// Copyright (c) 2009 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. DO NOT EDIT! // These functions emluate 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 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 GLES2ShaderSource( GLuint shader, GLsizei count, const char** str, const GLint* length) { gles2::GetGLContext()->ShaderSource(shader, count, str, length); } 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 GLES2SwapBuffers() { gles2::GetGLContext()->SwapBuffers(); } #endif // GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_