// 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! #include "ppapi/shared_impl/ppb_opengles2_shared.h" #include "base/logging.h" #include "gpu/command_buffer/client/gles2_implementation.h" #include "ppapi/shared_impl/ppb_graphics_3d_shared.h" #include "ppapi/thunk/enter.h" namespace ppapi { namespace { typedef thunk::EnterResource Enter3D; gpu::gles2::GLES2Implementation* ToGles2Impl(Enter3D* enter) { DCHECK(enter); DCHECK(enter->succeeded()); return static_cast(enter->object())->gles2_impl(); } void ActiveTexture(PP_Resource context_id, GLenum texture) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ActiveTexture(texture); } } void AttachShader(PP_Resource context_id, GLuint program, GLuint shader) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->AttachShader(program, shader); } } void BindAttribLocation(PP_Resource context_id, GLuint program, GLuint index, const char* name) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BindAttribLocation(program, index, name); } } void BindBuffer(PP_Resource context_id, GLenum target, GLuint buffer) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BindBuffer(target, buffer); } } void BindFramebuffer(PP_Resource context_id, GLenum target, GLuint framebuffer) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BindFramebuffer(target, framebuffer); } } void BindRenderbuffer(PP_Resource context_id, GLenum target, GLuint renderbuffer) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BindRenderbuffer(target, renderbuffer); } } void BindTexture(PP_Resource context_id, GLenum target, GLuint texture) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BindTexture(target, texture); } } void BlendColor(PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BlendColor(red, green, blue, alpha); } } void BlendEquation(PP_Resource context_id, GLenum mode) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BlendEquation(mode); } } void BlendEquationSeparate(PP_Resource context_id, GLenum modeRGB, GLenum modeAlpha) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BlendEquationSeparate(modeRGB, modeAlpha); } } void BlendFunc(PP_Resource context_id, GLenum sfactor, GLenum dfactor) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BlendFunc(sfactor, dfactor); } } void BlendFuncSeparate(PP_Resource context_id, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } } void BufferData(PP_Resource context_id, GLenum target, GLsizeiptr size, const void* data, GLenum usage) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BufferData(target, size, data, usage); } } void BufferSubData(PP_Resource context_id, GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BufferSubData(target, offset, size, data); } } GLenum CheckFramebufferStatus(PP_Resource context_id, GLenum target) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->CheckFramebufferStatus(target); } else { return 0; } } void Clear(PP_Resource context_id, GLbitfield mask) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Clear(mask); } } void ClearColor(PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ClearColor(red, green, blue, alpha); } } void ClearDepthf(PP_Resource context_id, GLclampf depth) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ClearDepthf(depth); } } void ClearStencil(PP_Resource context_id, GLint s) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ClearStencil(s); } } void ColorMask(PP_Resource context_id, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ColorMask(red, green, blue, alpha); } } void CompileShader(PP_Resource context_id, GLuint shader) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->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) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->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) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->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) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->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) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } } GLuint CreateProgram(PP_Resource context_id) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->CreateProgram(); } else { return 0; } } GLuint CreateShader(PP_Resource context_id, GLenum type) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->CreateShader(type); } else { return 0; } } void CullFace(PP_Resource context_id, GLenum mode) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->CullFace(mode); } } void DeleteBuffers(PP_Resource context_id, GLsizei n, const GLuint* buffers) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DeleteBuffers(n, buffers); } } void DeleteFramebuffers(PP_Resource context_id, GLsizei n, const GLuint* framebuffers) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DeleteFramebuffers(n, framebuffers); } } void DeleteProgram(PP_Resource context_id, GLuint program) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DeleteProgram(program); } } void DeleteRenderbuffers(PP_Resource context_id, GLsizei n, const GLuint* renderbuffers) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DeleteRenderbuffers(n, renderbuffers); } } void DeleteShader(PP_Resource context_id, GLuint shader) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DeleteShader(shader); } } void DeleteTextures(PP_Resource context_id, GLsizei n, const GLuint* textures) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DeleteTextures(n, textures); } } void DepthFunc(PP_Resource context_id, GLenum func) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DepthFunc(func); } } void DepthMask(PP_Resource context_id, GLboolean flag) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DepthMask(flag); } } void DepthRangef(PP_Resource context_id, GLclampf zNear, GLclampf zFar) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DepthRangef(zNear, zFar); } } void DetachShader(PP_Resource context_id, GLuint program, GLuint shader) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DetachShader(program, shader); } } void Disable(PP_Resource context_id, GLenum cap) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Disable(cap); } } void DisableVertexAttribArray(PP_Resource context_id, GLuint index) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DisableVertexAttribArray(index); } } void DrawArrays(PP_Resource context_id, GLenum mode, GLint first, GLsizei count) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DrawArrays(mode, first, count); } } void DrawElements(PP_Resource context_id, GLenum mode, GLsizei count, GLenum type, const void* indices) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DrawElements(mode, count, type, indices); } } void Enable(PP_Resource context_id, GLenum cap) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Enable(cap); } } void EnableVertexAttribArray(PP_Resource context_id, GLuint index) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->EnableVertexAttribArray(index); } } void Finish(PP_Resource context_id) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Finish(); } } void Flush(PP_Resource context_id) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Flush(); } } void FramebufferRenderbuffer(PP_Resource context_id, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->FramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } } void FramebufferTexture2D(PP_Resource context_id, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter) ->FramebufferTexture2D(target, attachment, textarget, texture, level); } } void FrontFace(PP_Resource context_id, GLenum mode) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->FrontFace(mode); } } void GenBuffers(PP_Resource context_id, GLsizei n, GLuint* buffers) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GenBuffers(n, buffers); } } void GenerateMipmap(PP_Resource context_id, GLenum target) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GenerateMipmap(target); } } void GenFramebuffers(PP_Resource context_id, GLsizei n, GLuint* framebuffers) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GenFramebuffers(n, framebuffers); } } void GenRenderbuffers(PP_Resource context_id, GLsizei n, GLuint* renderbuffers) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GenRenderbuffers(n, renderbuffers); } } void GenTextures(PP_Resource context_id, GLsizei n, GLuint* textures) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GenTextures(n, textures); } } void GetActiveAttrib(PP_Resource context_id, GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter) ->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) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter) ->GetActiveUniform(program, index, bufsize, length, size, type, name); } } void GetAttachedShaders(PP_Resource context_id, GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetAttachedShaders(program, maxcount, count, shaders); } } GLint GetAttribLocation(PP_Resource context_id, GLuint program, const char* name) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->GetAttribLocation(program, name); } else { return -1; } } void GetBooleanv(PP_Resource context_id, GLenum pname, GLboolean* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetBooleanv(pname, params); } } void GetBufferParameteriv(PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetBufferParameteriv(target, pname, params); } } GLenum GetError(PP_Resource context_id) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->GetError(); } else { return 0; } } void GetFloatv(PP_Resource context_id, GLenum pname, GLfloat* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetFloatv(pname, params); } } void GetFramebufferAttachmentParameteriv(PP_Resource context_id, GLenum target, GLenum attachment, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetFramebufferAttachmentParameteriv(target, attachment, pname, params); } } void GetIntegerv(PP_Resource context_id, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetIntegerv(pname, params); } } void GetProgramiv(PP_Resource context_id, GLuint program, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetProgramiv(program, pname, params); } } void GetProgramInfoLog(PP_Resource context_id, GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetProgramInfoLog(program, bufsize, length, infolog); } } void GetRenderbufferParameteriv(PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetRenderbufferParameteriv(target, pname, params); } } void GetShaderiv(PP_Resource context_id, GLuint shader, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetShaderiv(shader, pname, params); } } void GetShaderInfoLog(PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetShaderInfoLog(shader, bufsize, length, infolog); } } void GetShaderPrecisionFormat(PP_Resource context_id, GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter) ->GetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } } void GetShaderSource(PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetShaderSource(shader, bufsize, length, source); } } const GLubyte* GetString(PP_Resource context_id, GLenum name) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->GetString(name); } else { return NULL; } } void GetTexParameterfv(PP_Resource context_id, GLenum target, GLenum pname, GLfloat* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetTexParameterfv(target, pname, params); } } void GetTexParameteriv(PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetTexParameteriv(target, pname, params); } } void GetUniformfv(PP_Resource context_id, GLuint program, GLint location, GLfloat* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetUniformfv(program, location, params); } } void GetUniformiv(PP_Resource context_id, GLuint program, GLint location, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetUniformiv(program, location, params); } } GLint GetUniformLocation(PP_Resource context_id, GLuint program, const char* name) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->GetUniformLocation(program, name); } else { return -1; } } void GetVertexAttribfv(PP_Resource context_id, GLuint index, GLenum pname, GLfloat* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetVertexAttribfv(index, pname, params); } } void GetVertexAttribiv(PP_Resource context_id, GLuint index, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetVertexAttribiv(index, pname, params); } } void GetVertexAttribPointerv(PP_Resource context_id, GLuint index, GLenum pname, void** pointer) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetVertexAttribPointerv(index, pname, pointer); } } void Hint(PP_Resource context_id, GLenum target, GLenum mode) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Hint(target, mode); } } GLboolean IsBuffer(PP_Resource context_id, GLuint buffer) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsBuffer(buffer); } else { return GL_FALSE; } } GLboolean IsEnabled(PP_Resource context_id, GLenum cap) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsEnabled(cap); } else { return GL_FALSE; } } GLboolean IsFramebuffer(PP_Resource context_id, GLuint framebuffer) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsFramebuffer(framebuffer); } else { return GL_FALSE; } } GLboolean IsProgram(PP_Resource context_id, GLuint program) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsProgram(program); } else { return GL_FALSE; } } GLboolean IsRenderbuffer(PP_Resource context_id, GLuint renderbuffer) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsRenderbuffer(renderbuffer); } else { return GL_FALSE; } } GLboolean IsShader(PP_Resource context_id, GLuint shader) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsShader(shader); } else { return GL_FALSE; } } GLboolean IsTexture(PP_Resource context_id, GLuint texture) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsTexture(texture); } else { return GL_FALSE; } } void LineWidth(PP_Resource context_id, GLfloat width) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->LineWidth(width); } } void LinkProgram(PP_Resource context_id, GLuint program) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->LinkProgram(program); } } void PixelStorei(PP_Resource context_id, GLenum pname, GLint param) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->PixelStorei(pname, param); } } void PolygonOffset(PP_Resource context_id, GLfloat factor, GLfloat units) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->PolygonOffset(factor, units); } } void ReadPixels(PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ReadPixels(x, y, width, height, format, type, pixels); } } void ReleaseShaderCompiler(PP_Resource context_id) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ReleaseShaderCompiler(); } } void RenderbufferStorage(PP_Resource context_id, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter) ->RenderbufferStorage(target, internalformat, width, height); } } void SampleCoverage(PP_Resource context_id, GLclampf value, GLboolean invert) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->SampleCoverage(value, invert); } } void Scissor(PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Scissor(x, y, width, height); } } void ShaderBinary(PP_Resource context_id, GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ShaderBinary(n, shaders, binaryformat, binary, length); } } void ShaderSource(PP_Resource context_id, GLuint shader, GLsizei count, const char** str, const GLint* length) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ShaderSource(shader, count, str, length); } } void StencilFunc(PP_Resource context_id, GLenum func, GLint ref, GLuint mask) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->StencilFunc(func, ref, mask); } } void StencilFuncSeparate(PP_Resource context_id, GLenum face, GLenum func, GLint ref, GLuint mask) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->StencilFuncSeparate(face, func, ref, mask); } } void StencilMask(PP_Resource context_id, GLuint mask) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->StencilMask(mask); } } void StencilMaskSeparate(PP_Resource context_id, GLenum face, GLuint mask) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->StencilMaskSeparate(face, mask); } } void StencilOp(PP_Resource context_id, GLenum fail, GLenum zfail, GLenum zpass) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->StencilOp(fail, zfail, zpass); } } void StencilOpSeparate(PP_Resource context_id, GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->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) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } } void TexParameterf(PP_Resource context_id, GLenum target, GLenum pname, GLfloat param) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->TexParameterf(target, pname, param); } } void TexParameterfv(PP_Resource context_id, GLenum target, GLenum pname, const GLfloat* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->TexParameterfv(target, pname, params); } } void TexParameteri(PP_Resource context_id, GLenum target, GLenum pname, GLint param) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->TexParameteri(target, pname, param); } } void TexParameteriv(PP_Resource context_id, GLenum target, GLenum pname, const GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->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) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } } void Uniform1f(PP_Resource context_id, GLint location, GLfloat x) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform1f(location, x); } } void Uniform1fv(PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform1fv(location, count, v); } } void Uniform1i(PP_Resource context_id, GLint location, GLint x) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform1i(location, x); } } void Uniform1iv(PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform1iv(location, count, v); } } void Uniform2f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform2f(location, x, y); } } void Uniform2fv(PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform2fv(location, count, v); } } void Uniform2i(PP_Resource context_id, GLint location, GLint x, GLint y) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform2i(location, x, y); } } void Uniform2iv(PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform2iv(location, count, v); } } void Uniform3f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform3f(location, x, y, z); } } void Uniform3fv(PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform3fv(location, count, v); } } void Uniform3i(PP_Resource context_id, GLint location, GLint x, GLint y, GLint z) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform3i(location, x, y, z); } } void Uniform3iv(PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform3iv(location, count, v); } } void Uniform4f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform4f(location, x, y, z, w); } } void Uniform4fv(PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform4fv(location, count, v); } } void Uniform4i(PP_Resource context_id, GLint location, GLint x, GLint y, GLint z, GLint w) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform4i(location, x, y, z, w); } } void Uniform4iv(PP_Resource context_id, GLint location, GLsizei count, const GLint* v) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Uniform4iv(location, count, v); } } void UniformMatrix2fv(PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->UniformMatrix2fv(location, count, transpose, value); } } void UniformMatrix3fv(PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->UniformMatrix3fv(location, count, transpose, value); } } void UniformMatrix4fv(PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->UniformMatrix4fv(location, count, transpose, value); } } void UseProgram(PP_Resource context_id, GLuint program) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->UseProgram(program); } } void ValidateProgram(PP_Resource context_id, GLuint program) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->ValidateProgram(program); } } void VertexAttrib1f(PP_Resource context_id, GLuint indx, GLfloat x) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttrib1f(indx, x); } } void VertexAttrib1fv(PP_Resource context_id, GLuint indx, const GLfloat* values) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttrib1fv(indx, values); } } void VertexAttrib2f(PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttrib2f(indx, x, y); } } void VertexAttrib2fv(PP_Resource context_id, GLuint indx, const GLfloat* values) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttrib2fv(indx, values); } } void VertexAttrib3f(PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttrib3f(indx, x, y, z); } } void VertexAttrib3fv(PP_Resource context_id, GLuint indx, const GLfloat* values) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttrib3fv(indx, values); } } void VertexAttrib4f(PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttrib4f(indx, x, y, z, w); } } void VertexAttrib4fv(PP_Resource context_id, GLuint indx, const GLfloat* values) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttrib4fv(indx, values); } } void VertexAttribPointer(PP_Resource context_id, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter) ->VertexAttribPointer(indx, size, type, normalized, stride, ptr); } } void Viewport(PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->Viewport(x, y, width, height); } } void BlitFramebufferEXT(PP_Resource context_id, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BlitFramebufferCHROMIUM( srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } } void RenderbufferStorageMultisampleEXT(PP_Resource context_id, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->RenderbufferStorageMultisampleCHROMIUM( target, samples, internalformat, width, height); } } void GenQueriesEXT(PP_Resource context_id, GLsizei n, GLuint* queries) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GenQueriesEXT(n, queries); } } void DeleteQueriesEXT(PP_Resource context_id, GLsizei n, const GLuint* queries) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DeleteQueriesEXT(n, queries); } } GLboolean IsQueryEXT(PP_Resource context_id, GLuint id) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsQueryEXT(id); } else { return GL_FALSE; } } void BeginQueryEXT(PP_Resource context_id, GLenum target, GLuint id) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BeginQueryEXT(target, id); } } void EndQueryEXT(PP_Resource context_id, GLenum target) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->EndQueryEXT(target); } } void GetQueryivEXT(PP_Resource context_id, GLenum target, GLenum pname, GLint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetQueryivEXT(target, pname, params); } } void GetQueryObjectuivEXT(PP_Resource context_id, GLuint id, GLenum pname, GLuint* params) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GetQueryObjectuivEXT(id, pname, params); } } void GenVertexArraysOES(PP_Resource context_id, GLsizei n, GLuint* arrays) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->GenVertexArraysOES(n, arrays); } } void DeleteVertexArraysOES(PP_Resource context_id, GLsizei n, const GLuint* arrays) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DeleteVertexArraysOES(n, arrays); } } GLboolean IsVertexArrayOES(PP_Resource context_id, GLuint array) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->IsVertexArrayOES(array); } else { return GL_FALSE; } } void BindVertexArrayOES(PP_Resource context_id, GLuint array) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->BindVertexArrayOES(array); } } GLboolean EnableFeatureCHROMIUM(PP_Resource context_id, const char* feature) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->EnableFeatureCHROMIUM(feature); } else { return GL_FALSE; } } void* MapBufferSubDataCHROMIUM(PP_Resource context_id, GLuint target, GLintptr offset, GLsizeiptr size, GLenum access) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter) ->MapBufferSubDataCHROMIUM(target, offset, size, access); } else { return NULL; } } void UnmapBufferSubDataCHROMIUM(PP_Resource context_id, const void* mem) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->UnmapBufferSubDataCHROMIUM(mem); } } void* MapTexSubImage2DCHROMIUM(PP_Resource context_id, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLenum access) { Enter3D enter(context_id, true); if (enter.succeeded()) { return ToGles2Impl(&enter)->MapTexSubImage2DCHROMIUM( target, level, xoffset, yoffset, width, height, format, type, access); } else { return NULL; } } void UnmapTexSubImage2DCHROMIUM(PP_Resource context_id, const void* mem) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->UnmapTexSubImage2DCHROMIUM(mem); } } void DrawArraysInstancedANGLE(PP_Resource context_id, GLenum mode, GLint first, GLsizei count, GLsizei primcount) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter) ->DrawArraysInstancedANGLE(mode, first, count, primcount); } } void DrawElementsInstancedANGLE(PP_Resource context_id, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter) ->DrawElementsInstancedANGLE(mode, count, type, indices, primcount); } } void VertexAttribDivisorANGLE(PP_Resource context_id, GLuint index, GLuint divisor) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->VertexAttribDivisorANGLE(index, divisor); } } void DrawBuffersEXT(PP_Resource context_id, GLsizei count, const GLenum* bufs) { Enter3D enter(context_id, true); if (enter.succeeded()) { ToGles2Impl(&enter)->DrawBuffersEXT(count, bufs); } } } // namespace const PPB_OpenGLES2* PPB_OpenGLES2_Shared::GetInterface() { static const struct PPB_OpenGLES2 ppb_opengles2 = { &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}; return &ppb_opengles2; } const PPB_OpenGLES2InstancedArrays* PPB_OpenGLES2_Shared::GetInstancedArraysInterface() { static const struct PPB_OpenGLES2InstancedArrays ppb_opengles2 = { &DrawArraysInstancedANGLE, &DrawElementsInstancedANGLE, &VertexAttribDivisorANGLE}; return &ppb_opengles2; } const PPB_OpenGLES2FramebufferBlit* PPB_OpenGLES2_Shared::GetFramebufferBlitInterface() { static const struct PPB_OpenGLES2FramebufferBlit ppb_opengles2 = { &BlitFramebufferEXT}; return &ppb_opengles2; } const PPB_OpenGLES2FramebufferMultisample* PPB_OpenGLES2_Shared::GetFramebufferMultisampleInterface() { static const struct PPB_OpenGLES2FramebufferMultisample ppb_opengles2 = { &RenderbufferStorageMultisampleEXT}; return &ppb_opengles2; } const PPB_OpenGLES2ChromiumEnableFeature* PPB_OpenGLES2_Shared::GetChromiumEnableFeatureInterface() { static const struct PPB_OpenGLES2ChromiumEnableFeature ppb_opengles2 = { &EnableFeatureCHROMIUM}; return &ppb_opengles2; } const PPB_OpenGLES2ChromiumMapSub* PPB_OpenGLES2_Shared::GetChromiumMapSubInterface() { static const struct PPB_OpenGLES2ChromiumMapSub ppb_opengles2 = { &MapBufferSubDataCHROMIUM, &UnmapBufferSubDataCHROMIUM, &MapTexSubImage2DCHROMIUM, &UnmapTexSubImage2DCHROMIUM}; return &ppb_opengles2; } const PPB_OpenGLES2Query* PPB_OpenGLES2_Shared::GetQueryInterface() { static const struct PPB_OpenGLES2Query ppb_opengles2 = { &GenQueriesEXT, &DeleteQueriesEXT, &IsQueryEXT, &BeginQueryEXT, &EndQueryEXT, &GetQueryivEXT, &GetQueryObjectuivEXT}; return &ppb_opengles2; } const PPB_OpenGLES2VertexArrayObject* PPB_OpenGLES2_Shared::GetVertexArrayObjectInterface() { static const struct PPB_OpenGLES2VertexArrayObject ppb_opengles2 = { &GenVertexArraysOES, &DeleteVertexArraysOES, &IsVertexArrayOES, &BindVertexArrayOES}; return &ppb_opengles2; } const PPB_OpenGLES2DrawBuffers_Dev* PPB_OpenGLES2_Shared::GetDrawBuffersInterface() { static const struct PPB_OpenGLES2DrawBuffers_Dev ppb_opengles2 = { &DrawBuffersEXT}; return &ppb_opengles2; } } // namespace ppapi