summaryrefslogtreecommitdiffstats
path: root/gpu/command_buffer/client/gles2_c_lib_autogen.h
blob: ef126436b0486e5be6d4f7de8f451cf13b99928b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
// Copyright (c) 2012 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
// DO NOT EDIT!

// These functions emulate 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 GLES2ShallowFlushCHROMIUM() {
  gles2::GetGLContext()->ShallowFlushCHROMIUM();
}
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 GLES2ReleaseShaderCompiler() {
  gles2::GetGLContext()->ReleaseShaderCompiler();
}
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 GLES2ShaderBinary(
    GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary,
    GLsizei length) {
  gles2::GetGLContext()->ShaderBinary(
      n, shaders, binaryformat, binary, length);
}
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 GLES2BlitFramebufferEXT(
    GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0,
    GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
  gles2::GetGLContext()->BlitFramebufferEXT(
      srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
void GLES2RenderbufferStorageMultisampleEXT(
    GLenum target, GLsizei samples, GLenum internalformat, GLsizei width,
    GLsizei height) {
  gles2::GetGLContext()->RenderbufferStorageMultisampleEXT(
      target, samples, internalformat, width, height);
}
void GLES2TexStorage2DEXT(
    GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width,
    GLsizei height) {
  gles2::GetGLContext()->TexStorage2DEXT(
      target, levels, internalFormat, width, height);
}
void GLES2GenQueriesEXT(GLsizei n, GLuint* queries) {
  gles2::GetGLContext()->GenQueriesEXT(n, queries);
}
void GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) {
  gles2::GetGLContext()->DeleteQueriesEXT(n, queries);
}
GLboolean GLES2IsQueryEXT(GLuint id) {
  return gles2::GetGLContext()->IsQueryEXT(id);
}
void GLES2BeginQueryEXT(GLenum target, GLuint id) {
  gles2::GetGLContext()->BeginQueryEXT(target, id);
}
void GLES2EndQueryEXT(GLenum target) {
  gles2::GetGLContext()->EndQueryEXT(target);
}
void GLES2GetQueryivEXT(GLenum target, GLenum pname, GLint* params) {
  gles2::GetGLContext()->GetQueryivEXT(target, pname, params);
}
void GLES2GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint* params) {
  gles2::GetGLContext()->GetQueryObjectuivEXT(id, pname, params);
}
void GLES2InsertEventMarkerEXT(GLsizei length, const GLchar* marker) {
  gles2::GetGLContext()->InsertEventMarkerEXT(length, marker);
}
void GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) {
  gles2::GetGLContext()->PushGroupMarkerEXT(length, marker);
}
void GLES2PopGroupMarkerEXT() {
  gles2::GetGLContext()->PopGroupMarkerEXT();
}
void GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) {
  gles2::GetGLContext()->GenVertexArraysOES(n, arrays);
}
void GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) {
  gles2::GetGLContext()->DeleteVertexArraysOES(n, arrays);
}
GLboolean GLES2IsVertexArrayOES(GLuint array) {
  return gles2::GetGLContext()->IsVertexArrayOES(array);
}
void GLES2BindVertexArrayOES(GLuint array) {
  gles2::GetGLContext()->BindVertexArrayOES(array);
}
void GLES2SwapBuffers() {
  gles2::GetGLContext()->SwapBuffers();
}
GLuint GLES2GetMaxValueInBufferCHROMIUM(
    GLuint buffer_id, GLsizei count, GLenum type, GLuint offset) {
  return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM(
      buffer_id, count, type, offset);
}
void GLES2GenSharedIdsCHROMIUM(
    GLuint namespace_id, GLuint id_offset, GLsizei n, GLuint* ids) {
  gles2::GetGLContext()->GenSharedIdsCHROMIUM(namespace_id, id_offset, n, ids);
}
void GLES2DeleteSharedIdsCHROMIUM(
    GLuint namespace_id, GLsizei n, const GLuint* ids) {
  gles2::GetGLContext()->DeleteSharedIdsCHROMIUM(namespace_id, n, ids);
}
void GLES2RegisterSharedIdsCHROMIUM(
    GLuint namespace_id, GLsizei n, const GLuint* ids) {
  gles2::GetGLContext()->RegisterSharedIdsCHROMIUM(namespace_id, n, ids);
}
GLboolean GLES2EnableFeatureCHROMIUM(const char* feature) {
  return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature);
}
void* GLES2MapBufferSubDataCHROMIUM(
    GLuint target, GLintptr offset, GLsizeiptr size, GLenum access) {
  return gles2::GetGLContext()->MapBufferSubDataCHROMIUM(
      target, offset, size, access);
}
void GLES2UnmapBufferSubDataCHROMIUM(const void* mem) {
  gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem);
}
void* GLES2MapTexSubImage2DCHROMIUM(
    GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
    GLsizei height, GLenum format, GLenum type, GLenum access) {
  return gles2::GetGLContext()->MapTexSubImage2DCHROMIUM(
      target, level, xoffset, yoffset, width, height, format, type, access);
}
void GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) {
  gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem);
}
void GLES2ResizeCHROMIUM(GLuint width, GLuint height) {
  gles2::GetGLContext()->ResizeCHROMIUM(width, height);
}
const GLchar* GLES2GetRequestableExtensionsCHROMIUM() {
  return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM();
}
void GLES2RequestExtensionCHROMIUM(const char* extension) {
  gles2::GetGLContext()->RequestExtensionCHROMIUM(extension);
}
void GLES2RateLimitOffscreenContextCHROMIUM() {
  gles2::GetGLContext()->RateLimitOffscreenContextCHROMIUM();
}
void GLES2GetMultipleIntegervCHROMIUM(
    const GLenum* pnames, GLuint count, GLint* results, GLsizeiptr size) {
  gles2::GetGLContext()->GetMultipleIntegervCHROMIUM(
      pnames, count, results, size);
}
void GLES2GetProgramInfoCHROMIUM(
    GLuint program, GLsizei bufsize, GLsizei* size, void* info) {
  gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info);
}
GLuint GLES2CreateStreamTextureCHROMIUM(GLuint texture) {
  return gles2::GetGLContext()->CreateStreamTextureCHROMIUM(texture);
}
void GLES2DestroyStreamTextureCHROMIUM(GLuint texture) {
  gles2::GetGLContext()->DestroyStreamTextureCHROMIUM(texture);
}
void GLES2GetTranslatedShaderSourceANGLE(
    GLuint shader, GLsizei bufsize, GLsizei* length, char* source) {
  gles2::GetGLContext()->GetTranslatedShaderSourceANGLE(
      shader, bufsize, length, source);
}
void GLES2PostSubBufferCHROMIUM(GLint x, GLint y, GLint width, GLint height) {
  gles2::GetGLContext()->PostSubBufferCHROMIUM(x, y, width, height);
}
void GLES2TexImageIOSurface2DCHROMIUM(
    GLenum target, GLsizei width, GLsizei height, GLuint ioSurfaceId,
    GLuint plane) {
  gles2::GetGLContext()->TexImageIOSurface2DCHROMIUM(
      target, width, height, ioSurfaceId, plane);
}
void GLES2CopyTextureCHROMIUM(
    GLenum target, GLenum source_id, GLenum dest_id, GLint level,
    GLint internalformat) {
  gles2::GetGLContext()->CopyTextureCHROMIUM(
      target, source_id, dest_id, level, internalformat);
}
void GLES2DrawArraysInstancedANGLE(
    GLenum mode, GLint first, GLsizei count, GLsizei primcount) {
  gles2::GetGLContext()->DrawArraysInstancedANGLE(
      mode, first, count, primcount);
}
void GLES2DrawElementsInstancedANGLE(
    GLenum mode, GLsizei count, GLenum type, const void* indices,
    GLsizei primcount) {
  gles2::GetGLContext()->DrawElementsInstancedANGLE(
      mode, count, type, indices, primcount);
}
void GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) {
  gles2::GetGLContext()->VertexAttribDivisorANGLE(index, divisor);
}
void GLES2GenMailboxCHROMIUM(GLbyte* mailbox) {
  gles2::GetGLContext()->GenMailboxCHROMIUM(mailbox);
}
void GLES2ProduceTextureCHROMIUM(GLenum target, const GLbyte* mailbox) {
  gles2::GetGLContext()->ProduceTextureCHROMIUM(target, mailbox);
}
void GLES2ConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) {
  gles2::GetGLContext()->ConsumeTextureCHROMIUM(target, mailbox);
}
void GLES2BindUniformLocationCHROMIUM(
    GLuint program, GLint location, const char* name) {
  gles2::GetGLContext()->BindUniformLocationCHROMIUM(program, location, name);
}
void GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) {
  gles2::GetGLContext()->BindTexImage2DCHROMIUM(target, imageId);
}
void GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) {
  gles2::GetGLContext()->ReleaseTexImage2DCHROMIUM(target, imageId);
}
void GLES2TraceBeginCHROMIUM(const char* name) {
  gles2::GetGLContext()->TraceBeginCHROMIUM(name);
}
void GLES2TraceEndCHROMIUM() {
  gles2::GetGLContext()->TraceEndCHROMIUM();
}

#endif  // GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_