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// 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_
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