// 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! // This file is included by gles2_implementation.h to declare the // GL api functions. #ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_IMPLEMENTATION_AUTOGEN_H_ #define GPU_COMMAND_BUFFER_CLIENT_GLES2_IMPLEMENTATION_AUTOGEN_H_ void ActiveTexture(GLenum texture) { helper_->ActiveTexture(texture); } void AttachShader(GLuint program, GLuint shader) { helper_->AttachShader(program, shader); } void BindAttribLocation(GLuint program, GLuint index, const char* name) { // TODO(gman): This needs to change to use SendString. helper_->BindAttribLocationImmediate(program, index, name); } void BindBuffer(GLenum target, GLuint buffer) { helper_->BindBuffer(target, buffer); } void BindFramebuffer(GLenum target, GLuint framebuffer) { helper_->BindFramebuffer(target, framebuffer); } void BindRenderbuffer(GLenum target, GLuint renderbuffer) { helper_->BindRenderbuffer(target, renderbuffer); } void BindTexture(GLenum target, GLuint texture) { helper_->BindTexture(target, texture); } void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { helper_->BlendColor(red, green, blue, alpha); } void BlendEquation(GLenum mode) { helper_->BlendEquation(mode); } void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { helper_->BlendEquationSeparate(modeRGB, modeAlpha); } void BlendFunc(GLenum sfactor, GLenum dfactor) { helper_->BlendFunc(sfactor, dfactor); } void BlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { helper_->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } void BufferData( GLenum target, GLsizeiptr size, const void* data, GLenum usage); void BufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void* data); GLenum CheckFramebufferStatus(GLenum target); void Clear(GLbitfield mask) { helper_->Clear(mask); } void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { helper_->ClearColor(red, green, blue, alpha); } void ClearDepthf(GLclampf depth) { helper_->ClearDepthf(depth); } void ClearStencil(GLint s) { helper_->ClearStencil(s); } void ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { helper_->ColorMask(red, green, blue, alpha); } void CompileShader(GLuint shader) { helper_->CompileShader(shader); } void CompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); void CompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); void CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { helper_->CopyTexImage2D( target, level, internalformat, x, y, width, height, border); } void CopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { helper_->CopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height); } GLuint CreateProgram() { GLuint client_id; MakeIds(1, &client_id); helper_->CreateProgram(client_id); return client_id; } GLuint CreateShader(GLenum type) { GLuint client_id; MakeIds(1, &client_id); helper_->CreateShader(type, client_id); return client_id; } void CullFace(GLenum mode) { helper_->CullFace(mode); } void DeleteBuffers(GLsizei n, const GLuint* buffers) { FreeIds(n, buffers); helper_->DeleteBuffersImmediate(n, buffers); } void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { FreeIds(n, framebuffers); helper_->DeleteFramebuffersImmediate(n, framebuffers); } void DeleteProgram(GLuint program) { helper_->DeleteProgram(program); } void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { FreeIds(n, renderbuffers); helper_->DeleteRenderbuffersImmediate(n, renderbuffers); } void DeleteShader(GLuint shader) { helper_->DeleteShader(shader); } void DeleteTextures(GLsizei n, const GLuint* textures) { FreeIds(n, textures); helper_->DeleteTexturesImmediate(n, textures); } void DepthFunc(GLenum func) { helper_->DepthFunc(func); } void DepthMask(GLboolean flag) { helper_->DepthMask(flag); } void DepthRangef(GLclampf zNear, GLclampf zFar) { helper_->DepthRangef(zNear, zFar); } void DetachShader(GLuint program, GLuint shader) { helper_->DetachShader(program, shader); } void Disable(GLenum cap) { helper_->Disable(cap); } void DisableVertexAttribArray(GLuint index) { helper_->DisableVertexAttribArray(index); } void DrawArrays(GLenum mode, GLint first, GLsizei count) { helper_->DrawArrays(mode, first, count); } void DrawElements( GLenum mode, GLsizei count, GLenum type, const void* indices); void Enable(GLenum cap) { helper_->Enable(cap); } void EnableVertexAttribArray(GLuint index) { helper_->EnableVertexAttribArray(index); } void Finish(); void Flush(); void FramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { helper_->FramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } void FramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { helper_->FramebufferTexture2D(target, attachment, textarget, texture, level); } void FrontFace(GLenum mode) { helper_->FrontFace(mode); } void GenBuffers(GLsizei n, GLuint* buffers) { MakeIds(n, buffers); helper_->GenBuffersImmediate(n, buffers); } void GenerateMipmap(GLenum target) { helper_->GenerateMipmap(target); } void GenFramebuffers(GLsizei n, GLuint* framebuffers) { MakeIds(n, framebuffers); helper_->GenFramebuffersImmediate(n, framebuffers); } void GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { MakeIds(n, renderbuffers); helper_->GenRenderbuffersImmediate(n, renderbuffers); } void GenTextures(GLsizei n, GLuint* textures) { MakeIds(n, textures); helper_->GenTexturesImmediate(n, textures); } void GetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); void GetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); void GetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); GLint GetAttribLocation(GLuint program, const char* name); void GetBooleanv(GLenum pname, GLboolean* params) { helper_->GetBooleanv(pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { helper_->GetBufferParameteriv( target, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } GLenum GetError() { helper_->GetError(result_shm_id(), result_shm_offset()); WaitForCmd(); return GetResultAs(); } void GetFloatv(GLenum pname, GLfloat* params) { helper_->GetFloatv(pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint* params) { helper_->GetFramebufferAttachmentParameteriv( target, attachment, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetIntegerv(GLenum pname, GLint* params) { helper_->GetIntegerv(pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetProgramiv(GLuint program, GLenum pname, GLint* params) { helper_->GetProgramiv(program, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } // TODO(gman): Implement this void GetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { helper_->GetRenderbufferParameteriv( target, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetShaderiv(GLuint shader, GLenum pname, GLint* params) { helper_->GetShaderiv(shader, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } // TODO(gman): Implement this void GetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); void GetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); // TODO(gman): Implement this void GetShaderSource( GLuint shader, GLsizei bufsize, GLsizei* length, char* source); const GLubyte* GetString(GLenum name); void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { helper_->GetTexParameterfv( target, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { helper_->GetTexParameteriv( target, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetUniformfv(GLuint program, GLint location, GLfloat* params); void GetUniformiv(GLuint program, GLint location, GLint* params); GLint GetUniformLocation(GLuint program, const char* name); void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { helper_->GetVertexAttribfv( index, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { helper_->GetVertexAttribiv( index, pname, result_shm_id(), result_shm_offset()); WaitForCmd(); GLsizei num_values = util_.GLGetNumValuesReturned(pname); DCHECK_LE(num_values * sizeof(*params), kMaxSizeOfSimpleResult); memcpy(params, result_buffer_, num_values * sizeof(*params)); } void GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer); void Hint(GLenum target, GLenum mode) { helper_->Hint(target, mode); } GLboolean IsBuffer(GLuint buffer) { helper_->IsBuffer(buffer, result_shm_id(), result_shm_offset()); WaitForCmd(); return GetResultAs(); } GLboolean IsEnabled(GLenum cap) { helper_->IsEnabled(cap, result_shm_id(), result_shm_offset()); WaitForCmd(); return GetResultAs(); } GLboolean IsFramebuffer(GLuint framebuffer) { helper_->IsFramebuffer(framebuffer, result_shm_id(), result_shm_offset()); WaitForCmd(); return GetResultAs(); } GLboolean IsProgram(GLuint program) { helper_->IsProgram(program, result_shm_id(), result_shm_offset()); WaitForCmd(); return GetResultAs(); } GLboolean IsRenderbuffer(GLuint renderbuffer) { helper_->IsRenderbuffer(renderbuffer, result_shm_id(), result_shm_offset()); WaitForCmd(); return GetResultAs(); } GLboolean IsShader(GLuint shader) { helper_->IsShader(shader, result_shm_id(), result_shm_offset()); WaitForCmd(); return GetResultAs(); } GLboolean IsTexture(GLuint texture) { helper_->IsTexture(texture, result_shm_id(), result_shm_offset()); WaitForCmd(); return GetResultAs(); } void LineWidth(GLfloat width) { helper_->LineWidth(width); } void LinkProgram(GLuint program) { helper_->LinkProgram(program); } void PixelStorei(GLenum pname, GLint param); void PolygonOffset(GLfloat factor, GLfloat units) { helper_->PolygonOffset(factor, units); } void ReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); void RenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { helper_->RenderbufferStorage(target, internalformat, width, height); } void SampleCoverage(GLclampf value, GLboolean invert) { helper_->SampleCoverage(value, invert); } void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { helper_->Scissor(x, y, width, height); } void ShaderSource( GLuint shader, GLsizei count, const char** str, const GLint* length); void StencilFunc(GLenum func, GLint ref, GLuint mask) { helper_->StencilFunc(func, ref, mask); } void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { helper_->StencilFuncSeparate(face, func, ref, mask); } void StencilMask(GLuint mask) { helper_->StencilMask(mask); } void StencilMaskSeparate(GLenum face, GLuint mask) { helper_->StencilMaskSeparate(face, mask); } void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { helper_->StencilOp(fail, zfail, zpass); } void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { helper_->StencilOpSeparate(face, fail, zfail, zpass); } void TexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels); void TexParameterf(GLenum target, GLenum pname, GLfloat param) { helper_->TexParameterf(target, pname, param); } void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { helper_->TexParameterfvImmediate(target, pname, params); } void TexParameteri(GLenum target, GLenum pname, GLint param) { helper_->TexParameteri(target, pname, param); } void TexParameteriv(GLenum target, GLenum pname, const GLint* params) { helper_->TexParameterivImmediate(target, pname, params); } void TexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels); void Uniform1f(GLint location, GLfloat x) { helper_->Uniform1f(location, x); } void Uniform1fv(GLint location, GLsizei count, const GLfloat* v) { helper_->Uniform1fvImmediate(location, count, v); } void Uniform1i(GLint location, GLint x) { helper_->Uniform1i(location, x); } void Uniform1iv(GLint location, GLsizei count, const GLint* v) { helper_->Uniform1ivImmediate(location, count, v); } void Uniform2f(GLint location, GLfloat x, GLfloat y) { helper_->Uniform2f(location, x, y); } void Uniform2fv(GLint location, GLsizei count, const GLfloat* v) { helper_->Uniform2fvImmediate(location, count, v); } void Uniform2i(GLint location, GLint x, GLint y) { helper_->Uniform2i(location, x, y); } void Uniform2iv(GLint location, GLsizei count, const GLint* v) { helper_->Uniform2ivImmediate(location, count, v); } void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { helper_->Uniform3f(location, x, y, z); } void Uniform3fv(GLint location, GLsizei count, const GLfloat* v) { helper_->Uniform3fvImmediate(location, count, v); } void Uniform3i(GLint location, GLint x, GLint y, GLint z) { helper_->Uniform3i(location, x, y, z); } void Uniform3iv(GLint location, GLsizei count, const GLint* v) { helper_->Uniform3ivImmediate(location, count, v); } void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { helper_->Uniform4f(location, x, y, z, w); } void Uniform4fv(GLint location, GLsizei count, const GLfloat* v) { helper_->Uniform4fvImmediate(location, count, v); } void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { helper_->Uniform4i(location, x, y, z, w); } void Uniform4iv(GLint location, GLsizei count, const GLint* v) { helper_->Uniform4ivImmediate(location, count, v); } void UniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { helper_->UniformMatrix2fvImmediate(location, count, transpose, value); } void UniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { helper_->UniformMatrix3fvImmediate(location, count, transpose, value); } void UniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { helper_->UniformMatrix4fvImmediate(location, count, transpose, value); } void UseProgram(GLuint program) { helper_->UseProgram(program); } void ValidateProgram(GLuint program) { helper_->ValidateProgram(program); } void VertexAttrib1f(GLuint indx, GLfloat x) { helper_->VertexAttrib1f(indx, x); } void VertexAttrib1fv(GLuint indx, const GLfloat* values) { helper_->VertexAttrib1fvImmediate(indx, values); } void VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { helper_->VertexAttrib2f(indx, x, y); } void VertexAttrib2fv(GLuint indx, const GLfloat* values) { helper_->VertexAttrib2fvImmediate(indx, values); } void VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { helper_->VertexAttrib3f(indx, x, y, z); } void VertexAttrib3fv(GLuint indx, const GLfloat* values) { helper_->VertexAttrib3fvImmediate(indx, values); } void VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { helper_->VertexAttrib4f(indx, x, y, z, w); } void VertexAttrib4fv(GLuint indx, const GLfloat* values) { helper_->VertexAttrib4fvImmediate(indx, values); } void VertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { helper_->Viewport(x, y, width, height); } void SwapBuffers(); #endif // GPU_COMMAND_BUFFER_CLIENT_GLES2_IMPLEMENTATION_AUTOGEN_H_