth(GLfloat width) { gles2::GetGLContext()->LineWidth(width); } void GLES2LinkProgram(GLuint program) { gles2::GetGLContext()->LinkProgram(program); } void GLES2PixelStorei(GLenum pname, GLint param) { gles2::GetGLContext()->PixelStorei(pname, param); } void GLES2PolygonOffset(GLfloat factor, GLfloat units) { gles2::GetGLContext()->PolygonOffset(factor, units); } void GLES2ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { gles2::GetGLContext()->ReadPixels(x, y, width, height, format, type, pixels); } void GLES2ReleaseShaderCompiler() { gles2::GetGLContext()->ReleaseShaderCompiler(); } void GLES2RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { gles2::GetGLContext()->RenderbufferStorage( target, internalformat, width, height); } void GLES2SampleCoverage(GLclampf value, GLboolean invert) { gles2::GetGLContext()->SampleCoverage(value, invert); } void GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->Scissor(x, y, width, height); } void GLES2ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length) { gles2::GetGLContext()->ShaderBinary(n, shaders, binaryformat, binary, length); } void GLES2ShaderSource(GLuint shader, GLsizei count, const GLchar* const* str, const GLint* length) { gles2::GetGLContext()->ShaderSource(shader, count, str, length); } void GLES2ShallowFinishCHROMIUM() { gles2::GetGLContext()->ShallowFinishCHROMIUM(); } void GLES2ShallowFlushCHROMIUM() { gles2::GetGLContext()->ShallowFlushCHROMIUM(); } void GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) { gles2::GetGLContext()->StencilFunc(func, ref, mask); } void GLES2StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { gles2::GetGLContext()->StencilFuncSeparate(face, func, ref, mask); } void GLES2StencilMask(GLuint mask) { gles2::GetGLContext()->StencilMask(mask); } void GLES2StencilMaskSeparate(GLenum face, GLuint mask) { gles2::GetGLContext()->StencilMaskSeparate(face, mask); } void GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { gles2::GetGLContext()->StencilOp(fail, zfail, zpass); } void GLES2StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { gles2::GetGLContext()->StencilOpSeparate(face, fail, zfail, zpass); } void GLES2TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { gles2::GetGLContext()->TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } void GLES2TexParameterf(GLenum target, GLenum pname, GLfloat param) { gles2::GetGLContext()->TexParameterf(target, pname, param); } void GLES2TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { gles2::GetGLContext()->TexParameterfv(target, pname, params); } void GLES2TexParameteri(GLenum target, GLenum pname, GLint param) { gles2::GetGLContext()->TexParameteri(target, pname, param); } void GLES2TexParameteriv(GLenum target, GLenum pname, const GLint* params) { gles2::GetGLContext()->TexParameteriv(target, pname, params); } void GLES2TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) { gles2::GetGLContext()->TexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels); } void GLES2Uniform1f(GLint location, GLfloat x) { gles2::GetGLContext()->Uniform1f(location, x); } void GLES2Uniform1fv(GLint location, GLsizei count, const GLfloat* v) { gles2::GetGLContext()->Uniform1fv(location, count, v); } void GLES2Uniform1i(GLint location, GLint x) { gles2::GetGLContext()->Uniform1i(location, x); } void GLES2Uniform1iv(GLint location, GLsizei count, const GLint* v) { gles2::GetGLContext()->Uniform1iv(location, count, v); } void GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) { gles2::GetGLContext()->Uniform2f(location, x, y); } void GLES2Uniform2fv(GLint location, GLsizei count, const GLfloat* v) { gles2::GetGLContext()->Uniform2fv(location, count, v); } void GLES2Uniform2i(GLint location, GLint x, GLint y) { gles2::GetGLContext()->Uniform2i(location, x, y); } void GLES2Uniform2iv(GLint location, GLsizei count, const GLint* v) { gles2::GetGLContext()->Uniform2iv(location, count, v); } void GLES2Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { gles2::GetGLContext()->Uniform3f(location, x, y, z); } void GLES2Uniform3fv(GLint location, GLsizei count, const GLfloat* v) { gles2::GetGLContext()->Uniform3fv(location, count, v); } void GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) { gles2::GetGLContext()->Uniform3i(location, x, y, z); } void GLES2Uniform3iv(GLint location, GLsizei count, const GLint* v) { gles2::GetGLContext()->Uniform3iv(location, count, v); } void GLES2Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { gles2::GetGLContext()->Uniform4f(location, x, y, z, w); } void GLES2Uniform4fv(GLint location, GLsizei count, const GLfloat* v) { gles2::GetGLContext()->Uniform4fv(location, count, v); } void GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { gles2::GetGLContext()->Uniform4i(location, x, y, z, w); } void GLES2Uniform4iv(GLint location, GLsizei count, const GLint* v) { gles2::GetGLContext()->Uniform4iv(location, count, v); } void GLES2UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix2fv(location, count, transpose, value); } void GLES2UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix3fv(location, count, transpose, value); } void GLES2UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix4fv(location, count, transpose, value); } void GLES2UseProgram(GLuint program) { gles2::GetGLContext()->UseProgram(program); } void GLES2ValidateProgram(GLuint program) { gles2::GetGLContext()->ValidateProgram(program); } void GLES2VertexAttrib1f(GLuint indx, GLfloat x) { gles2::GetGLContext()->VertexAttrib1f(indx, x); } void GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib1fv(indx, values); } void GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { gles2::GetGLContext()->VertexAttrib2f(indx, x, y); } void GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib2fv(indx, values); } void GLES2VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { gles2::GetGLContext()->VertexAttrib3f(indx, x, y, z); } void GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib3fv(indx, values); } void GLES2VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { gles2::GetGLContext()->VertexAttrib4f(indx, x, y, z, w); } void GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib4fv(indx, values); } void GLES2VertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { gles2::GetGLContext()->VertexAttribPointer( indx, size, type, normalized, stride, ptr); } void GLES2Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->Viewport(x, y, width, height); } void GLES2BlitFramebufferCHROMIUM(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { gles2::GetGLContext()->BlitFramebufferCHROMIUM( srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } void GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { gles2::GetGLContext()->RenderbufferStorageMultisampleCHROMIUM( target, samples, internalformat, width, height); } void GLES2RenderbufferStorageMultisampleEXT(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { gles2::GetGLContext()->RenderbufferStorageMultisampleEXT( target, samples, internalformat, width, height); } void GLES2FramebufferTexture2DMultisampleEXT(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) { gles2::GetGLContext()->FramebufferTexture2DMultisampleEXT( target, attachment, textarget, texture, level, samples); } void GLES2TexStorage2DEXT(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height) { gles2::GetGLContext()->TexStorage2DEXT( target, levels, internalFormat, width, height); } void GLES2GenQueriesEXT(GLsizei n, GLuint* queries) { gles2::GetGLContext()->GenQueriesEXT(n, queries); } void GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) { gles2::GetGLContext()->DeleteQueriesEXT(n, queries); } GLboolean GLES2IsQueryEXT(GLuint id) { return gles2::GetGLContext()->IsQueryEXT(id); } void GLES2BeginQueryEXT(GLenum target, GLuint id) { gles2::GetGLContext()->BeginQueryEXT(target, id); } void GLES2EndQueryEXT(GLenum target) { gles2::GetGLContext()->EndQueryEXT(target); } void GLES2GetQueryivEXT(GLenum target, GLenum pname, GLint* params) { gles2::GetGLContext()->GetQueryivEXT(target, pname, params); } void GLES2GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint* params) { gles2::GetGLContext()->GetQueryObjectuivEXT(id, pname, params); } void GLES2InsertEventMarkerEXT(GLsizei length, const GLchar* marker) { gles2::GetGLContext()->InsertEventMarkerEXT(length, marker); } void GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) { gles2::GetGLContext()->PushGroupMarkerEXT(length, marker); } void GLES2PopGroupMarkerEXT() { gles2::GetGLContext()->PopGroupMarkerEXT(); } void GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) { gles2::GetGLContext()->GenVertexArraysOES(n, arrays); } void GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) { gles2::GetGLContext()->DeleteVertexArraysOES(n, arrays); } GLboolean GLES2IsVertexArrayOES(GLuint array) { return gles2::GetGLContext()->IsVertexArrayOES(array); } void GLES2BindVertexArrayOES(GLuint array) { gles2::GetGLContext()->BindVertexArrayOES(array); } void GLES2SwapBuffers() { gles2::GetGLContext()->SwapBuffers(); } GLuint GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id, GLsizei count, GLenum type, GLuint offset) { return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM( buffer_id, count, type, offset); } void GLES2GenSharedIdsCHROMIUM(GLuint namespace_id, GLuint id_offset, GLsizei n, GLuint* ids) { gles2::GetGLContext()->GenSharedIdsCHROMIUM(namespace_id, id_offset, n, ids); } void GLES2DeleteSharedIdsCHROMIUM(GLuint namespace_id, GLsizei n, const GLuint* ids) { gles2::GetGLContext()->DeleteSharedIdsCHROMIUM(namespace_id, n, ids); } void GLES2RegisterSharedIdsCHROMIUM(GLuint namespace_id, GLsizei n, const GLuint* ids) { gles2::GetGLContext()->RegisterSharedIdsCHROMIUM(namespace_id, n, ids); } GLboolean GLES2EnableFeatureCHROMIUM(const char* feature) { return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature); } void* GLES2MapBufferCHROMIUM(GLuint target, GLenum access) { return gles2::GetGLContext()->MapBufferCHROMIUM(target, access); } GLboolean GLES2UnmapBufferCHROMIUM(GLuint target) { return gles2::GetGLContext()->UnmapBufferCHROMIUM(target); } void* GLES2MapImageCHROMIUM(GLuint image_id) { return gles2::GetGLContext()->MapImageCHROMIUM(image_id); } void GLES2UnmapImageCHROMIUM(GLuint image_id) { gles2::GetGLContext()->UnmapImageCHROMIUM(image_id); } void* GLES2MapBufferSubDataCHROMIUM(GLuint target, GLintptr offset, GLsizeiptr size, GLenum access) { return gles2::GetGLContext()->MapBufferSubDataCHROMIUM( target, offset, size, access); } void GLES2UnmapBufferSubDataCHROMIUM(const void* mem) { gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem); } void* GLES2MapTexSubImage2DCHROMIUM(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLenum access) { return gles2::GetGLContext()->MapTexSubImage2DCHROMIUM( target, level, xoffset, yoffset, width, height, format, type, access); } void GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) { gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem); } void GLES2ResizeCHROMIUM(GLuint width, GLuint height, GLfloat scale_factor) { gles2::GetGLContext()->ResizeCHROMIUM(width, height, scale_factor); } const GLchar* GLES2GetRequestableExtensionsCHROMIUM() { return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM(); } void GLES2RequestExtensionCHROMIUM(const char* extension) { gles2::GetGLContext()->RequestExtensionCHROMIUM(extension); } void GLES2RateLimitOffscreenContextCHROMIUM() { gles2::GetGLContext()->RateLimitOffscreenContextCHROMIUM(); } void GLES2GetMultipleIntegervCHROMIUM(const GLenum* pnames, GLuint count, GLint* results, GLsizeiptr size) { gles2::GetGLContext()->GetMultipleIntegervCHROMIUM( pnames, count, results, size); } void GLES2GetProgramInfoCHROMIUM(GLuint program, GLsizei bufsize, GLsizei* size, void* info) { gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info); } GLuint GLES2CreateStreamTextureCHROMIUM(GLuint texture) { return gles2::GetGLContext()->CreateStreamTextureCHROMIUM(texture); } GLuint GLES2CreateImageCHROMIUM(GLsizei width, GLsizei height, GLenum internalformat, GLenum usage) { return gles2::GetGLContext()->CreateImageCHROMIUM( width, height, internalformat, usage); } void GLES2DestroyImageCHROMIUM(GLuint image_id) { gles2::GetGLContext()->DestroyImageCHROMIUM(image_id); } void GLES2GetImageParameterivCHROMIUM(GLuint image_id, GLenum pname, GLint* params) { gles2::GetGLContext()->GetImageParameterivCHROMIUM(image_id, pname, params); } void GLES2GetTranslatedShaderSourceANGLE(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { gles2::GetGLContext()->GetTranslatedShaderSourceANGLE( shader, bufsize, length, source); } void GLES2PostSubBufferCHROMIUM(GLint x, GLint y, GLint width, GLint height) { gles2::GetGLContext()->PostSubBufferCHROMIUM(x, y, width, height); } void GLES2TexImageIOSurface2DCHROMIUM(GLenum target, GLsizei width, GLsizei height, GLuint ioSurfaceId, GLuint plane) { gles2::GetGLContext()->TexImageIOSurface2DCHROMIUM( target, width, height, ioSurfaceId, plane); } void GLES2CopyTextureCHROMIUM(GLenum target, GLenum source_id, GLenum dest_id, GLint level, GLint internalformat, GLenum dest_type) { gles2::GetGLContext()->CopyTextureCHROMIUM( target, source_id, dest_id, level, internalformat, dest_type); } void GLES2DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei primcount) { gles2::GetGLContext()->DrawArraysInstancedANGLE( mode, first, count, primcount); } void GLES2DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount) { gles2::GetGLContext()->DrawElementsInstancedANGLE( mode, count, type, indices, primcount); } void GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) { gles2::GetGLContext()->VertexAttribDivisorANGLE(index, divisor); } void GLES2GenMailboxCHROMIUM(GLbyte* mailbox) { gles2::GetGLContext()->GenMailboxCHROMIUM(mailbox); } void GLES2ProduceTextureCHROMIUM(GLenum target, const GLbyte* mailbox) { gles2::GetGLContext()->ProduceTextureCHROMIUM(target, mailbox); } void GLES2ProduceTextureDirectCHROMIUM(GLuint texture, GLenum target, const GLbyte* mailbox) { gles2::GetGLContext()->ProduceTextureDirectCHROMIUM(texture, target, mailbox); } void GLES2ConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) { gles2::GetGLContext()->ConsumeTextureCHROMIUM(target, mailbox); } GLuint GLES2CreateAndConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) { return gles2::GetGLContext()->CreateAndConsumeTextureCHROMIUM(target, mailbox); } void GLES2BindUniformLocationCHROMIUM(GLuint program, GLint location, const char* name) { gles2::GetGLContext()->BindUniformLocationCHROMIUM(program, location, name); } void GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) { gles2::GetGLContext()->BindTexImage2DCHROMIUM(target, imageId); } void GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) { gles2::GetGLContext()->ReleaseTexImage2DCHROMIUM(target, imageId); } void GLES2TraceBeginCHROMIUM(const char* name) { gles2::GetGLContext()->TraceBeginCHROMIUM(name); } void GLES2TraceEndCHROMIUM() { gles2::GetGLContext()->TraceEndCHROMIUM(); } void GLES2AsyncTexSubImage2DCHROMIUM(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data) { gles2::GetGLContext()->AsyncTexSubImage2DCHROMIUM( target, level, xoffset, yoffset, width, height, format, type, data); } void GLES2AsyncTexImage2DCHROMIUM(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { gles2::GetGLContext()->AsyncTexImage2DCHROMIUM(target, level, internalformat, width, height, border, format, type, pixels); } void GLES2WaitAsyncTexImage2DCHROMIUM(GLenum target) { gles2::GetGLContext()->WaitAsyncTexImage2DCHROMIUM(target); } void GLES2WaitAllAsyncTexImage2DCHROMIUM() { gles2::GetGLContext()->WaitAllAsyncTexImage2DCHROMIUM(); } void GLES2DiscardFramebufferEXT(GLenum target, GLsizei count, const GLenum* attachments) { gles2::GetGLContext()->DiscardFramebufferEXT(target, count, attachments); } void GLES2LoseContextCHROMIUM(GLenum current, GLenum other) { gles2::GetGLContext()->LoseContextCHROMIUM(current, other); } GLuint GLES2InsertSyncPointCHROMIUM() { return gles2::GetGLContext()->InsertSyncPointCHROMIUM(); } void GLES2WaitSyncPointCHROMIUM(GLuint sync_point) { gles2::GetGLContext()->WaitSyncPointCHROMIUM(sync_point); } void GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) { gles2::GetGLContext()->DrawBuffersEXT(count, bufs); } void GLES2DiscardBackbufferCHROMIUM() { gles2::GetGLContext()->DiscardBackbufferCHROMIUM(); } void GLES2ScheduleOverlayPlaneCHROMIUM(GLint plane_z_order, GLenum plane_transform, GLuint overlay_texture_id, GLint bounds_x, GLint bounds_y, GLint bounds_width, GLint bounds_height, GLfloat uv_x, GLfloat uv_y, GLfloat uv_width, GLfloat uv_height) { gles2::GetGLContext()->ScheduleOverlayPlaneCHROMIUM(plane_z_order, plane_transform, overlay_texture_id, bounds_x, bounds_y, bounds_width, bounds_height, uv_x, uv_y, uv_width, uv_height); } namespace gles2 { extern const NameToFunc g_gles2_function_table[] = { { "glActiveTexture", reinterpret_cast(glActiveTexture), }, { "glAttachShader", reinterpret_cast(glAttachShader), }, { "glBindAttribLocation", reinterpret_cast(glBindAttribLocation), }, { "glBindBuffer", reinterpret_cast(glBindBuffer), }, { "glBindFramebuffer", reinterpret_cast(glBindFramebuffer), }, { "glBindRenderbuffer", reinterpret_cast(glBindRenderbuffer), }, { "glBindTexture", reinterpret_cast(glBindTexture), }, { "glBlendColor", reinterpret_cast(glBlendColor), }, { "glBlendEquation", reinterpret_cast(glBlendEquation), }, { "glBlendEquationSeparate", reinterpret_cast(glBlendEquationSeparate), }, { "glBlendFunc", reinterpret_cast(glBlendFunc), }, { "glBlendFuncSeparate", reinterpret_cast(glBlendFuncSeparate), }, { "glBufferData", reinterpret_cast(glBufferData), }, { "glBufferSubData", reinterpret_cast(glBufferSubData), }, { "glCheckFramebufferStatus", reinterpret_cast(glCheckFramebufferStatus), }, { "glClear", reinterpret_cast(glClear), }, { "glClearColor", reinterpret_cast(glClearColor), }, { "glClearDepthf", reinterpret_cast(glClearDepthf), }, { "glClearStencil", reinterpret_cast(glClearStencil), }, { "glColorMask", reinterpret_cast(glColorMask), }, { "glCompileShader", reinterpret_cast(glCompileShader), }, { "glCompressedTexImage2D", reinterpret_cast(glCompressedTexImage2D), }, { "glCompressedTexSubImage2D", reinterpret_cast(glCompressedTexSubImage2D), }, { "glCopyTexImage2D", reinterpret_cast(glCopyTexImage2D), }, { "glCopyTexSubImage2D", reinterpret_cast(glCopyTexSubImage2D), }, { "glCreateProgram", reinterpret_cast(glCreateProgram), }, { "glCreateShader", reinterpret_cast(glCreateShader), }, { "glCullFace", reinterpret_cast(glCullFace), }, { "glDeleteBuffers", reinterpret_cast(glDeleteBuffers), }, { "glDeleteFramebuffers", reinterpret_cast(glDeleteFramebuffers), }, { "glDeleteProgram", reinterpret_cast(glDeleteProgram), }, { "glDeleteRenderbuffers", reinterpret_cast(glDeleteRenderbuffers), }, { "glDeleteShader", reinterpret_cast(glDeleteShader), }, { "glDeleteTextures", reinterpret_cast(glDeleteTextures), }, { "glDepthFunc", reinterpret_cast(glDepthFunc), }, { "glDepthMask", reinterpret_cast(glDepthMask), }, { "glDepthRangef", reinterpret_cast(glDepthRangef), }, { "glDetachShader", reinterpret_cast(glDetachShader), }, { "glDisable", reinterpret_cast(glDisable), }, { "glDisableVertexAttribArray", reinterpret_cast(glDisableVertexAttribArray), }, { "glDrawArrays", reinterpret_cast(glDrawArrays), }, { "glDrawElements", reinterpret_cast(glDrawElements), }, { "glEnable", reinterpret_cast(glEnable), }, { "glEnableVertexAttribArray", reinterpret_cast(glEnableVertexAttribArray), }, { "glFinish", reinterpret_cast(glFinish), }, { "glFlush", reinterpret_cast(glFlush), }, { "glFramebufferRenderbuffer", reinterpret_cast(glFramebufferRenderbuffer), }, { "glFramebufferTexture2D", reinterpret_cast(glFramebufferTexture2D), }, { "glFrontFace", reinterpret_cast(glFrontFace), }, { "glGenBuffers", reinterpret_cast(glGenBuffers), }, { "glGenerateMipmap", reinterpret_cast(glGenerateMipmap), }, { "glGenFramebuffers", reinterpret_cast(glGenFramebuffers), }, { "glGenRenderbuffers", reinterpret_cast(glGenRenderbuffers), }, { "glGenTextures", reinterpret_cast(glGenTextures), }, { "glGetActiveAttrib", reinterpret_cast(glGetActiveAttrib), }, { "glGetActiveUniform", reinterpret_cast(glGetActiveUniform), }, { "glGetAttachedShaders", reinterpret_cast(glGetAttachedShaders), }, { "glGetAttribLocation", reinterpret_cast(glGetAttribLocation), }, { "glGetBooleanv", reinterpret_cast(glGetBooleanv), }, { "glGetBufferParameteriv", reinterpret_cast(glGetBufferParameteriv), }, { "glGetError", reinterpret_cast(glGetError), }, { "glGetFloatv", reinterpret_cast(glGetFloatv), }, { "glGetFramebufferAttachmentParameteriv", reinterpret_cast( glGetFramebufferAttachmentParameteriv), }, { "glGetIntegerv", reinterpret_cast(glGetIntegerv), }, { "glGetProgramiv", reinterpret_cast(glGetProgramiv), }, { "glGetProgramInfoLog", reinterpret_cast(glGetProgramInfoLog), }, { "glGetRenderbufferParameteriv", reinterpret_cast(glGetRenderbufferParameteriv), }, { "glGetShaderiv", reinterpret_cast(glGetShaderiv), }, { "glGetShaderInfoLog", reinterpret_cast(glGetShaderInfoLog), }, { "glGetShaderPrecisionFormat", reinterpret_cast(glGetShaderPrecisionFormat), }, { "glGetShaderSource", reinterpret_cast(glGetShaderSource), }, { "glGetString", reinterpret_cast(glGetString), }, { "glGetTexParameterfv", reinterpret_cast(glGetTexParameterfv), }, { "glGetTexParameteriv", reinterpret_cast(glGetTexParameteriv), }, { "glGetUniformfv", reinterpret_cast(glGetUniformfv), }, { "glGetUniformiv", reinterpret_cast(glGetUniformiv), }, { "glGetUniformLocation", reinterpret_cast(glGetUniformLocation), }, { "glGetVertexAttribfv", reinterpret_cast(glGetVertexAttribfv), }, { "glGetVertexAttribiv", reinterpret_cast(glGetVertexAttribiv), }, { "glGetVertexAttribPointerv", reinterpret_cast(glGetVertexAttribPointerv), }, { "glHint", reinterpret_cast(glHint), }, { "glIsBuffer", reinterpret_cast(glIsBuffer), }, { "glIsEnabled", reinterpret_cast(glIsEnabled), }, { "glIsFramebuffer", reinterpret_cast(glIsFramebuffer), }, { "glIsProgram", reinterpret_cast(glIsProgram), }, { "glIsRenderbuffer", reinterpret_cast(glIsRenderbuffer), }, { "glIsShader", reinterpret_cast(glIsShader), }, { "glIsTexture", reinterpret_cast(glIsTexture), }, { "glLineWidth", reinterpret_cast(glLineWidth), }, { "glLinkProgram", reinterpret_cast(glLinkProgram), }, { "glPixelStorei", reinterpret_cast(glPixelStorei), }, { "glPolygonOffset", reinterpret_cast(glPolygonOffset), }, { "glReadPixels", reinterpret_cast(glReadPixels), }, { "glReleaseShaderCompiler", reinterpret_cast(glReleaseShaderCompiler), }, { "glRenderbufferStorage", reinterpret_cast(glRenderbufferStorage), }, { "glSampleCoverage", reinterpret_cast(glSampleCoverage), }, { "glScissor", reinterpret_cast(glScissor), }, { "glShaderBinary", reinterpret_cast(glShaderBinary), }, { "glShaderSource", reinterpret_cast(glShaderSource), }, { "glShallowFinishCHROMIUM", reinterpret_cast(glShallowFinishCHROMIUM), }, { "glShallowFlushCHROMIUM", reinterpret_cast(glShallowFlushCHROMIUM), }, { "glStencilFunc", reinterpret_cast(glStencilFunc), }, { "glStencilFuncSeparate", reinterpret_cast(glStencilFuncSeparate), }, { "glStencilMask", reinterpret_cast(glStencilMask), }, { "glStencilMaskSeparate", reinterpret_cast(glStencilMaskSeparate), }, { "glStencilOp", reinterpret_cast(glStencilOp), }, { "glStencilOpSeparate", reinterpret_cast(glStencilOpSeparate), }, { "glTexImage2D", reinterpret_cast(glTexImage2D), }, { "glTexParameterf", reinterpret_cast(glTexParameterf), }, { "glTexParameterfv", reinterpret_cast(glTexParameterfv), }, { "glTexParameteri", reinterpret_cast(glTexParameteri), }, { "glTexParameteriv", reinterpret_cast(glTexParameteriv), }, { "glTexSubImage2D", reinterpret_cast(glTexSubImage2D), }, { "glUniform1f", reinterpret_cast(glUniform1f), }, { "glUniform1fv", reinterpret_cast(glUniform1fv), }, { "glUniform1i", reinterpret_cast(glUniform1i), }, { "glUniform1iv", reinterpret_cast(glUniform1iv), }, { "glUniform2f", reinterpret_cast(glUniform2f), }, { "glUniform2fv", reinterpret_cast(glUniform2fv), }, { "glUniform2i", reinterpret_cast(glUniform2i), }, { "glUniform2iv", reinterpret_cast(glUniform2iv), }, { "glUniform3f", reinterpret_cast(glUniform3f), }, { "glUniform3fv", reinterpret_cast(glUniform3fv), }, { "glUniform3i", reinterpret_cast(glUniform3i), }, { "glUniform3iv", reinterpret_cast(glUniform3iv), }, { "glUniform4f", reinterpret_cast(glUniform4f), }, { "glUniform4fv", reinterpret_cast(glUniform4fv), }, { "glUniform4i", reinterpret_cast(glUniform4i), }, { "glUniform4iv", reinterpret_cast(glUniform4iv), }, { "glUniformMatrix2fv", reinterpret_cast(glUniformMatrix2fv), }, { "glUniformMatrix3fv", reinterpret_cast(glUniformMatrix3fv), }, { "glUniformMatrix4fv", reinterpret_cast(glUniformMatrix4fv), }, { "glUseProgram", reinterpret_cast(glUseProgram), }, { "glValidateProgram", reinterpret_cast(glValidateProgram), }, { "glVertexAttrib1f", reinterpret_cast(glVertexAttrib1f), }, { "glVertexAttrib1fv", reinterpret_cast(glVertexAttrib1fv), }, { "glVertexAttrib2f", reinterpret_cast(glVertexAttrib2f), }, { "glVertexAttrib2fv", reinterpret_cast(glVertexAttrib2fv), }, { "glVertexAttrib3f", reinterpret_cast(glVertexAttrib3f), }, { "glVertexAttrib3fv", reinterpret_cast(glVertexAttrib3fv), }, { "glVertexAttrib4f", reinterpret_cast(glVertexAttrib4f), }, { "glVertexAttrib4fv", reinterpret_cast(glVertexAttrib4fv), }, { "glVertexAttribPointer", reinterpret_cast(glVertexAttribPointer), }, { "glViewport", reinterpret_cast(glViewport), }, { "glBlitFramebufferCHROMIUM", reinterpret_cast(glBlitFramebufferCHROMIUM), }, { "glRenderbufferStorageMultisampleCHROMIUM", reinterpret_cast( glRenderbufferStorageMultisampleCHROMIUM), }, { "glRenderbufferStorageMultisampleEXT", reinterpret_cast( glRenderbufferStorageMultisampleEXT), }, { "glFramebufferTexture2DMultisampleEXT", reinterpret_cast( glFramebufferTexture2DMultisampleEXT), }, { "glTexStorage2DEXT", reinterpret_cast(glTexStorage2DEXT), }, { "glGenQueriesEXT", reinterpret_cast(glGenQueriesEXT), }, { "glDeleteQueriesEXT", reinterpret_cast(glDeleteQueriesEXT), }, { "glIsQueryEXT", reinterpret_cast(glIsQueryEXT), }, { "glBeginQueryEXT", reinterpret_cast(glBeginQueryEXT), }, { "glEndQueryEXT", reinterpret_cast(glEndQueryEXT), }, { "glGetQueryivEXT", reinterpret_cast(glGetQueryivEXT), }, { "glGetQueryObjectuivEXT", reinterpret_cast(glGetQueryObjectuivEXT), }, { "glInsertEventMarkerEXT", reinterpret_cast(glInsertEventMarkerEXT), }, { "glPushGroupMarkerEXT", reinterpret_cast(glPushGroupMarkerEXT), }, { "glPopGroupMarkerEXT", reinterpret_cast(glPopGroupMarkerEXT), }, { "glGenVertexArraysOES", reinterpret_cast(glGenVertexArraysOES), }, { "glDeleteVertexArraysOES", reinterpret_cast(glDeleteVertexArraysOES), }, { "glIsVertexArrayOES", reinterpret_cast(glIsVertexArrayOES), }, { "glBindVertexArrayOES", reinterpret_cast(glBindVertexArrayOES), }, { "glSwapBuffers", reinterpret_cast(glSwapBuffers), }, { "glGetMaxValueInBufferCHROMIUM", reinterpret_cast(glGetMaxValueInBufferCHROMIUM), }, { "glGenSharedIdsCHROMIUM", reinterpret_cast(glGenSharedIdsCHROMIUM), }, { "glDeleteSharedIdsCHROMIUM", reinterpret_cast(glDeleteSharedIdsCHROMIUM), }, { "glRegisterSharedIdsCHROMIUM", reinterpret_cast(glRegisterSharedIdsCHROMIUM), }, { "glEnableFeatureCHROMIUM", reinterpret_cast(glEnableFeatureCHROMIUM), }, { "glMapBufferCHROMIUM", reinterpret_cast(glMapBufferCHROMIUM), }, { "glUnmapBufferCHROMIUM", reinterpret_cast(glUnmapBufferCHROMIUM), }, { "glMapImageCHROMIUM", reinterpret_cast(glMapImageCHROMIUM), }, { "glUnmapImageCHROMIUM", reinterpret_cast(glUnmapImageCHROMIUM), }, { "glMapBufferSubDataCHROMIUM", reinterpret_cast(glMapBufferSubDataCHROMIUM), }, { "glUnmapBufferSubDataCHROMIUM", reinterpret_cast(glUnmapBufferSubDataCHROMIUM), }, { "glMapTexSubImage2DCHROMIUM", reinterpret_cast(glMapTexSubImage2DCHROMIUM), }, { "glUnmapTexSubImage2DCHROMIUM", reinterpret_cast(glUnmapTexSubImage2DCHROMIUM), }, { "glResizeCHROMIUM", reinterpret_cast(glResizeCHROMIUM), }, { "glGetRequestableExtensionsCHROMIUM", reinterpret_cast(glGetRequestableExtensionsCHROMIUM), }, { "glRequestExtensionCHROMIUM", reinterpret_cast(glRequestExtensionCHROMIUM), }, { "glRateLimitOffscreenContextCHROMIUM", reinterpret_cast( glRateLimitOffscreenContextCHROMIUM), }, { "glGetMultipleIntegervCHROMIUM", reinterpret_cast(glGetMultipleIntegervCHROMIUM), }, { "glGetProgramInfoCHROMIUM", reinterpret_cast(glGetProgramInfoCHROMIUM), }, { "glCreateStreamTextureCHROMIUM", reinterpret_cast(glCreateStreamTextureCHROMIUM), }, { "glCreateImageCHROMIUM", reinterpret_cast(glCreateImageCHROMIUM), }, { "glDestroyImageCHROMIUM", reinterpret_cast(glDestroyImageCHROMIUM), }, { "glGetImageParameterivCHROMIUM", reinterpret_cast(glGetImageParameterivCHROMIUM), }, { "glGetTranslatedShaderSourceANGLE", reinterpret_cast(glGetTranslatedShaderSourceANGLE), }, { "glPostSubBufferCHROMIUM", reinterpret_cast(glPostSubBufferCHROMIUM), }, { "glTexImageIOSurface2DCHROMIUM", reinterpret_cast(glTexImageIOSurface2DCHROMIUM), }, { "glCopyTextureCHROMIUM", reinterpret_cast(glCopyTextureCHROMIUM), }, { "glDrawArraysInstancedANGLE", reinterpret_cast(glDrawArraysInstancedANGLE), }, { "glDrawElementsInstancedANGLE", reinterpret_cast(glDrawElementsInstancedANGLE), }, { "glVertexAttribDivisorANGLE", reinterpret_cast(glVertexAttribDivisorANGLE), }, { "glGenMailboxCHROMIUM", reinterpret_cast(glGenMailboxCHROMIUM), }, { "glProduceTextureCHROMIUM", reinterpret_cast(glProduceTextureCHROMIUM), }, { "glProduceTextureDirectCHROMIUM", reinterpret_cast(glProduceTextureDirectCHROMIUM), }, { "glConsumeTextureCHROMIUM", reinterpret_cast(glConsumeTextureCHROMIUM), }, { "glCreateAndConsumeTextureCHROMIUM", reinterpret_cast(glCreateAndConsumeTextureCHROMIUM), }, { "glBindUniformLocationCHROMIUM", reinterpret_cast(glBindUniformLocationCHROMIUM), }, { "glBindTexImage2DCHROMIUM", reinterpret_cast(glBindTexImage2DCHROMIUM), }, { "glReleaseTexImage2DCHROMIUM", reinterpret_cast(glReleaseTexImage2DCHROMIUM), }, { "glTraceBeginCHROMIUM", reinterpret_cast(glTraceBeginCHROMIUM), }, { "glTraceEndCHROMIUM", reinterpret_cast(glTraceEndCHROMIUM), }, { "glAsyncTexSubImage2DCHROMIUM", reinterpret_cast(glAsyncTexSubImage2DCHROMIUM), }, { "glAsyncTexImage2DCHROMIUM", reinterpret_cast(glAsyncTexImage2DCHROMIUM), }, { "glWaitAsyncTexImage2DCHROMIUM", reinterpret_cast(glWaitAsyncTexImage2DCHROMIUM), }, { "glWaitAllAsyncTexImage2DCHROMIUM", reinterpret_cast(glWaitAllAsyncTexImage2DCHROMIUM), }, { "glDiscardFramebufferEXT", reinterpret_cast(glDiscardFramebufferEXT), }, { "glLoseContextCHROMIUM", reinterpret_cast(glLoseContextCHROMIUM), }, { "glInsertSyncPointCHROMIUM", reinterpret_cast(glInsertSyncPointCHROMIUM), }, { "glWaitSyncPointCHROMIUM", reinterpret_cast(glWaitSyncPointCHROMIUM), }, { "glDrawBuffersEXT", reinterpret_cast(glDrawBuffersEXT), }, { "glDiscardBackbufferCHROMIUM", reinterpret_cast(glDiscardBackbufferCHROMIUM), }, { "glScheduleOverlayPlaneCHROMIUM", reinterpret_cast(glScheduleOverlayPlaneCHROMIUM), }, { NULL, NULL, }, }; } // namespace gles2 #endif // GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_