// Copyright (c) 2011 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! #include "ppapi/proxy/ppb_opengles2_proxy.h" #include "gpu/command_buffer/client/gles2_implementation.h" #include "ppapi/c/pp_errors.h" #include "ppapi/c/pp_resource.h" #include "ppapi/c/dev/ppb_opengles_dev.h" #include "ppapi/proxy/plugin_dispatcher.h" #include "ppapi/proxy/plugin_resource.h" #include "ppapi/proxy/ppb_context_3d_proxy.h" namespace pp { namespace proxy { namespace { void ActiveTexture(PP_Resource context_id, GLenum texture) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ActiveTexture(texture); } void AttachShader(PP_Resource context_id, GLuint program, GLuint shader) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->AttachShader(program, shader); } void BindAttribLocation( PP_Resource context_id, GLuint program, GLuint index, const char* name) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BindAttribLocation(program, index, name); } void BindBuffer(PP_Resource context_id, GLenum target, GLuint buffer) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BindBuffer(target, buffer); } void BindFramebuffer( PP_Resource context_id, GLenum target, GLuint framebuffer) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BindFramebuffer(target, framebuffer); } void BindRenderbuffer( PP_Resource context_id, GLenum target, GLuint renderbuffer) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BindRenderbuffer(target, renderbuffer); } void BindTexture(PP_Resource context_id, GLenum target, GLuint texture) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BindTexture(target, texture); } void BlendColor( PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BlendColor(red, green, blue, alpha); } void BlendEquation(PP_Resource context_id, GLenum mode) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BlendEquation(mode); } void BlendEquationSeparate( PP_Resource context_id, GLenum modeRGB, GLenum modeAlpha) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BlendEquationSeparate(modeRGB, modeAlpha); } void BlendFunc(PP_Resource context_id, GLenum sfactor, GLenum dfactor) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BlendFunc(sfactor, dfactor); } void BlendFuncSeparate( PP_Resource context_id, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } void BufferData( PP_Resource context_id, GLenum target, GLsizeiptr size, const void* data, GLenum usage) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BufferData(target, size, data, usage); } void BufferSubData( PP_Resource context_id, GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->BufferSubData(target, offset, size, data); } GLenum CheckFramebufferStatus(PP_Resource context_id, GLenum target) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->CheckFramebufferStatus(target); } void Clear(PP_Resource context_id, GLbitfield mask) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Clear(mask); } void ClearColor( PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ClearColor(red, green, blue, alpha); } void ClearDepthf(PP_Resource context_id, GLclampf depth) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ClearDepthf(depth); } void ClearStencil(PP_Resource context_id, GLint s) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ClearStencil(s); } void ColorMask( PP_Resource context_id, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ColorMask(red, green, blue, alpha); } void CompileShader(PP_Resource context_id, GLuint shader) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->CompileShader(shader); } void CompressedTexImage2D( PP_Resource context_id, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->CompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data); } void CompressedTexSubImage2D( PP_Resource context_id, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->CompressedTexSubImage2D( target, level, xoffset, yoffset, width, height, format, imageSize, data); } void CopyTexImage2D( PP_Resource context_id, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->CopyTexImage2D( target, level, internalformat, x, y, width, height, border); } void CopyTexSubImage2D( PP_Resource context_id, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->CopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height); } GLuint CreateProgram(PP_Resource context_id) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->CreateProgram(); } GLuint CreateShader(PP_Resource context_id, GLenum type) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->CreateShader(type); } void CullFace(PP_Resource context_id, GLenum mode) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->CullFace(mode); } void DeleteBuffers(PP_Resource context_id, GLsizei n, const GLuint* buffers) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DeleteBuffers(n, buffers); } void DeleteFramebuffers( PP_Resource context_id, GLsizei n, const GLuint* framebuffers) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DeleteFramebuffers(n, framebuffers); } void DeleteProgram(PP_Resource context_id, GLuint program) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DeleteProgram(program); } void DeleteRenderbuffers( PP_Resource context_id, GLsizei n, const GLuint* renderbuffers) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DeleteRenderbuffers(n, renderbuffers); } void DeleteShader(PP_Resource context_id, GLuint shader) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DeleteShader(shader); } void DeleteTextures( PP_Resource context_id, GLsizei n, const GLuint* textures) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DeleteTextures(n, textures); } void DepthFunc(PP_Resource context_id, GLenum func) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DepthFunc(func); } void DepthMask(PP_Resource context_id, GLboolean flag) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DepthMask(flag); } void DepthRangef(PP_Resource context_id, GLclampf zNear, GLclampf zFar) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DepthRangef(zNear, zFar); } void DetachShader(PP_Resource context_id, GLuint program, GLuint shader) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DetachShader(program, shader); } void Disable(PP_Resource context_id, GLenum cap) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Disable(cap); } void DisableVertexAttribArray(PP_Resource context_id, GLuint index) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DisableVertexAttribArray(index); } void DrawArrays( PP_Resource context_id, GLenum mode, GLint first, GLsizei count) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DrawArrays(mode, first, count); } void DrawElements( PP_Resource context_id, GLenum mode, GLsizei count, GLenum type, const void* indices) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->DrawElements(mode, count, type, indices); } void Enable(PP_Resource context_id, GLenum cap) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Enable(cap); } void EnableVertexAttribArray(PP_Resource context_id, GLuint index) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->EnableVertexAttribArray(index); } void Finish(PP_Resource context_id) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Finish(); } void Flush(PP_Resource context_id) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Flush(); } void FramebufferRenderbuffer( PP_Resource context_id, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->FramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } void FramebufferTexture2D( PP_Resource context_id, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->FramebufferTexture2D( target, attachment, textarget, texture, level); } void FrontFace(PP_Resource context_id, GLenum mode) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->FrontFace(mode); } void GenBuffers(PP_Resource context_id, GLsizei n, GLuint* buffers) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GenBuffers(n, buffers); } void GenerateMipmap(PP_Resource context_id, GLenum target) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GenerateMipmap(target); } void GenFramebuffers(PP_Resource context_id, GLsizei n, GLuint* framebuffers) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GenFramebuffers(n, framebuffers); } void GenRenderbuffers( PP_Resource context_id, GLsizei n, GLuint* renderbuffers) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GenRenderbuffers(n, renderbuffers); } void GenTextures(PP_Resource context_id, GLsizei n, GLuint* textures) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GenTextures(n, textures); } void GetActiveAttrib( PP_Resource context_id, GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetActiveAttrib( program, index, bufsize, length, size, type, name); } void GetActiveUniform( PP_Resource context_id, GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetActiveUniform( program, index, bufsize, length, size, type, name); } void GetAttachedShaders( PP_Resource context_id, GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetAttachedShaders(program, maxcount, count, shaders); } GLint GetAttribLocation( PP_Resource context_id, GLuint program, const char* name) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->GetAttribLocation(program, name); } void GetBooleanv(PP_Resource context_id, GLenum pname, GLboolean* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetBooleanv(pname, params); } void GetBufferParameteriv( PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetBufferParameteriv(target, pname, params); } GLenum GetError(PP_Resource context_id) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->GetError(); } void GetFloatv(PP_Resource context_id, GLenum pname, GLfloat* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetFloatv(pname, params); } void GetFramebufferAttachmentParameteriv( PP_Resource context_id, GLenum target, GLenum attachment, GLenum pname, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetFramebufferAttachmentParameteriv( target, attachment, pname, params); } void GetIntegerv(PP_Resource context_id, GLenum pname, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetIntegerv(pname, params); } void GetProgramiv( PP_Resource context_id, GLuint program, GLenum pname, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetProgramiv(program, pname, params); } void GetProgramInfoLog( PP_Resource context_id, GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetProgramInfoLog(program, bufsize, length, infolog); } void GetRenderbufferParameteriv( PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetRenderbufferParameteriv(target, pname, params); } void GetShaderiv( PP_Resource context_id, GLuint shader, GLenum pname, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetShaderiv(shader, pname, params); } void GetShaderInfoLog( PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetShaderInfoLog(shader, bufsize, length, infolog); } void GetShaderPrecisionFormat( PP_Resource context_id, GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetShaderPrecisionFormat( shadertype, precisiontype, range, precision); } void GetShaderSource( PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetShaderSource(shader, bufsize, length, source); } const GLubyte* GetString(PP_Resource context_id, GLenum name) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->GetString(name); } void GetTexParameterfv( PP_Resource context_id, GLenum target, GLenum pname, GLfloat* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetTexParameterfv(target, pname, params); } void GetTexParameteriv( PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetTexParameteriv(target, pname, params); } void GetUniformfv( PP_Resource context_id, GLuint program, GLint location, GLfloat* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetUniformfv(program, location, params); } void GetUniformiv( PP_Resource context_id, GLuint program, GLint location, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetUniformiv(program, location, params); } GLint GetUniformLocation( PP_Resource context_id, GLuint program, const char* name) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->GetUniformLocation(program, name); } void GetVertexAttribfv( PP_Resource context_id, GLuint index, GLenum pname, GLfloat* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetVertexAttribfv(index, pname, params); } void GetVertexAttribiv( PP_Resource context_id, GLuint index, GLenum pname, GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetVertexAttribiv(index, pname, params); } void GetVertexAttribPointerv( PP_Resource context_id, GLuint index, GLenum pname, void** pointer) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->GetVertexAttribPointerv(index, pname, pointer); } void Hint(PP_Resource context_id, GLenum target, GLenum mode) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Hint(target, mode); } GLboolean IsBuffer(PP_Resource context_id, GLuint buffer) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->IsBuffer(buffer); } GLboolean IsEnabled(PP_Resource context_id, GLenum cap) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->IsEnabled(cap); } GLboolean IsFramebuffer(PP_Resource context_id, GLuint framebuffer) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->IsFramebuffer(framebuffer); } GLboolean IsProgram(PP_Resource context_id, GLuint program) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->IsProgram(program); } GLboolean IsRenderbuffer(PP_Resource context_id, GLuint renderbuffer) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->IsRenderbuffer(renderbuffer); } GLboolean IsShader(PP_Resource context_id, GLuint shader) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->IsShader(shader); } GLboolean IsTexture(PP_Resource context_id, GLuint texture) { Context3D* context = PluginResource::GetAs(context_id); return context->gles2_impl()->IsTexture(texture); } void LineWidth(PP_Resource context_id, GLfloat width) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->LineWidth(width); } void LinkProgram(PP_Resource context_id, GLuint program) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->LinkProgram(program); } void PixelStorei(PP_Resource context_id, GLenum pname, GLint param) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->PixelStorei(pname, param); } void PolygonOffset(PP_Resource context_id, GLfloat factor, GLfloat units) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->PolygonOffset(factor, units); } void ReadPixels( PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ReadPixels(x, y, width, height, format, type, pixels); } void ReleaseShaderCompiler(PP_Resource context_id) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ReleaseShaderCompiler(); } void RenderbufferStorage( PP_Resource context_id, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->RenderbufferStorage( target, internalformat, width, height); } void SampleCoverage(PP_Resource context_id, GLclampf value, GLboolean invert) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->SampleCoverage(value, invert); } void Scissor( PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Scissor(x, y, width, height); } void ShaderBinary( PP_Resource context_id, GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ShaderBinary( n, shaders, binaryformat, binary, length); } void ShaderSource( PP_Resource context_id, GLuint shader, GLsizei count, const char** str, const GLint* length) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ShaderSource(shader, count, str, length); } void StencilFunc(PP_Resource context_id, GLenum func, GLint ref, GLuint mask) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->StencilFunc(func, ref, mask); } void StencilFuncSeparate( PP_Resource context_id, GLenum face, GLenum func, GLint ref, GLuint mask) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->StencilFuncSeparate(face, func, ref, mask); } void StencilMask(PP_Resource context_id, GLuint mask) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->StencilMask(mask); } void StencilMaskSeparate(PP_Resource context_id, GLenum face, GLuint mask) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->StencilMaskSeparate(face, mask); } void StencilOp( PP_Resource context_id, GLenum fail, GLenum zfail, GLenum zpass) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->StencilOp(fail, zfail, zpass); } void StencilOpSeparate( PP_Resource context_id, GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->StencilOpSeparate(face, fail, zfail, zpass); } void TexImage2D( PP_Resource context_id, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->TexImage2D( target, level, internalformat, width, height, border, format, type, pixels); } void TexParameterf( PP_Resource context_id, GLenum target, GLenum pname, GLfloat param) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->TexParameterf(target, pname, param); } void TexParameterfv( PP_Resource context_id, GLenum target, GLenum pname, const GLfloat* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->TexParameterfv(target, pname, params); } void TexParameteri( PP_Resource context_id, GLenum target, GLenum pname, GLint param) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->TexParameteri(target, pname, param); } void TexParameteriv( PP_Resource context_id, GLenum target, GLenum pname, const GLint* params) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->TexParameteriv(target, pname, params); } void TexSubImage2D( PP_Resource context_id, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->TexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels); } void Uniform1f(PP_Resource context_id, GLint location, GLfloat x) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform1f(location, x); } void Uniform1fv( PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform1fv(location, count, v); } void Uniform1i(PP_Resource context_id, GLint location, GLint x) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform1i(location, x); } void Uniform1iv( PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform1iv(location, count, v); } void Uniform2f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform2f(location, x, y); } void Uniform2fv( PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform2fv(location, count, v); } void Uniform2i(PP_Resource context_id, GLint location, GLint x, GLint y) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform2i(location, x, y); } void Uniform2iv( PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform2iv(location, count, v); } void Uniform3f( PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform3f(location, x, y, z); } void Uniform3fv( PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform3fv(location, count, v); } void Uniform3i( PP_Resource context_id, GLint location, GLint x, GLint y, GLint z) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform3i(location, x, y, z); } void Uniform3iv( PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform3iv(location, count, v); } void Uniform4f( PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform4f(location, x, y, z, w); } void Uniform4fv( PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform4fv(location, count, v); } void Uniform4i( PP_Resource context_id, GLint location, GLint x, GLint y, GLint z, GLint w) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform4i(location, x, y, z, w); } void Uniform4iv( PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Uniform4iv(location, count, v); } void UniformMatrix2fv( PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->UniformMatrix2fv(location, count, transpose, value); } void UniformMatrix3fv( PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->UniformMatrix3fv(location, count, transpose, value); } void UniformMatrix4fv( PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->UniformMatrix4fv(location, count, transpose, value); } void UseProgram(PP_Resource context_id, GLuint program) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->UseProgram(program); } void ValidateProgram(PP_Resource context_id, GLuint program) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->ValidateProgram(program); } void VertexAttrib1f(PP_Resource context_id, GLuint indx, GLfloat x) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttrib1f(indx, x); } void VertexAttrib1fv( PP_Resource context_id, GLuint indx, const GLfloat* values) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttrib1fv(indx, values); } void VertexAttrib2f( PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttrib2f(indx, x, y); } void VertexAttrib2fv( PP_Resource context_id, GLuint indx, const GLfloat* values) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttrib2fv(indx, values); } void VertexAttrib3f( PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttrib3f(indx, x, y, z); } void VertexAttrib3fv( PP_Resource context_id, GLuint indx, const GLfloat* values) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttrib3fv(indx, values); } void VertexAttrib4f( PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttrib4f(indx, x, y, z, w); } void VertexAttrib4fv( PP_Resource context_id, GLuint indx, const GLfloat* values) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttrib4fv(indx, values); } void VertexAttribPointer( PP_Resource context_id, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->VertexAttribPointer( indx, size, type, normalized, stride, ptr); } void Viewport( PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) { Context3D* context = PluginResource::GetAs(context_id); context->gles2_impl()->Viewport(x, y, width, height); } const struct PPB_OpenGLES2_Dev opengles2_interface = { &ActiveTexture, &AttachShader, &BindAttribLocation, &BindBuffer, &BindFramebuffer, &BindRenderbuffer, &BindTexture, &BlendColor, &BlendEquation, &BlendEquationSeparate, &BlendFunc, &BlendFuncSeparate, &BufferData, &BufferSubData, &CheckFramebufferStatus, &Clear, &ClearColor, &ClearDepthf, &ClearStencil, &ColorMask, &CompileShader, &CompressedTexImage2D, &CompressedTexSubImage2D, &CopyTexImage2D, &CopyTexSubImage2D, &CreateProgram, &CreateShader, &CullFace, &DeleteBuffers, &DeleteFramebuffers, &DeleteProgram, &DeleteRenderbuffers, &DeleteShader, &DeleteTextures, &DepthFunc, &DepthMask, &DepthRangef, &DetachShader, &Disable, &DisableVertexAttribArray, &DrawArrays, &DrawElements, &Enable, &EnableVertexAttribArray, &Finish, &Flush, &FramebufferRenderbuffer, &FramebufferTexture2D, &FrontFace, &GenBuffers, &GenerateMipmap, &GenFramebuffers, &GenRenderbuffers, &GenTextures, &GetActiveAttrib, &GetActiveUniform, &GetAttachedShaders, &GetAttribLocation, &GetBooleanv, &GetBufferParameteriv, &GetError, &GetFloatv, &GetFramebufferAttachmentParameteriv, &GetIntegerv, &GetProgramiv, &GetProgramInfoLog, &GetRenderbufferParameteriv, &GetShaderiv, &GetShaderInfoLog, &GetShaderPrecisionFormat, &GetShaderSource, &GetString, &GetTexParameterfv, &GetTexParameteriv, &GetUniformfv, &GetUniformiv, &GetUniformLocation, &GetVertexAttribfv, &GetVertexAttribiv, &GetVertexAttribPointerv, &Hint, &IsBuffer, &IsEnabled, &IsFramebuffer, &IsProgram, &IsRenderbuffer, &IsShader, &IsTexture, &LineWidth, &LinkProgram, &PixelStorei, &PolygonOffset, &ReadPixels, &ReleaseShaderCompiler, &RenderbufferStorage, &SampleCoverage, &Scissor, &ShaderBinary, &ShaderSource, &StencilFunc, &StencilFuncSeparate, &StencilMask, &StencilMaskSeparate, &StencilOp, &StencilOpSeparate, &TexImage2D, &TexParameterf, &TexParameterfv, &TexParameteri, &TexParameteriv, &TexSubImage2D, &Uniform1f, &Uniform1fv, &Uniform1i, &Uniform1iv, &Uniform2f, &Uniform2fv, &Uniform2i, &Uniform2iv, &Uniform3f, &Uniform3fv, &Uniform3i, &Uniform3iv, &Uniform4f, &Uniform4fv, &Uniform4i, &Uniform4iv, &UniformMatrix2fv, &UniformMatrix3fv, &UniformMatrix4fv, &UseProgram, &ValidateProgram, &VertexAttrib1f, &VertexAttrib1fv, &VertexAttrib2f, &VertexAttrib2fv, &VertexAttrib3f, &VertexAttrib3fv, &VertexAttrib4f, &VertexAttrib4fv, &VertexAttribPointer, &Viewport }; InterfaceProxy* CreateOpenGLES2Proxy(Dispatcher* dispatcher, const void* target_interface) { return new PPB_OpenGLES2_Proxy(dispatcher, target_interface); } } // namespace PPB_OpenGLES2_Proxy::PPB_OpenGLES2_Proxy(Dispatcher* dispatcher, const void* target_interface) : InterfaceProxy(dispatcher, target_interface) { } PPB_OpenGLES2_Proxy::~PPB_OpenGLES2_Proxy() { } // static const InterfaceProxy::Info* PPB_OpenGLES2_Proxy::GetInfo() { static const Info info = { &opengles2_interface, PPB_OPENGLES2_DEV_INTERFACE, INTERFACE_ID_PPB_OPENGLES2, false, &CreateOpenGLES2Proxy, }; return &info; } bool PPB_OpenGLES2_Proxy::OnMessageReceived(const IPC::Message& msg) { return false; } } // namespace proxy } // namespace pp