// 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 GL_APIENTRY GLES2ActiveTexture(GLenum texture) { gles2::GetGLContext()->ActiveTexture(texture); } void GL_APIENTRY GLES2AttachShader(GLuint program, GLuint shader) { gles2::GetGLContext()->AttachShader(program, shader); } void GL_APIENTRY GLES2BindAttribLocation(GLuint program, GLuint index, const char* name) { gles2::GetGLContext()->BindAttribLocation(program, index, name); } void GL_APIENTRY GLES2BindBuffer(GLenum target, GLuint buffer) { gles2::GetGLContext()->BindBuffer(target, buffer); } void GL_APIENTRY GLES2BindBufferBase(GLenum target, GLuint index, GLuint buffer) { gles2::GetGLContext()->BindBufferBase(target, index, buffer); } void GL_APIENTRY GLES2BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { gles2::GetGLContext()->BindBufferRange(target, index, buffer, offset, size); } void GL_APIENTRY GLES2BindFramebuffer(GLenum target, GLuint framebuffer) { gles2::GetGLContext()->BindFramebuffer(target, framebuffer); } void GL_APIENTRY GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) { gles2::GetGLContext()->BindRenderbuffer(target, renderbuffer); } void GL_APIENTRY GLES2BindSampler(GLuint unit, GLuint sampler) { gles2::GetGLContext()->BindSampler(unit, sampler); } void GL_APIENTRY GLES2BindTexture(GLenum target, GLuint texture) { gles2::GetGLContext()->BindTexture(target, texture); } void GL_APIENTRY GLES2BindTransformFeedback(GLenum target, GLuint transformfeedback) { gles2::GetGLContext()->BindTransformFeedback(target, transformfeedback); } void GL_APIENTRY GLES2BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { gles2::GetGLContext()->BlendColor(red, green, blue, alpha); } void GL_APIENTRY GLES2BlendEquation(GLenum mode) { gles2::GetGLContext()->BlendEquation(mode); } void GL_APIENTRY GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { gles2::GetGLContext()->BlendEquationSeparate(modeRGB, modeAlpha); } void GL_APIENTRY GLES2BlendFunc(GLenum sfactor, GLenum dfactor) { gles2::GetGLContext()->BlendFunc(sfactor, dfactor); } void GL_APIENTRY GLES2BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { gles2::GetGLContext()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } void GL_APIENTRY GLES2BufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage) { gles2::GetGLContext()->BufferData(target, size, data, usage); } void GL_APIENTRY GLES2BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { gles2::GetGLContext()->BufferSubData(target, offset, size, data); } GLenum GL_APIENTRY GLES2CheckFramebufferStatus(GLenum target) { return gles2::GetGLContext()->CheckFramebufferStatus(target); } void GL_APIENTRY GLES2Clear(GLbitfield mask) { gles2::GetGLContext()->Clear(mask); } void GL_APIENTRY GLES2ClearBufferfi(GLenum buffer, GLint drawbuffers, GLfloat depth, GLint stencil) { gles2::GetGLContext()->ClearBufferfi(buffer, drawbuffers, depth, stencil); } void GL_APIENTRY GLES2ClearBufferfv(GLenum buffer, GLint drawbuffers, const GLfloat* value) { gles2::GetGLContext()->ClearBufferfv(buffer, drawbuffers, value); } void GL_APIENTRY GLES2ClearBufferiv(GLenum buffer, GLint drawbuffers, const GLint* value) { gles2::GetGLContext()->ClearBufferiv(buffer, drawbuffers, value); } void GL_APIENTRY GLES2ClearBufferuiv(GLenum buffer, GLint drawbuffers, const GLuint* value) { gles2::GetGLContext()->ClearBufferuiv(buffer, drawbuffers, value); } void GL_APIENTRY GLES2ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { gles2::GetGLContext()->ClearColor(red, green, blue, alpha); } void GL_APIENTRY GLES2ClearDepthf(GLclampf depth) { gles2::GetGLContext()->ClearDepthf(depth); } void GL_APIENTRY GLES2ClearStencil(GLint s) { gles2::GetGLContext()->ClearStencil(s); } GLenum GL_APIENTRY GLES2ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { return gles2::GetGLContext()->ClientWaitSync(sync, flags, timeout); } void GL_APIENTRY GLES2ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { gles2::GetGLContext()->ColorMask(red, green, blue, alpha); } void GL_APIENTRY GLES2CompileShader(GLuint shader) { gles2::GetGLContext()->CompileShader(shader); } void GL_APIENTRY 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 GL_APIENTRY 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 GL_APIENTRY GLES2CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data) { gles2::GetGLContext()->CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); } void GL_APIENTRY GLES2CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) { gles2::GetGLContext()->CompressedTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } void GL_APIENTRY GLES2CopyBufferSubData(GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size) { gles2::GetGLContext()->CopyBufferSubData(readtarget, writetarget, readoffset, writeoffset, size); } void GL_APIENTRY 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 GL_APIENTRY 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); } void GL_APIENTRY GLES2CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); } GLuint GL_APIENTRY GLES2CreateProgram() { return gles2::GetGLContext()->CreateProgram(); } GLuint GL_APIENTRY GLES2CreateShader(GLenum type) { return gles2::GetGLContext()->CreateShader(type); } void GL_APIENTRY GLES2CullFace(GLenum mode) { gles2::GetGLContext()->CullFace(mode); } void GL_APIENTRY GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) { gles2::GetGLContext()->DeleteBuffers(n, buffers); } void GL_APIENTRY GLES2DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { gles2::GetGLContext()->DeleteFramebuffers(n, framebuffers); } void GL_APIENTRY GLES2DeleteProgram(GLuint program) { gles2::GetGLContext()->DeleteProgram(program); } void GL_APIENTRY GLES2DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { gles2::GetGLContext()->DeleteRenderbuffers(n, renderbuffers); } void GL_APIENTRY GLES2DeleteSamplers(GLsizei n, const GLuint* samplers) { gles2::GetGLContext()->DeleteSamplers(n, samplers); } void GL_APIENTRY GLES2DeleteSync(GLsync sync) { gles2::GetGLContext()->DeleteSync(sync); } void GL_APIENTRY GLES2DeleteShader(GLuint shader) { gles2::GetGLContext()->DeleteShader(shader); } void GL_APIENTRY GLES2DeleteTextures(GLsizei n, const GLuint* textures) { gles2::GetGLContext()->DeleteTextures(n, textures); } void GL_APIENTRY GLES2DeleteTransformFeedbacks(GLsizei n, const GLuint* ids) { gles2::GetGLContext()->DeleteTransformFeedbacks(n, ids); } void GL_APIENTRY GLES2DepthFunc(GLenum func) { gles2::GetGLContext()->DepthFunc(func); } void GL_APIENTRY GLES2DepthMask(GLboolean flag) { gles2::GetGLContext()->DepthMask(flag); } void GL_APIENTRY GLES2DepthRangef(GLclampf zNear, GLclampf zFar) { gles2::GetGLContext()->DepthRangef(zNear, zFar); } void GL_APIENTRY GLES2DetachShader(GLuint program, GLuint shader) { gles2::GetGLContext()->DetachShader(program, shader); } void GL_APIENTRY GLES2Disable(GLenum cap) { gles2::GetGLContext()->Disable(cap); } void GL_APIENTRY GLES2DisableVertexAttribArray(GLuint index) { gles2::GetGLContext()->DisableVertexAttribArray(index); } void GL_APIENTRY GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) { gles2::GetGLContext()->DrawArrays(mode, first, count); } void GL_APIENTRY GLES2DrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices) { gles2::GetGLContext()->DrawElements(mode, count, type, indices); } void GL_APIENTRY GLES2DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices) { gles2::GetGLContext()->DrawRangeElements(mode, start, end, count, type, indices); } void GL_APIENTRY GLES2Enable(GLenum cap) { gles2::GetGLContext()->Enable(cap); } void GL_APIENTRY GLES2EnableVertexAttribArray(GLuint index) { gles2::GetGLContext()->EnableVertexAttribArray(index); } GLsync GL_APIENTRY GLES2FenceSync(GLenum condition, GLbitfield flags) { return gles2::GetGLContext()->FenceSync(condition, flags); } void GL_APIENTRY GLES2Finish() { gles2::GetGLContext()->Finish(); } void GL_APIENTRY GLES2Flush() { gles2::GetGLContext()->Flush(); } void GL_APIENTRY GLES2FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { gles2::GetGLContext()->FramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } void GL_APIENTRY GLES2FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { gles2::GetGLContext()->FramebufferTexture2D(target, attachment, textarget, texture, level); } void GL_APIENTRY GLES2FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { gles2::GetGLContext()->FramebufferTextureLayer(target, attachment, texture, level, layer); } void GL_APIENTRY GLES2FrontFace(GLenum mode) { gles2::GetGLContext()->FrontFace(mode); } void GL_APIENTRY GLES2GenBuffers(GLsizei n, GLuint* buffers) { gles2::GetGLContext()->GenBuffers(n, buffers); } void GL_APIENTRY GLES2GenerateMipmap(GLenum target) { gles2::GetGLContext()->GenerateMipmap(target); } void GL_APIENTRY GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) { gles2::GetGLContext()->GenFramebuffers(n, framebuffers); } void GL_APIENTRY GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { gles2::GetGLContext()->GenRenderbuffers(n, renderbuffers); } void GL_APIENTRY GLES2GenSamplers(GLsizei n, GLuint* samplers) { gles2::GetGLContext()->GenSamplers(n, samplers); } void GL_APIENTRY GLES2GenTextures(GLsizei n, GLuint* textures) { gles2::GetGLContext()->GenTextures(n, textures); } void GL_APIENTRY GLES2GenTransformFeedbacks(GLsizei n, GLuint* ids) { gles2::GetGLContext()->GenTransformFeedbacks(n, ids); } void GL_APIENTRY 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 GL_APIENTRY 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 GL_APIENTRY GLES2GetActiveUniformBlockiv(GLuint program, GLuint index, GLenum pname, GLint* params) { gles2::GetGLContext()->GetActiveUniformBlockiv(program, index, pname, params); } void GL_APIENTRY GLES2GetActiveUniformBlockName(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, char* name) { gles2::GetGLContext()->GetActiveUniformBlockName(program, index, bufsize, length, name); } void GL_APIENTRY GLES2GetActiveUniformsiv(GLuint program, GLsizei count, const GLuint* indices, GLenum pname, GLint* params) { gles2::GetGLContext()->GetActiveUniformsiv(program, count, indices, pname, params); } void GL_APIENTRY GLES2GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { gles2::GetGLContext()->GetAttachedShaders(program, maxcount, count, shaders); } GLint GL_APIENTRY GLES2GetAttribLocation(GLuint program, const char* name) { return gles2::GetGLContext()->GetAttribLocation(program, name); } void GL_APIENTRY GLES2GetBooleanv(GLenum pname, GLboolean* params) { gles2::GetGLContext()->GetBooleanv(pname, params); } void GL_APIENTRY GLES2GetBufferParameteri64v(GLenum target, GLenum pname, GLint64* params) { gles2::GetGLContext()->GetBufferParameteri64v(target, pname, params); } void GL_APIENTRY GLES2GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { gles2::GetGLContext()->GetBufferParameteriv(target, pname, params); } GLenum GL_APIENTRY GLES2GetError() { return gles2::GetGLContext()->GetError(); } void GL_APIENTRY GLES2GetFloatv(GLenum pname, GLfloat* params) { gles2::GetGLContext()->GetFloatv(pname, params); } GLint GL_APIENTRY GLES2GetFragDataLocation(GLuint program, const char* name) { return gles2::GetGLContext()->GetFragDataLocation(program, name); } void GL_APIENTRY GLES2GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { gles2::GetGLContext()->GetFramebufferAttachmentParameteriv(target, attachment, pname, params); } void GL_APIENTRY GLES2GetInteger64v(GLenum pname, GLint64* params) { gles2::GetGLContext()->GetInteger64v(pname, params); } void GL_APIENTRY GLES2GetIntegeri_v(GLenum pname, GLuint index, GLint* data) { gles2::GetGLContext()->GetIntegeri_v(pname, index, data); } void GL_APIENTRY GLES2GetInteger64i_v(GLenum pname, GLuint index, GLint64* data) { gles2::GetGLContext()->GetInteger64i_v(pname, index, data); } void GL_APIENTRY GLES2GetIntegerv(GLenum pname, GLint* params) { gles2::GetGLContext()->GetIntegerv(pname, params); } void GL_APIENTRY GLES2GetInternalformativ(GLenum target, GLenum format, GLenum pname, GLsizei bufSize, GLint* params) { gles2::GetGLContext()->GetInternalformativ(target, format, pname, bufSize, params); } void GL_APIENTRY GLES2GetProgramiv(GLuint program, GLenum pname, GLint* params) { gles2::GetGLContext()->GetProgramiv(program, pname, params); } void GL_APIENTRY GLES2GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { gles2::GetGLContext()->GetProgramInfoLog(program, bufsize, length, infolog); } void GL_APIENTRY GLES2GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { gles2::GetGLContext()->GetRenderbufferParameteriv(target, pname, params); } void GL_APIENTRY GLES2GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params) { gles2::GetGLContext()->GetSamplerParameterfv(sampler, pname, params); } void GL_APIENTRY GLES2GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params) { gles2::GetGLContext()->GetSamplerParameteriv(sampler, pname, params); } void GL_APIENTRY GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) { gles2::GetGLContext()->GetShaderiv(shader, pname, params); } void GL_APIENTRY GLES2GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { gles2::GetGLContext()->GetShaderInfoLog(shader, bufsize, length, infolog); } void GL_APIENTRY GLES2GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { gles2::GetGLContext()->GetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } void GL_APIENTRY GLES2GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { gles2::GetGLContext()->GetShaderSource(shader, bufsize, length, source); } const GLubyte* GL_APIENTRY GLES2GetString(GLenum name) { return gles2::GetGLContext()->GetString(name); } void GL_APIENTRY GLES2GetSynciv(GLsync sync, GLenum pname, GLsizei bufsize, GLsizei* length, GLint* values) { gles2::GetGLContext()->GetSynciv(sync, pname, bufsize, length, values); } void GL_APIENTRY GLES2GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { gles2::GetGLContext()->GetTexParameterfv(target, pname, params); } void GL_APIENTRY GLES2GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { gles2::GetGLContext()->GetTexParameteriv(target, pname, params); } void GL_APIENTRY GLES2GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLsizei* size, GLenum* type, char* name) { gles2::GetGLContext()->GetTransformFeedbackVarying(program, index, bufsize, length, size, type, name); } GLuint GL_APIENTRY GLES2GetUniformBlockIndex(GLuint program, const char* name) { return gles2::GetGLContext()->GetUniformBlockIndex(program, name); } void GL_APIENTRY GLES2GetUniformfv(GLuint program, GLint location, GLfloat* params) { gles2::GetGLContext()->GetUniformfv(program, location, params); } void GL_APIENTRY GLES2GetUniformiv(GLuint program, GLint location, GLint* params) { gles2::GetGLContext()->GetUniformiv(program, location, params); } void GL_APIENTRY GLES2GetUniformuiv(GLuint program, GLint location, GLuint* params) { gles2::GetGLContext()->GetUniformuiv(program, location, params); } void GL_APIENTRY GLES2GetUniformIndices(GLuint program, GLsizei count, const char* const* names, GLuint* indices) { gles2::GetGLContext()->GetUniformIndices(program, count, names, indices); } GLint GL_APIENTRY GLES2GetUniformLocation(GLuint program, const char* name) { return gles2::GetGLContext()->GetUniformLocation(program, name); } void GL_APIENTRY GLES2GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { gles2::GetGLContext()->GetVertexAttribfv(index, pname, params); } void GL_APIENTRY GLES2GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { gles2::GetGLContext()->GetVertexAttribiv(index, pname, params); } void GL_APIENTRY GLES2GetVertexAttribIiv(GLuint index, GLenum pname, GLint* params) { gles2::GetGLContext()->GetVertexAttribIiv(index, pname, params); } void GL_APIENTRY GLES2GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params) { gles2::GetGLContext()->GetVertexAttribIuiv(index, pname, params); } void GL_APIENTRY GLES2GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { gles2::GetGLContext()->GetVertexAttribPointerv(index, pname, pointer); } void GL_APIENTRY GLES2Hint(GLenum target, GLenum mode) { gles2::GetGLContext()->Hint(target, mode); } void GL_APIENTRY GLES2InvalidateFramebuffer(GLenum target, GLsizei count, const GLenum* attachments) { gles2::GetGLContext()->InvalidateFramebuffer(target, count, attachments); } void GL_APIENTRY GLES2InvalidateSubFramebuffer(GLenum target, GLsizei count, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->InvalidateSubFramebuffer(target, count, attachments, x, y, width, height); } GLboolean GL_APIENTRY GLES2IsBuffer(GLuint buffer) { return gles2::GetGLContext()->IsBuffer(buffer); } GLboolean GL_APIENTRY GLES2IsEnabled(GLenum cap) { return gles2::GetGLContext()->IsEnabled(cap); } GLboolean GL_APIENTRY GLES2IsFramebuffer(GLuint framebuffer) { return gles2::GetGLContext()->IsFramebuffer(framebuffer); } GLboolean GL_APIENTRY GLES2IsProgram(GLuint program) { return gles2::GetGLContext()->IsProgram(program); } GLboolean GL_APIENTRY GLES2IsRenderbuffer(GLuint renderbuffer) { return gles2::GetGLContext()->IsRenderbuffer(renderbuffer); } GLboolean GL_APIENTRY GLES2IsSampler(GLuint sampler) { return gles2::GetGLContext()->IsSampler(sampler); } GLboolean GL_APIENTRY GLES2IsShader(GLuint shader) { return gles2::GetGLContext()->IsShader(shader); } GLboolean GL_APIENTRY GLES2IsSync(GLsync sync) { return gles2::GetGLContext()->IsSync(sync); } GLboolean GL_APIENTRY GLES2IsTexture(GLuint texture) { return gles2::GetGLContext()->IsTexture(texture); } GLboolean GL_APIENTRY GLES2IsTransformFeedback(GLuint transformfeedback) { return gles2::GetGLContext()->IsTransformFeedback(transformfeedback); } void GL_APIENTRY GLES2LineWidth(GLfloat width) { gles2::GetGLContext()->LineWidth(width); } void GL_APIENTRY GLES2LinkProgram(GLuint program) { gles2::GetGLContext()->LinkProgram(program); } void GL_APIENTRY GLES2PauseTransformFeedback() { gles2::GetGLContext()->PauseTransformFeedback(); } void GL_APIENTRY GLES2PixelStorei(GLenum pname, GLint param) { gles2::GetGLContext()->PixelStorei(pname, param); } void GL_APIENTRY GLES2PolygonOffset(GLfloat factor, GLfloat units) { gles2::GetGLContext()->PolygonOffset(factor, units); } void GL_APIENTRY GLES2ReadBuffer(GLenum src) { gles2::GetGLContext()->ReadBuffer(src); } void GL_APIENTRY 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 GL_APIENTRY GLES2ReleaseShaderCompiler() { gles2::GetGLContext()->ReleaseShaderCompiler(); } void GL_APIENTRY GLES2RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { gles2::GetGLContext()->RenderbufferStorage(target, internalformat, width, height); } void GL_APIENTRY GLES2ResumeTransformFeedback() { gles2::GetGLContext()->ResumeTransformFeedback(); } void GL_APIENTRY GLES2SampleCoverage(GLclampf value, GLboolean invert) { gles2::GetGLContext()->SampleCoverage(value, invert); } void GL_APIENTRY GLES2SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { gles2::GetGLContext()->SamplerParameterf(sampler, pname, param); } void GL_APIENTRY GLES2SamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* params) { gles2::GetGLContext()->SamplerParameterfv(sampler, pname, params); } void GL_APIENTRY GLES2SamplerParameteri(GLuint sampler, GLenum pname, GLint param) { gles2::GetGLContext()->SamplerParameteri(sampler, pname, param); } void GL_APIENTRY GLES2SamplerParameteriv(GLuint sampler, GLenum pname, const GLint* params) { gles2::GetGLContext()->SamplerParameteriv(sampler, pname, params); } void GL_APIENTRY GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->Scissor(x, y, width, height); } void GL_APIENTRY GLES2ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length) { gles2::GetGLContext()->ShaderBinary(n, shaders, binaryformat, binary, length); } void GL_APIENTRY GLES2ShaderSource(GLuint shader, GLsizei count, const GLchar* const* str, const GLint* length) { gles2::GetGLContext()->ShaderSource(shader, count, str, length); } void GL_APIENTRY GLES2ShallowFinishCHROMIUM() { gles2::GetGLContext()->ShallowFinishCHROMIUM(); } void GL_APIENTRY GLES2ShallowFlushCHROMIUM() { gles2::GetGLContext()->ShallowFlushCHROMIUM(); } void GL_APIENTRY GLES2OrderingBarrierCHROMIUM() { gles2::GetGLContext()->OrderingBarrierCHROMIUM(); } void GL_APIENTRY GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) { gles2::GetGLContext()->StencilFunc(func, ref, mask); } void GL_APIENTRY GLES2StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { gles2::GetGLContext()->StencilFuncSeparate(face, func, ref, mask); } void GL_APIENTRY GLES2StencilMask(GLuint mask) { gles2::GetGLContext()->StencilMask(mask); } void GL_APIENTRY GLES2StencilMaskSeparate(GLenum face, GLuint mask) { gles2::GetGLContext()->StencilMaskSeparate(face, mask); } void GL_APIENTRY GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { gles2::GetGLContext()->StencilOp(fail, zfail, zpass); } void GL_APIENTRY GLES2StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { gles2::GetGLContext()->StencilOpSeparate(face, fail, zfail, zpass); } void GL_APIENTRY 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 GL_APIENTRY GLES2TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels) { gles2::GetGLContext()->TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); } void GL_APIENTRY GLES2TexParameterf(GLenum target, GLenum pname, GLfloat param) { gles2::GetGLContext()->TexParameterf(target, pname, param); } void GL_APIENTRY GLES2TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { gles2::GetGLContext()->TexParameterfv(target, pname, params); } void GL_APIENTRY GLES2TexParameteri(GLenum target, GLenum pname, GLint param) { gles2::GetGLContext()->TexParameteri(target, pname, param); } void GL_APIENTRY GLES2TexParameteriv(GLenum target, GLenum pname, const GLint* params) { gles2::GetGLContext()->TexParameteriv(target, pname, params); } void GL_APIENTRY GLES2TexStorage3D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth) { gles2::GetGLContext()->TexStorage3D(target, levels, internalFormat, width, height, depth); } void GL_APIENTRY 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 GL_APIENTRY GLES2TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) { gles2::GetGLContext()->TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } void GL_APIENTRY GLES2TransformFeedbackVaryings(GLuint program, GLsizei count, const char* const* varyings, GLenum buffermode) { gles2::GetGLContext()->TransformFeedbackVaryings(program, count, varyings, buffermode); } void GL_APIENTRY GLES2Uniform1f(GLint location, GLfloat x) { gles2::GetGLContext()->Uniform1f(location, x); } void GL_APIENTRY GLES2Uniform1fv(GLint location, GLsizei count, const GLfloat* v) { gles2::GetGLContext()->Uniform1fv(location, count, v); } void GL_APIENTRY GLES2Uniform1i(GLint location, GLint x) { gles2::GetGLContext()->Uniform1i(location, x); } void GL_APIENTRY GLES2Uniform1iv(GLint location, GLsizei count, const GLint* v) { gles2::GetGLContext()->Uniform1iv(location, count, v); } void GL_APIENTRY GLES2Uniform1ui(GLint location, GLuint x) { gles2::GetGLContext()->Uniform1ui(location, x); } void GL_APIENTRY GLES2Uniform1uiv(GLint location, GLsizei count, const GLuint* v) { gles2::GetGLContext()->Uniform1uiv(location, count, v); } void GL_APIENTRY GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) { gles2::GetGLContext()->Uniform2f(location, x, y); } void GL_APIENTRY GLES2Uniform2fv(GLint location, GLsizei count, const GLfloat* v) { gles2::GetGLContext()->Uniform2fv(location, count, v); } void GL_APIENTRY GLES2Uniform2i(GLint location, GLint x, GLint y) { gles2::GetGLContext()->Uniform2i(location, x, y); } void GL_APIENTRY GLES2Uniform2iv(GLint location, GLsizei count, const GLint* v) { gles2::GetGLContext()->Uniform2iv(location, count, v); } void GL_APIENTRY GLES2Uniform2ui(GLint location, GLuint x, GLuint y) { gles2::GetGLContext()->Uniform2ui(location, x, y); } void GL_APIENTRY GLES2Uniform2uiv(GLint location, GLsizei count, const GLuint* v) { gles2::GetGLContext()->Uniform2uiv(location, count, v); } void GL_APIENTRY GLES2Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { gles2::GetGLContext()->Uniform3f(location, x, y, z); } void GL_APIENTRY GLES2Uniform3fv(GLint location, GLsizei count, const GLfloat* v) { gles2::GetGLContext()->Uniform3fv(location, count, v); } void GL_APIENTRY GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) { gles2::GetGLContext()->Uniform3i(location, x, y, z); } void GL_APIENTRY GLES2Uniform3iv(GLint location, GLsizei count, const GLint* v) { gles2::GetGLContext()->Uniform3iv(location, count, v); } void GL_APIENTRY GLES2Uniform3ui(GLint location, GLuint x, GLuint y, GLuint z) { gles2::GetGLContext()->Uniform3ui(location, x, y, z); } void GL_APIENTRY GLES2Uniform3uiv(GLint location, GLsizei count, const GLuint* v) { gles2::GetGLContext()->Uniform3uiv(location, count, v); } void GL_APIENTRY GLES2Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { gles2::GetGLContext()->Uniform4f(location, x, y, z, w); } void GL_APIENTRY GLES2Uniform4fv(GLint location, GLsizei count, const GLfloat* v) { gles2::GetGLContext()->Uniform4fv(location, count, v); } void GL_APIENTRY GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { gles2::GetGLContext()->Uniform4i(location, x, y, z, w); } void GL_APIENTRY GLES2Uniform4iv(GLint location, GLsizei count, const GLint* v) { gles2::GetGLContext()->Uniform4iv(location, count, v); } void GL_APIENTRY GLES2Uniform4ui(GLint location, GLuint x, GLuint y, GLuint z, GLuint w) { gles2::GetGLContext()->Uniform4ui(location, x, y, z, w); } void GL_APIENTRY GLES2Uniform4uiv(GLint location, GLsizei count, const GLuint* v) { gles2::GetGLContext()->Uniform4uiv(location, count, v); } void GL_APIENTRY GLES2UniformBlockBinding(GLuint program, GLuint index, GLuint binding) { gles2::GetGLContext()->UniformBlockBinding(program, index, binding); } void GL_APIENTRY GLES2UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix2fv(location, count, transpose, value); } void GL_APIENTRY GLES2UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix2x3fv(location, count, transpose, value); } void GL_APIENTRY GLES2UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix2x4fv(location, count, transpose, value); } void GL_APIENTRY GLES2UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix3fv(location, count, transpose, value); } void GL_APIENTRY GLES2UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix3x2fv(location, count, transpose, value); } void GL_APIENTRY GLES2UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix3x4fv(location, count, transpose, value); } void GL_APIENTRY GLES2UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix4fv(location, count, transpose, value); } void GL_APIENTRY GLES2UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix4x2fv(location, count, transpose, value); } void GL_APIENTRY GLES2UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { gles2::GetGLContext()->UniformMatrix4x3fv(location, count, transpose, value); } void GL_APIENTRY GLES2UseProgram(GLuint program) { gles2::GetGLContext()->UseProgram(program); } void GL_APIENTRY GLES2ValidateProgram(GLuint program) { gles2::GetGLContext()->ValidateProgram(program); } void GL_APIENTRY GLES2VertexAttrib1f(GLuint indx, GLfloat x) { gles2::GetGLContext()->VertexAttrib1f(indx, x); } void GL_APIENTRY GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib1fv(indx, values); } void GL_APIENTRY GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { gles2::GetGLContext()->VertexAttrib2f(indx, x, y); } void GL_APIENTRY GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib2fv(indx, values); } void GL_APIENTRY GLES2VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { gles2::GetGLContext()->VertexAttrib3f(indx, x, y, z); } void GL_APIENTRY GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib3fv(indx, values); } void GL_APIENTRY GLES2VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { gles2::GetGLContext()->VertexAttrib4f(indx, x, y, z, w); } void GL_APIENTRY GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) { gles2::GetGLContext()->VertexAttrib4fv(indx, values); } void GL_APIENTRY GLES2VertexAttribI4i(GLuint indx, GLint x, GLint y, GLint z, GLint w) { gles2::GetGLContext()->VertexAttribI4i(indx, x, y, z, w); } void GL_APIENTRY GLES2VertexAttribI4iv(GLuint indx, const GLint* values) { gles2::GetGLContext()->VertexAttribI4iv(indx, values); } void GL_APIENTRY GLES2VertexAttribI4ui(GLuint indx, GLuint x, GLuint y, GLuint z, GLuint w) { gles2::GetGLContext()->VertexAttribI4ui(indx, x, y, z, w); } void GL_APIENTRY GLES2VertexAttribI4uiv(GLuint indx, const GLuint* values) { gles2::GetGLContext()->VertexAttribI4uiv(indx, values); } void GL_APIENTRY GLES2VertexAttribIPointer(GLuint indx, GLint size, GLenum type, GLsizei stride, const void* ptr) { gles2::GetGLContext()->VertexAttribIPointer(indx, size, type, stride, ptr); } void GL_APIENTRY GLES2VertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { gles2::GetGLContext()->VertexAttribPointer(indx, size, type, normalized, stride, ptr); } void GL_APIENTRY GLES2Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->Viewport(x, y, width, height); } void GL_APIENTRY GLES2WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { gles2::GetGLContext()->WaitSync(sync, flags, timeout); } void GL_APIENTRY 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 GL_APIENTRY GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { gles2::GetGLContext()->RenderbufferStorageMultisampleCHROMIUM( target, samples, internalformat, width, height); } void GL_APIENTRY GLES2RenderbufferStorageMultisampleEXT(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { gles2::GetGLContext()->RenderbufferStorageMultisampleEXT( target, samples, internalformat, width, height); } void GL_APIENTRY GLES2FramebufferTexture2DMultisampleEXT(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) { gles2::GetGLContext()->FramebufferTexture2DMultisampleEXT( target, attachment, textarget, texture, level, samples); } void GL_APIENTRY GLES2TexStorage2DEXT(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height) { gles2::GetGLContext()->TexStorage2DEXT(target, levels, internalFormat, width, height); } void GL_APIENTRY GLES2GenQueriesEXT(GLsizei n, GLuint* queries) { gles2::GetGLContext()->GenQueriesEXT(n, queries); } void GL_APIENTRY GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) { gles2::GetGLContext()->DeleteQueriesEXT(n, queries); } void GL_APIENTRY GLES2QueryCounterEXT(GLuint id, GLenum target) { gles2::GetGLContext()->QueryCounterEXT(id, target); } GLboolean GL_APIENTRY GLES2IsQueryEXT(GLuint id) { return gles2::GetGLContext()->IsQueryEXT(id); } void GL_APIENTRY GLES2BeginQueryEXT(GLenum target, GLuint id) { gles2::GetGLContext()->BeginQueryEXT(target, id); } void GL_APIENTRY GLES2BeginTransformFeedback(GLenum primitivemode) { gles2::GetGLContext()->BeginTransformFeedback(primitivemode); } void GL_APIENTRY GLES2EndQueryEXT(GLenum target) { gles2::GetGLContext()->EndQueryEXT(target); } void GL_APIENTRY GLES2EndTransformFeedback() { gles2::GetGLContext()->EndTransformFeedback(); } void GL_APIENTRY GLES2GetQueryivEXT(GLenum target, GLenum pname, GLint* params) { gles2::GetGLContext()->GetQueryivEXT(target, pname, params); } void GL_APIENTRY GLES2GetQueryObjectivEXT(GLuint id, GLenum pname, GLint* params) { gles2::GetGLContext()->GetQueryObjectivEXT(id, pname, params); } void GL_APIENTRY GLES2GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint* params) { gles2::GetGLContext()->GetQueryObjectuivEXT(id, pname, params); } void GL_APIENTRY GLES2GetQueryObjecti64vEXT(GLuint id, GLenum pname, GLint64* params) { gles2::GetGLContext()->GetQueryObjecti64vEXT(id, pname, params); } void GL_APIENTRY GLES2GetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64* params) { gles2::GetGLContext()->GetQueryObjectui64vEXT(id, pname, params); } void GL_APIENTRY GLES2SetDisjointValueSyncCHROMIUM() { gles2::GetGLContext()->SetDisjointValueSyncCHROMIUM(); } void GL_APIENTRY GLES2InsertEventMarkerEXT(GLsizei length, const GLchar* marker) { gles2::GetGLContext()->InsertEventMarkerEXT(length, marker); } void GL_APIENTRY GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) { gles2::GetGLContext()->PushGroupMarkerEXT(length, marker); } void GL_APIENTRY GLES2PopGroupMarkerEXT() { gles2::GetGLContext()->PopGroupMarkerEXT(); } void GL_APIENTRY GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) { gles2::GetGLContext()->GenVertexArraysOES(n, arrays); } void GL_APIENTRY GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) { gles2::GetGLContext()->DeleteVertexArraysOES(n, arrays); } GLboolean GL_APIENTRY GLES2IsVertexArrayOES(GLuint array) { return gles2::GetGLContext()->IsVertexArrayOES(array); } void GL_APIENTRY GLES2BindVertexArrayOES(GLuint array) { gles2::GetGLContext()->BindVertexArrayOES(array); } void GL_APIENTRY GLES2SwapBuffers() { gles2::GetGLContext()->SwapBuffers(); } GLuint GL_APIENTRY GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id, GLsizei count, GLenum type, GLuint offset) { return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM(buffer_id, count, type, offset); } GLboolean GL_APIENTRY GLES2EnableFeatureCHROMIUM(const char* feature) { return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature); } void* GL_APIENTRY GLES2MapBufferCHROMIUM(GLuint target, GLenum access) { return gles2::GetGLContext()->MapBufferCHROMIUM(target, access); } GLboolean GL_APIENTRY GLES2UnmapBufferCHROMIUM(GLuint target) { return gles2::GetGLContext()->UnmapBufferCHROMIUM(target); } void* GL_APIENTRY GLES2MapBufferSubDataCHROMIUM(GLuint target, GLintptr offset, GLsizeiptr size, GLenum access) { return gles2::GetGLContext()->MapBufferSubDataCHROMIUM(target, offset, size, access); } void GL_APIENTRY GLES2UnmapBufferSubDataCHROMIUM(const void* mem) { gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem); } void* GL_APIENTRY GLES2MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr size, GLbitfield access) { return gles2::GetGLContext()->MapBufferRange(target, offset, size, access); } GLboolean GL_APIENTRY GLES2UnmapBuffer(GLenum target) { return gles2::GetGLContext()->UnmapBuffer(target); } void* GL_APIENTRY 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 GL_APIENTRY GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) { gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem); } void GL_APIENTRY GLES2ResizeCHROMIUM(GLuint width, GLuint height, GLfloat scale_factor) { gles2::GetGLContext()->ResizeCHROMIUM(width, height, scale_factor); } const GLchar* GL_APIENTRY GLES2GetRequestableExtensionsCHROMIUM() { return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM(); } void GL_APIENTRY GLES2RequestExtensionCHROMIUM(const char* extension) { gles2::GetGLContext()->RequestExtensionCHROMIUM(extension); } void GL_APIENTRY GLES2GetProgramInfoCHROMIUM(GLuint program, GLsizei bufsize, GLsizei* size, void* info) { gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info); } void GL_APIENTRY GLES2GetUniformBlocksCHROMIUM(GLuint program, GLsizei bufsize, GLsizei* size, void* info) { gles2::GetGLContext()->GetUniformBlocksCHROMIUM(program, bufsize, size, info); } void GL_APIENTRY GLES2GetTransformFeedbackVaryingsCHROMIUM(GLuint program, GLsizei bufsize, GLsizei* size, void* info) { gles2::GetGLContext()->GetTransformFeedbackVaryingsCHROMIUM(program, bufsize, size, info); } void GL_APIENTRY GLES2GetUniformsES3CHROMIUM(GLuint program, GLsizei bufsize, GLsizei* size, void* info) { gles2::GetGLContext()->GetUniformsES3CHROMIUM(program, bufsize, size, info); } GLuint GL_APIENTRY GLES2CreateStreamTextureCHROMIUM(GLuint texture) { return gles2::GetGLContext()->CreateStreamTextureCHROMIUM(texture); } GLuint GL_APIENTRY GLES2CreateImageCHROMIUM(ClientBuffer buffer, GLsizei width, GLsizei height, GLenum internalformat) { return gles2::GetGLContext()->CreateImageCHROMIUM(buffer, width, height, internalformat); } void GL_APIENTRY GLES2DestroyImageCHROMIUM(GLuint image_id) { gles2::GetGLContext()->DestroyImageCHROMIUM(image_id); } GLuint GL_APIENTRY GLES2CreateGpuMemoryBufferImageCHROMIUM(GLsizei width, GLsizei height, GLenum internalformat, GLenum usage) { return gles2::GetGLContext()->CreateGpuMemoryBufferImageCHROMIUM( width, height, internalformat, usage); } void GL_APIENTRY GLES2GetTranslatedShaderSourceANGLE(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { gles2::GetGLContext()->GetTranslatedShaderSourceANGLE(shader, bufsize, length, source); } void GL_APIENTRY GLES2PostSubBufferCHROMIUM(GLint x, GLint y, GLint width, GLint height) { gles2::GetGLContext()->PostSubBufferCHROMIUM(x, y, width, height); } void GL_APIENTRY GLES2TexImageIOSurface2DCHROMIUM(GLenum target, GLsizei width, GLsizei height, GLuint ioSurfaceId, GLuint plane) { gles2::GetGLContext()->TexImageIOSurface2DCHROMIUM(target, width, height, ioSurfaceId, plane); } void GL_APIENTRY GLES2CopyTextureCHROMIUM(GLenum target, GLenum source_id, GLenum dest_id, GLint internalformat, GLenum dest_type, GLboolean unpack_flip_y, GLboolean unpack_premultiply_alpha, GLboolean unpack_unmultiply_alpha) { gles2::GetGLContext()->CopyTextureCHROMIUM( target, source_id, dest_id, internalformat, dest_type, unpack_flip_y, unpack_premultiply_alpha, unpack_unmultiply_alpha); } void GL_APIENTRY GLES2CopySubTextureCHROMIUM(GLenum target, GLenum source_id, GLenum dest_id, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, GLboolean unpack_flip_y, GLboolean unpack_premultiply_alpha, GLboolean unpack_unmultiply_alpha) { gles2::GetGLContext()->CopySubTextureCHROMIUM( target, source_id, dest_id, xoffset, yoffset, x, y, width, height, unpack_flip_y, unpack_premultiply_alpha, unpack_unmultiply_alpha); } void GL_APIENTRY GLES2CompressedCopyTextureCHROMIUM(GLenum target, GLenum source_id, GLenum dest_id) { gles2::GetGLContext()->CompressedCopyTextureCHROMIUM(target, source_id, dest_id); } void GL_APIENTRY GLES2CompressedCopySubTextureCHROMIUM(GLenum target, GLenum source_id, GLenum dest_id, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { gles2::GetGLContext()->CompressedCopySubTextureCHROMIUM( target, source_id, dest_id, xoffset, yoffset, x, y, width, height); } void GL_APIENTRY GLES2DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei primcount) { gles2::GetGLContext()->DrawArraysInstancedANGLE(mode, first, count, primcount); } void GL_APIENTRY GLES2DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount) { gles2::GetGLContext()->DrawElementsInstancedANGLE(mode, count, type, indices, primcount); } void GL_APIENTRY GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) { gles2::GetGLContext()->VertexAttribDivisorANGLE(index, divisor); } void GL_APIENTRY GLES2GenMailboxCHROMIUM(GLbyte* mailbox) { gles2::GetGLContext()->GenMailboxCHROMIUM(mailbox); } void GL_APIENTRY GLES2ProduceTextureCHROMIUM(GLenum target, const GLbyte* mailbox) { gles2::GetGLContext()->ProduceTextureCHROMIUM(target, mailbox); } void GL_APIENTRY GLES2ProduceTextureDirectCHROMIUM(GLuint texture, GLenum target, const GLbyte* mailbox) { gles2::GetGLContext()->ProduceTextureDirectCHROMIUM(texture, target, mailbox); } void GL_APIENTRY GLES2ConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) { gles2::GetGLContext()->ConsumeTextureCHROMIUM(target, mailbox); } GLuint GL_APIENTRY GLES2CreateAndConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) { return gles2::GetGLContext()->CreateAndConsumeTextureCHROMIUM(target, mailbox); } void GL_APIENTRY GLES2BindUniformLocationCHROMIUM(GLuint program, GLint location, const char* name) { gles2::GetGLContext()->BindUniformLocationCHROMIUM(program, location, name); } void GL_APIENTRY GLES2GenValuebuffersCHROMIUM(GLsizei n, GLuint* buffers) { gles2::GetGLContext()->GenValuebuffersCHROMIUM(n, buffers); } void GL_APIENTRY GLES2DeleteValuebuffersCHROMIUM(GLsizei n, const GLuint* valuebuffers) { gles2::GetGLContext()->DeleteValuebuffersCHROMIUM(n, valuebuffers); } GLboolean GL_APIENTRY GLES2IsValuebufferCHROMIUM(GLuint valuebuffer) { return gles2::GetGLContext()->IsValuebufferCHROMIUM(valuebuffer); } void GL_APIENTRY GLES2BindValuebufferCHROMIUM(GLenum target, GLuint valuebuffer) { gles2::GetGLContext()->BindValuebufferCHROMIUM(target, valuebuffer); } void GL_APIENTRY GLES2SubscribeValueCHROMIUM(GLenum target, GLenum subscription) { gles2::GetGLContext()->SubscribeValueCHROMIUM(target, subscription); } void GL_APIENTRY GLES2PopulateSubscribedValuesCHROMIUM(GLenum target) { gles2::GetGLContext()->PopulateSubscribedValuesCHROMIUM(target); } void GL_APIENTRY GLES2UniformValuebufferCHROMIUM(GLint location, GLenum target, GLenum subscription) { gles2::GetGLContext()->UniformValuebufferCHROMIUM(location, target, subscription); } void GL_APIENTRY GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) { gles2::GetGLContext()->BindTexImage2DCHROMIUM(target, imageId); } void GL_APIENTRY GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) { gles2::GetGLContext()->ReleaseTexImage2DCHROMIUM(target, imageId); } void GL_APIENTRY GLES2TraceBeginCHROMIUM(const char* category_name, const char* trace_name) { gles2::GetGLContext()->TraceBeginCHROMIUM(category_name, trace_name); } void GL_APIENTRY GLES2TraceEndCHROMIUM() { gles2::GetGLContext()->TraceEndCHROMIUM(); } void GL_APIENTRY GLES2DiscardFramebufferEXT(GLenum target, GLsizei count, const GLenum* attachments) { gles2::GetGLContext()->DiscardFramebufferEXT(target, count, attachments); } void GL_APIENTRY GLES2LoseContextCHROMIUM(GLenum current, GLenum other) { gles2::GetGLContext()->LoseContextCHROMIUM(current, other); } GLuint GL_APIENTRY GLES2InsertSyncPointCHROMIUM() { return gles2::GetGLContext()->InsertSyncPointCHROMIUM(); } void GL_APIENTRY GLES2WaitSyncPointCHROMIUM(GLuint sync_point) { gles2::GetGLContext()->WaitSyncPointCHROMIUM(sync_point); } GLuint64 GL_APIENTRY GLES2InsertFenceSyncCHROMIUM() { return gles2::GetGLContext()->InsertFenceSyncCHROMIUM(); } void GL_APIENTRY GLES2GenSyncTokenCHROMIUM(GLuint64 fence_sync, GLbyte* sync_token) { gles2::GetGLContext()->GenSyncTokenCHROMIUM(fence_sync, sync_token); } void GL_APIENTRY GLES2GenUnverifiedSyncTokenCHROMIUM(GLuint64 fence_sync, GLbyte* sync_token) { gles2::GetGLContext()->GenUnverifiedSyncTokenCHROMIUM(fence_sync, sync_token); } void GL_APIENTRY GLES2WaitSyncTokenCHROMIUM(const GLbyte* sync_token) { gles2::GetGLContext()->WaitSyncTokenCHROMIUM(sync_token); } void GL_APIENTRY GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) { gles2::GetGLContext()->DrawBuffersEXT(count, bufs); } void GL_APIENTRY GLES2DiscardBackbufferCHROMIUM() { gles2::GetGLContext()->DiscardBackbufferCHROMIUM(); } void GL_APIENTRY 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); } void GL_APIENTRY GLES2SwapInterval(GLint interval) { gles2::GetGLContext()->SwapInterval(interval); } void GL_APIENTRY GLES2FlushDriverCachesCHROMIUM() { gles2::GetGLContext()->FlushDriverCachesCHROMIUM(); } void GL_APIENTRY GLES2MatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat* m) { gles2::GetGLContext()->MatrixLoadfCHROMIUM(matrixMode, m); } void GL_APIENTRY GLES2MatrixLoadIdentityCHROMIUM(GLenum matrixMode) { gles2::GetGLContext()->MatrixLoadIdentityCHROMIUM(matrixMode); } GLuint GL_APIENTRY GLES2GenPathsCHROMIUM(GLsizei range) { return gles2::GetGLContext()->GenPathsCHROMIUM(range); } void GL_APIENTRY GLES2DeletePathsCHROMIUM(GLuint path, GLsizei range) { gles2::GetGLContext()->DeletePathsCHROMIUM(path, range); } GLboolean GL_APIENTRY GLES2IsPathCHROMIUM(GLuint path) { return gles2::GetGLContext()->IsPathCHROMIUM(path); } void GL_APIENTRY GLES2PathCommandsCHROMIUM(GLuint path, GLsizei numCommands, const GLubyte* commands, GLsizei numCoords, GLenum coordType, const GLvoid* coords) { gles2::GetGLContext()->PathCommandsCHROMIUM(path, numCommands, commands, numCoords, coordType, coords); } void GL_APIENTRY GLES2PathParameterfCHROMIUM(GLuint path, GLenum pname, GLfloat value) { gles2::GetGLContext()->PathParameterfCHROMIUM(path, pname, value); } void GL_APIENTRY GLES2PathParameteriCHROMIUM(GLuint path, GLenum pname, GLint value) { gles2::GetGLContext()->PathParameteriCHROMIUM(path, pname, value); } void GL_APIENTRY GLES2PathStencilFuncCHROMIUM(GLenum func, GLint ref, GLuint mask) { gles2::GetGLContext()->PathStencilFuncCHROMIUM(func, ref, mask); } void GL_APIENTRY GLES2StencilFillPathCHROMIUM(GLuint path, GLenum fillMode, GLuint mask) { gles2::GetGLContext()->StencilFillPathCHROMIUM(path, fillMode, mask); } void GL_APIENTRY GLES2StencilStrokePathCHROMIUM(GLuint path, GLint reference, GLuint mask) { gles2::GetGLContext()->StencilStrokePathCHROMIUM(path, reference, mask); } void GL_APIENTRY GLES2CoverFillPathCHROMIUM(GLuint path, GLenum coverMode) { gles2::GetGLContext()->CoverFillPathCHROMIUM(path, coverMode); } void GL_APIENTRY GLES2CoverStrokePathCHROMIUM(GLuint path, GLenum coverMode) { gles2::GetGLContext()->CoverStrokePathCHROMIUM(path, coverMode); } void GL_APIENTRY GLES2StencilThenCoverFillPathCHROMIUM(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode) { gles2::GetGLContext()->StencilThenCoverFillPathCHROMIUM(path, fillMode, mask, coverMode); } void GL_APIENTRY GLES2StencilThenCoverStrokePathCHROMIUM(GLuint path, GLint reference, GLuint mask, GLenum coverMode) { gles2::GetGLContext()->StencilThenCoverStrokePathCHROMIUM(path, reference, mask, coverMode); } void GL_APIENTRY GLES2StencilFillPathInstancedCHROMIUM(GLsizei numPaths, GLenum pathNameType, const GLvoid* paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat* transformValues) { gles2::GetGLContext()->StencilFillPathInstancedCHROMIUM( numPaths, pathNameType, paths, pathBase, fillMode, mask, transformType, transformValues); } void GL_APIENTRY GLES2StencilStrokePathInstancedCHROMIUM(GLsizei numPaths, GLenum pathNameType, const GLvoid* paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat* transformValues) { gles2::GetGLContext()->StencilStrokePathInstancedCHROMIUM( numPaths, pathNameType, paths, pathBase, reference, mask, transformType, transformValues); } void GL_APIENTRY GLES2CoverFillPathInstancedCHROMIUM(GLsizei numPaths, GLenum pathNameType, const GLvoid* paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat* transformValues) { gles2::GetGLContext()->CoverFillPathInstancedCHROMIUM( numPaths, pathNameType, paths, pathBase, coverMode, transformType, transformValues); } void GL_APIENTRY GLES2CoverStrokePathInstancedCHROMIUM(GLsizei numPaths, GLenum pathNameType, const GLvoid* paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat* transformValues) { gles2::GetGLContext()->CoverStrokePathInstancedCHROMIUM( numPaths, pathNameType, paths, pathBase, coverMode, transformType, transformValues); } void GL_APIENTRY GLES2StencilThenCoverFillPathInstancedCHROMIUM(GLsizei numPaths, GLenum pathNameType, const GLvoid* paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat* transformValues) { gles2::GetGLContext()->StencilThenCoverFillPathInstancedCHROMIUM( numPaths, pathNameType, paths, pathBase, fillMode, mask, coverMode, transformType, transformValues); } void GL_APIENTRY GLES2StencilThenCoverStrokePathInstancedCHROMIUM( GLsizei numPaths, GLenum pathNameType, const GLvoid* paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat* transformValues) { gles2::GetGLContext()->StencilThenCoverStrokePathInstancedCHROMIUM( numPaths, pathNameType, paths, pathBase, reference, mask, coverMode, transformType, transformValues); } GLenum GL_APIENTRY GLES2GetGraphicsResetStatusKHR() { return gles2::GetGLContext()->GetGraphicsResetStatusKHR(); } void GL_APIENTRY GLES2BlendBarrierKHR() { gles2::GetGLContext()->BlendBarrierKHR(); } void GL_APIENTRY GLES2ApplyScreenSpaceAntialiasingCHROMIUM() { gles2::GetGLContext()->ApplyScreenSpaceAntialiasingCHROMIUM(); } 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), }, { "glBindBufferBase", reinterpret_cast(glBindBufferBase), }, { "glBindBufferRange", reinterpret_cast(glBindBufferRange), }, { "glBindFramebuffer", reinterpret_cast(glBindFramebuffer), }, { "glBindRenderbuffer", reinterpret_cast(glBindRenderbuffer), }, { "glBindSampler", reinterpret_cast(glBindSampler), }, { "glBindTexture", reinterpret_cast(glBindTexture), }, { "glBindTransformFeedback", reinterpret_cast(glBindTransformFeedback), }, { "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), }, { "glClearBufferfi", reinterpret_cast(glClearBufferfi), }, { "glClearBufferfv", reinterpret_cast(glClearBufferfv), }, { "glClearBufferiv", reinterpret_cast(glClearBufferiv), }, { "glClearBufferuiv", reinterpret_cast(glClearBufferuiv), }, { "glClearColor", reinterpret_cast(glClearColor), }, { "glClearDepthf", reinterpret_cast(glClearDepthf), }, { "glClearStencil", reinterpret_cast(glClearStencil), }, { "glClientWaitSync", reinterpret_cast(glClientWaitSync), }, { "glColorMask", reinterpret_cast(glColorMask), }, { "glCompileShader", reinterpret_cast(glCompileShader), }, { "glCompressedTexImage2D", reinterpret_cast(glCompressedTexImage2D), }, { "glCompressedTexSubImage2D", reinterpret_cast(glCompressedTexSubImage2D), }, { "glCompressedTexImage3D", reinterpret_cast(glCompressedTexImage3D), }, { "glCompressedTexSubImage3D", reinterpret_cast(glCompressedTexSubImage3D), }, { "glCopyBufferSubData", reinterpret_cast(glCopyBufferSubData), }, { "glCopyTexImage2D", reinterpret_cast(glCopyTexImage2D), }, { "glCopyTexSubImage2D", reinterpret_cast(glCopyTexSubImage2D), }, { "glCopyTexSubImage3D", reinterpret_cast(glCopyTexSubImage3D), }, { "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), }, { "glDeleteSamplers", reinterpret_cast(glDeleteSamplers), }, { "glDeleteSync", reinterpret_cast(glDeleteSync), }, { "glDeleteShader", reinterpret_cast(glDeleteShader), }, { "glDeleteTextures", reinterpret_cast(glDeleteTextures), }, { "glDeleteTransformFeedbacks", reinterpret_cast(glDeleteTransformFeedbacks), }, { "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), }, { "glDrawRangeElements", reinterpret_cast(glDrawRangeElements), }, { "glEnable", reinterpret_cast(glEnable), }, { "glEnableVertexAttribArray", reinterpret_cast(glEnableVertexAttribArray), }, { "glFenceSync", reinterpret_cast(glFenceSync), }, { "glFinish", reinterpret_cast(glFinish), }, { "glFlush", reinterpret_cast(glFlush), }, { "glFramebufferRenderbuffer", reinterpret_cast(glFramebufferRenderbuffer), }, { "glFramebufferTexture2D", reinterpret_cast(glFramebufferTexture2D), }, { "glFramebufferTextureLayer", reinterpret_cast(glFramebufferTextureLayer), }, { "glFrontFace", reinterpret_cast(glFrontFace), }, { "glGenBuffers", reinterpret_cast(glGenBuffers), }, { "glGenerateMipmap", reinterpret_cast(glGenerateMipmap), }, { "glGenFramebuffers", reinterpret_cast(glGenFramebuffers), }, { "glGenRenderbuffers", reinterpret_cast(glGenRenderbuffers), }, { "glGenSamplers", reinterpret_cast(glGenSamplers), }, { "glGenTextures", reinterpret_cast(glGenTextures), }, { "glGenTransformFeedbacks", reinterpret_cast(glGenTransformFeedbacks), }, { "glGetActiveAttrib", reinterpret_cast(glGetActiveAttrib), }, { "glGetActiveUniform", reinterpret_cast(glGetActiveUniform), }, { "glGetActiveUniformBlockiv", reinterpret_cast(glGetActiveUniformBlockiv), }, { "glGetActiveUniformBlockName", reinterpret_cast(glGetActiveUniformBlockName), }, { "glGetActiveUniformsiv", reinterpret_cast(glGetActiveUniformsiv), }, { "glGetAttachedShaders", reinterpret_cast(glGetAttachedShaders), }, { "glGetAttribLocation", reinterpret_cast(glGetAttribLocation), }, { "glGetBooleanv", reinterpret_cast(glGetBooleanv), }, { "glGetBufferParameteri64v", reinterpret_cast(glGetBufferParameteri64v), }, { "glGetBufferParameteriv", reinterpret_cast(glGetBufferParameteriv), }, { "glGetError", reinterpret_cast(glGetError), }, { "glGetFloatv", reinterpret_cast(glGetFloatv), }, { "glGetFragDataLocation", reinterpret_cast(glGetFragDataLocation), }, { "glGetFramebufferAttachmentParameteriv", reinterpret_cast( glGetFramebufferAttachmentParameteriv), }, { "glGetInteger64v", reinterpret_cast(glGetInteger64v), }, { "glGetIntegeri_v", reinterpret_cast(glGetIntegeri_v), }, { "glGetInteger64i_v", reinterpret_cast(glGetInteger64i_v), }, { "glGetIntegerv", reinterpret_cast(glGetIntegerv), }, { "glGetInternalformativ", reinterpret_cast(glGetInternalformativ), }, { "glGetProgramiv", reinterpret_cast(glGetProgramiv), }, { "glGetProgramInfoLog", reinterpret_cast(glGetProgramInfoLog), }, { "glGetRenderbufferParameteriv", reinterpret_cast(glGetRenderbufferParameteriv), }, { "glGetSamplerParameterfv", reinterpret_cast(glGetSamplerParameterfv), }, { "glGetSamplerParameteriv", reinterpret_cast(glGetSamplerParameteriv), }, { "glGetShaderiv", reinterpret_cast(glGetShaderiv), }, { "glGetShaderInfoLog", reinterpret_cast(glGetShaderInfoLog), }, { "glGetShaderPrecisionFormat", reinterpret_cast(glGetShaderPrecisionFormat), }, { "glGetShaderSource", reinterpret_cast(glGetShaderSource), }, { "glGetString", reinterpret_cast(glGetString), }, { "glGetSynciv", reinterpret_cast(glGetSynciv), }, { "glGetTexParameterfv", reinterpret_cast(glGetTexParameterfv), }, { "glGetTexParameteriv", reinterpret_cast(glGetTexParameteriv), }, { "glGetTransformFeedbackVarying", reinterpret_cast(glGetTransformFeedbackVarying), }, { "glGetUniformBlockIndex", reinterpret_cast(glGetUniformBlockIndex), }, { "glGetUniformfv", reinterpret_cast(glGetUniformfv), }, { "glGetUniformiv", reinterpret_cast(glGetUniformiv), }, { "glGetUniformuiv", reinterpret_cast(glGetUniformuiv), }, { "glGetUniformIndices", reinterpret_cast(glGetUniformIndices), }, { "glGetUniformLocation", reinterpret_cast(glGetUniformLocation), }, { "glGetVertexAttribfv", reinterpret_cast(glGetVertexAttribfv), }, { "glGetVertexAttribiv", reinterpret_cast(glGetVertexAttribiv), }, { "glGetVertexAttribIiv", reinterpret_cast(glGetVertexAttribIiv), }, { "glGetVertexAttribIuiv", reinterpret_cast(glGetVertexAttribIuiv), }, { "glGetVertexAttribPointerv", reinterpret_cast(glGetVertexAttribPointerv), }, { "glHint", reinterpret_cast(glHint), }, { "glInvalidateFramebuffer", reinterpret_cast(glInvalidateFramebuffer), }, { "glInvalidateSubFramebuffer", reinterpret_cast(glInvalidateSubFramebuffer), }, { "glIsBuffer", reinterpret_cast(glIsBuffer), }, { "glIsEnabled", reinterpret_cast(glIsEnabled), }, { "glIsFramebuffer", reinterpret_cast(glIsFramebuffer), }, { "glIsProgram", reinterpret_cast(glIsProgram), }, { "glIsRenderbuffer", reinterpret_cast(glIsRenderbuffer), }, { "glIsSampler", reinterpret_cast(glIsSampler), }, { "glIsShader", reinterpret_cast(glIsShader), }, { "glIsSync", reinterpret_cast(glIsSync), }, { "glIsTexture", reinterpret_cast(glIsTexture), }, { "glIsTransformFeedback", reinterpret_cast(glIsTransformFeedback), }, { "glLineWidth", reinterpret_cast(glLineWidth), }, { "glLinkProgram", reinterpret_cast(glLinkProgram), }, { "glPauseTransformFeedback", reinterpret_cast(glPauseTransformFeedback), }, { "glPixelStorei", reinterpret_cast(glPixelStorei), }, { "glPolygonOffset", reinterpret_cast(glPolygonOffset), }, { "glReadBuffer", reinterpret_cast(glReadBuffer), }, { "glReadPixels", reinterpret_cast(glReadPixels), }, { "glReleaseShaderCompiler", reinterpret_cast(glReleaseShaderCompiler), }, { "glRenderbufferStorage", reinterpret_cast(glRenderbufferStorage), }, { "glResumeTransformFeedback", reinterpret_cast(glResumeTransformFeedback), }, { "glSampleCoverage", reinterpret_cast(glSampleCoverage), }, { "glSamplerParameterf", reinterpret_cast(glSamplerParameterf), }, { "glSamplerParameterfv", reinterpret_cast(glSamplerParameterfv), }, { "glSamplerParameteri", reinterpret_cast(glSamplerParameteri), }, { "glSamplerParameteriv", reinterpret_cast(glSamplerParameteriv), }, { "glScissor", reinterpret_cast(glScissor), }, { "glShaderBinary", reinterpret_cast(glShaderBinary), }, { "glShaderSource", reinterpret_cast(glShaderSource), }, { "glShallowFinishCHROMIUM", reinterpret_cast(glShallowFinishCHROMIUM), }, { "glShallowFlushCHROMIUM", reinterpret_cast(glShallowFlushCHROMIUM), }, { "glOrderingBarrierCHROMIUM", reinterpret_cast(glOrderingBarrierCHROMIUM), }, { "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), }, { "glTexImage3D", reinterpret_cast(glTexImage3D), }, { "glTexParameterf", reinterpret_cast(glTexParameterf), }, { "glTexParameterfv", reinterpret_cast(glTexParameterfv), }, { "glTexParameteri", reinterpret_cast(glTexParameteri), }, { "glTexParameteriv", reinterpret_cast(glTexParameteriv), }, { "glTexStorage3D", reinterpret_cast(glTexStorage3D), }, { "glTexSubImage2D", reinterpret_cast(glTexSubImage2D), }, { "glTexSubImage3D", reinterpret_cast(glTexSubImage3D), }, { "glTransformFeedbackVaryings", reinterpret_cast(glTransformFeedbackVaryings), }, { "glUniform1f", reinterpret_cast(glUniform1f), }, { "glUniform1fv", reinterpret_cast(glUniform1fv), }, { "glUniform1i", reinterpret_cast(glUniform1i), }, { "glUniform1iv", reinterpret_cast(glUniform1iv), }, { "glUniform1ui", reinterpret_cast(glUniform1ui), }, { "glUniform1uiv", reinterpret_cast(glUniform1uiv), }, { "glUniform2f", reinterpret_cast(glUniform2f), }, { "glUniform2fv", reinterpret_cast(glUniform2fv), }, { "glUniform2i", reinterpret_cast(glUniform2i), }, { "glUniform2iv", reinterpret_cast(glUniform2iv), }, { "glUniform2ui", reinterpret_cast(glUniform2ui), }, { "glUniform2uiv", reinterpret_cast(glUniform2uiv), }, { "glUniform3f", reinterpret_cast(glUniform3f), }, { "glUniform3fv", reinterpret_cast(glUniform3fv), }, { "glUniform3i", reinterpret_cast(glUniform3i), }, { "glUniform3iv", reinterpret_cast(glUniform3iv), }, { "glUniform3ui", reinterpret_cast(glUniform3ui), }, { "glUniform3uiv", reinterpret_cast(glUniform3uiv), }, { "glUniform4f", reinterpret_cast(glUniform4f), }, { "glUniform4fv", reinterpret_cast(glUniform4fv), }, { "glUniform4i", reinterpret_cast(glUniform4i), }, { "glUniform4iv", reinterpret_cast(glUniform4iv), }, { "glUniform4ui", reinterpret_cast(glUniform4ui), }, { "glUniform4uiv", reinterpret_cast(glUniform4uiv), }, { "glUniformBlockBinding", reinterpret_cast(glUniformBlockBinding), }, { "glUniformMatrix2fv", reinterpret_cast(glUniformMatrix2fv), }, { "glUniformMatrix2x3fv", reinterpret_cast(glUniformMatrix2x3fv), }, { "glUniformMatrix2x4fv", reinterpret_cast(glUniformMatrix2x4fv), }, { "glUniformMatrix3fv", reinterpret_cast(glUniformMatrix3fv), }, { "glUniformMatrix3x2fv", reinterpret_cast(glUniformMatrix3x2fv), }, { "glUniformMatrix3x4fv", reinterpret_cast(glUniformMatrix3x4fv), }, { "glUniformMatrix4fv", reinterpret_cast(glUniformMatrix4fv), }, { "glUniformMatrix4x2fv", reinterpret_cast(glUniformMatrix4x2fv), }, { "glUniformMatrix4x3fv", reinterpret_cast(glUniformMatrix4x3fv), }, { "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), }, { "glVertexAttribI4i", reinterpret_cast(glVertexAttribI4i), }, { "glVertexAttribI4iv", reinterpret_cast(glVertexAttribI4iv), }, { "glVertexAttribI4ui", reinterpret_cast(glVertexAttribI4ui), }, { "glVertexAttribI4uiv", reinterpret_cast(glVertexAttribI4uiv), }, { "glVertexAttribIPointer", reinterpret_cast(glVertexAttribIPointer), }, { "glVertexAttribPointer", reinterpret_cast(glVertexAttribPointer), }, { "glViewport", reinterpret_cast(glViewport), }, { "glWaitSync", reinterpret_cast(glWaitSync), }, { "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), }, { "glQueryCounterEXT", reinterpret_cast(glQueryCounterEXT), }, { "glIsQueryEXT", reinterpret_cast(glIsQueryEXT), }, { "glBeginQueryEXT", reinterpret_cast(glBeginQueryEXT), }, { "glBeginTransformFeedback", reinterpret_cast(glBeginTransformFeedback), }, { "glEndQueryEXT", reinterpret_cast(glEndQueryEXT), }, { "glEndTransformFeedback", reinterpret_cast(glEndTransformFeedback), }, { "glGetQueryivEXT", reinterpret_cast(glGetQueryivEXT), }, { "glGetQueryObjectivEXT", reinterpret_cast(glGetQueryObjectivEXT), }, { "glGetQueryObjectuivEXT", reinterpret_cast(glGetQueryObjectuivEXT), }, { "glGetQueryObjecti64vEXT", reinterpret_cast(glGetQueryObjecti64vEXT), }, { "glGetQueryObjectui64vEXT", reinterpret_cast(glGetQueryObjectui64vEXT), }, { "glSetDisjointValueSyncCHROMIUM", reinterpret_cast(glSetDisjointValueSyncCHROMIUM), }, { "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), }, { "glEnableFeatureCHROMIUM", reinterpret_cast(glEnableFeatureCHROMIUM), }, { "glMapBufferCHROMIUM", reinterpret_cast(glMapBufferCHROMIUM), }, { "glUnmapBufferCHROMIUM", reinterpret_cast(glUnmapBufferCHROMIUM), }, { "glMapBufferSubDataCHROMIUM", reinterpret_cast(glMapBufferSubDataCHROMIUM), }, { "glUnmapBufferSubDataCHROMIUM", reinterpret_cast(glUnmapBufferSubDataCHROMIUM), }, { "glMapBufferRange", reinterpret_cast(glMapBufferRange), }, { "glUnmapBuffer", reinterpret_cast(glUnmapBuffer), }, { "glMapTexSubImage2DCHROMIUM", reinterpret_cast(glMapTexSubImage2DCHROMIUM), }, { "glUnmapTexSubImage2DCHROMIUM", reinterpret_cast(glUnmapTexSubImage2DCHROMIUM), }, { "glResizeCHROMIUM", reinterpret_cast(glResizeCHROMIUM), }, { "glGetRequestableExtensionsCHROMIUM", reinterpret_cast( glGetRequestableExtensionsCHROMIUM), }, { "glRequestExtensionCHROMIUM", reinterpret_cast(glRequestExtensionCHROMIUM), }, { "glGetProgramInfoCHROMIUM", reinterpret_cast(glGetProgramInfoCHROMIUM), }, { "glGetUniformBlocksCHROMIUM", reinterpret_cast(glGetUniformBlocksCHROMIUM), }, { "glGetTransformFeedbackVaryingsCHROMIUM", reinterpret_cast( glGetTransformFeedbackVaryingsCHROMIUM), }, { "glGetUniformsES3CHROMIUM", reinterpret_cast(glGetUniformsES3CHROMIUM), }, { "glCreateStreamTextureCHROMIUM", reinterpret_cast(glCreateStreamTextureCHROMIUM), }, { "glCreateImageCHROMIUM", reinterpret_cast(glCreateImageCHROMIUM), }, { "glDestroyImageCHROMIUM", reinterpret_cast(glDestroyImageCHROMIUM), }, { "glCreateGpuMemoryBufferImageCHROMIUM", reinterpret_cast( glCreateGpuMemoryBufferImageCHROMIUM), }, { "glGetTranslatedShaderSourceANGLE", reinterpret_cast( glGetTranslatedShaderSourceANGLE), }, { "glPostSubBufferCHROMIUM", reinterpret_cast(glPostSubBufferCHROMIUM), }, { "glTexImageIOSurface2DCHROMIUM", reinterpret_cast(glTexImageIOSurface2DCHROMIUM), }, { "glCopyTextureCHROMIUM", reinterpret_cast(glCopyTextureCHROMIUM), }, { "glCopySubTextureCHROMIUM", reinterpret_cast(glCopySubTextureCHROMIUM), }, { "glCompressedCopyTextureCHROMIUM", reinterpret_cast(glCompressedCopyTextureCHROMIUM), }, { "glCompressedCopySubTextureCHROMIUM", reinterpret_cast( glCompressedCopySubTextureCHROMIUM), }, { "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), }, { "glGenValuebuffersCHROMIUM", reinterpret_cast(glGenValuebuffersCHROMIUM), }, { "glDeleteValuebuffersCHROMIUM", reinterpret_cast(glDeleteValuebuffersCHROMIUM), }, { "glIsValuebufferCHROMIUM", reinterpret_cast(glIsValuebufferCHROMIUM), }, { "glBindValuebufferCHROMIUM", reinterpret_cast(glBindValuebufferCHROMIUM), }, { "glSubscribeValueCHROMIUM", reinterpret_cast(glSubscribeValueCHROMIUM), }, { "glPopulateSubscribedValuesCHROMIUM", reinterpret_cast( glPopulateSubscribedValuesCHROMIUM), }, { "glUniformValuebufferCHROMIUM", reinterpret_cast(glUniformValuebufferCHROMIUM), }, { "glBindTexImage2DCHROMIUM", reinterpret_cast(glBindTexImage2DCHROMIUM), }, { "glReleaseTexImage2DCHROMIUM", reinterpret_cast(glReleaseTexImage2DCHROMIUM), }, { "glTraceBeginCHROMIUM", reinterpret_cast(glTraceBeginCHROMIUM), }, { "glTraceEndCHROMIUM", reinterpret_cast(glTraceEndCHROMIUM), }, { "glDiscardFramebufferEXT", reinterpret_cast(glDiscardFramebufferEXT), }, { "glLoseContextCHROMIUM", reinterpret_cast(glLoseContextCHROMIUM), }, { "glInsertSyncPointCHROMIUM", reinterpret_cast(glInsertSyncPointCHROMIUM), }, { "glWaitSyncPointCHROMIUM", reinterpret_cast(glWaitSyncPointCHROMIUM), }, { "glInsertFenceSyncCHROMIUM", reinterpret_cast(glInsertFenceSyncCHROMIUM), }, { "glGenSyncTokenCHROMIUM", reinterpret_cast(glGenSyncTokenCHROMIUM), }, { "glGenUnverifiedSyncTokenCHROMIUM", reinterpret_cast( glGenUnverifiedSyncTokenCHROMIUM), }, { "glWaitSyncTokenCHROMIUM", reinterpret_cast(glWaitSyncTokenCHROMIUM), }, { "glDrawBuffersEXT", reinterpret_cast(glDrawBuffersEXT), }, { "glDiscardBackbufferCHROMIUM", reinterpret_cast(glDiscardBackbufferCHROMIUM), }, { "glScheduleOverlayPlaneCHROMIUM", reinterpret_cast(glScheduleOverlayPlaneCHROMIUM), }, { "glSwapInterval", reinterpret_cast(glSwapInterval), }, { "glFlushDriverCachesCHROMIUM", reinterpret_cast(glFlushDriverCachesCHROMIUM), }, { "glMatrixLoadfCHROMIUM", reinterpret_cast(glMatrixLoadfCHROMIUM), }, { "glMatrixLoadIdentityCHROMIUM", reinterpret_cast(glMatrixLoadIdentityCHROMIUM), }, { "glGenPathsCHROMIUM", reinterpret_cast(glGenPathsCHROMIUM), }, { "glDeletePathsCHROMIUM", reinterpret_cast(glDeletePathsCHROMIUM), }, { "glIsPathCHROMIUM", reinterpret_cast(glIsPathCHROMIUM), }, { "glPathCommandsCHROMIUM", reinterpret_cast(glPathCommandsCHROMIUM), }, { "glPathParameterfCHROMIUM", reinterpret_cast(glPathParameterfCHROMIUM), }, { "glPathParameteriCHROMIUM", reinterpret_cast(glPathParameteriCHROMIUM), }, { "glPathStencilFuncCHROMIUM", reinterpret_cast(glPathStencilFuncCHROMIUM), }, { "glStencilFillPathCHROMIUM", reinterpret_cast(glStencilFillPathCHROMIUM), }, { "glStencilStrokePathCHROMIUM", reinterpret_cast(glStencilStrokePathCHROMIUM), }, { "glCoverFillPathCHROMIUM", reinterpret_cast(glCoverFillPathCHROMIUM), }, { "glCoverStrokePathCHROMIUM", reinterpret_cast(glCoverStrokePathCHROMIUM), }, { "glStencilThenCoverFillPathCHROMIUM", reinterpret_cast( glStencilThenCoverFillPathCHROMIUM), }, { "glStencilThenCoverStrokePathCHROMIUM", reinterpret_cast( glStencilThenCoverStrokePathCHROMIUM), }, { "glStencilFillPathInstancedCHROMIUM", reinterpret_cast( glStencilFillPathInstancedCHROMIUM), }, { "glStencilStrokePathInstancedCHROMIUM", reinterpret_cast( glStencilStrokePathInstancedCHROMIUM), }, { "glCoverFillPathInstancedCHROMIUM", reinterpret_cast( glCoverFillPathInstancedCHROMIUM), }, { "glCoverStrokePathInstancedCHROMIUM", reinterpret_cast( glCoverStrokePathInstancedCHROMIUM), }, { "glStencilThenCoverFillPathInstancedCHROMIUM", reinterpret_cast( glStencilThenCoverFillPathInstancedCHROMIUM), }, { "glStencilThenCoverStrokePathInstancedCHROMIUM", reinterpret_cast( glStencilThenCoverStrokePathInstancedCHROMIUM), }, { "glGetGraphicsResetStatusKHR", reinterpret_cast(glGetGraphicsResetStatusKHR), }, { "glBlendBarrierKHR", reinterpret_cast(glBlendBarrierKHR), }, { "glApplyScreenSpaceAntialiasingCHROMIUM", reinterpret_cast( glApplyScreenSpaceAntialiasingCHROMIUM), }, { NULL, NULL, }, }; } // namespace gles2 #endif // GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_