// Copyright (c) 2010 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 "webkit/glue/plugins/pepper_graphics_3d.h" #include "gpu/command_buffer/client/gles2_implementation.h" #include "ppapi/c/dev/ppb_opengles_dev.h" namespace pepper { namespace { void ActiveTexture(GLenum texture) { Graphics3D::GetCurrent()->impl()->ActiveTexture(texture); } void AttachShader(GLuint program, GLuint shader) { Graphics3D::GetCurrent()->impl()->AttachShader(program, shader); } void BindAttribLocation(GLuint program, GLuint index, const char* name) { Graphics3D::GetCurrent()->impl()->BindAttribLocation(program, index, name); } void BindBuffer(GLenum target, GLuint buffer) { Graphics3D::GetCurrent()->impl()->BindBuffer(target, buffer); } void BindFramebuffer(GLenum target, GLuint framebuffer) { Graphics3D::GetCurrent()->impl()->BindFramebuffer(target, framebuffer); } void BindRenderbuffer(GLenum target, GLuint renderbuffer) { Graphics3D::GetCurrent()->impl()->BindRenderbuffer(target, renderbuffer); } void BindTexture(GLenum target, GLuint texture) { Graphics3D::GetCurrent()->impl()->BindTexture(target, texture); } void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { Graphics3D::GetCurrent()->impl()->BlendColor(red, green, blue, alpha); } void BlendEquation(GLenum mode) { Graphics3D::GetCurrent()->impl()->BlendEquation(mode); } void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { Graphics3D::GetCurrent()->impl()->BlendEquationSeparate(modeRGB, modeAlpha); } void BlendFunc(GLenum sfactor, GLenum dfactor) { Graphics3D::GetCurrent()->impl()->BlendFunc(sfactor, dfactor); } void BlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { Graphics3D::GetCurrent()->impl()->BlendFuncSeparate( srcRGB, dstRGB, srcAlpha, dstAlpha); } void BufferData( GLenum target, GLsizeiptr size, const void* data, GLenum usage) { Graphics3D::GetCurrent()->impl()->BufferData(target, size, data, usage); } void BufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { Graphics3D::GetCurrent()->impl()->BufferSubData(target, offset, size, data); } GLenum CheckFramebufferStatus(GLenum target) { return Graphics3D::GetCurrent()->impl()->CheckFramebufferStatus(target); } void Clear(GLbitfield mask) { Graphics3D::GetCurrent()->impl()->Clear(mask); } void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { Graphics3D::GetCurrent()->impl()->ClearColor(red, green, blue, alpha); } void ClearDepthf(GLclampf depth) { Graphics3D::GetCurrent()->impl()->ClearDepthf(depth); } void ClearStencil(GLint s) { Graphics3D::GetCurrent()->impl()->ClearStencil(s); } void ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { Graphics3D::GetCurrent()->impl()->ColorMask(red, green, blue, alpha); } void CompileShader(GLuint shader) { Graphics3D::GetCurrent()->impl()->CompileShader(shader); } void CompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { Graphics3D::GetCurrent()->impl()->CompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data); } void CompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { Graphics3D::GetCurrent()->impl()->CompressedTexSubImage2D( target, level, xoffset, yoffset, width, height, format, imageSize, data); } void CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { Graphics3D::GetCurrent()->impl()->CopyTexImage2D( target, level, internalformat, x, y, width, height, border); } void CopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { Graphics3D::GetCurrent()->impl()->CopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height); } GLuint CreateProgram() { return Graphics3D::GetCurrent()->impl()->CreateProgram(); } GLuint CreateShader(GLenum type) { return Graphics3D::GetCurrent()->impl()->CreateShader(type); } void CullFace(GLenum mode) { Graphics3D::GetCurrent()->impl()->CullFace(mode); } void DeleteBuffers(GLsizei n, const GLuint* buffers) { Graphics3D::GetCurrent()->impl()->DeleteBuffers(n, buffers); } void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { Graphics3D::GetCurrent()->impl()->DeleteFramebuffers(n, framebuffers); } void DeleteProgram(GLuint program) { Graphics3D::GetCurrent()->impl()->DeleteProgram(program); } void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { Graphics3D::GetCurrent()->impl()->DeleteRenderbuffers(n, renderbuffers); } void DeleteShader(GLuint shader) { Graphics3D::GetCurrent()->impl()->DeleteShader(shader); } void DeleteTextures(GLsizei n, const GLuint* textures) { Graphics3D::GetCurrent()->impl()->DeleteTextures(n, textures); } void DepthFunc(GLenum func) { Graphics3D::GetCurrent()->impl()->DepthFunc(func); } void DepthMask(GLboolean flag) { Graphics3D::GetCurrent()->impl()->DepthMask(flag); } void DepthRangef(GLclampf zNear, GLclampf zFar) { Graphics3D::GetCurrent()->impl()->DepthRangef(zNear, zFar); } void DetachShader(GLuint program, GLuint shader) { Graphics3D::GetCurrent()->impl()->DetachShader(program, shader); } void Disable(GLenum cap) { Graphics3D::GetCurrent()->impl()->Disable(cap); } void DisableVertexAttribArray(GLuint index) { Graphics3D::GetCurrent()->impl()->DisableVertexAttribArray(index); } void DrawArrays(GLenum mode, GLint first, GLsizei count) { Graphics3D::GetCurrent()->impl()->DrawArrays(mode, first, count); } void DrawElements( GLenum mode, GLsizei count, GLenum type, const void* indices) { Graphics3D::GetCurrent()->impl()->DrawElements(mode, count, type, indices); } void Enable(GLenum cap) { Graphics3D::GetCurrent()->impl()->Enable(cap); } void EnableVertexAttribArray(GLuint index) { Graphics3D::GetCurrent()->impl()->EnableVertexAttribArray(index); } void Finish() { Graphics3D::GetCurrent()->impl()->Finish(); } void Flush() { Graphics3D::GetCurrent()->impl()->Flush(); } void FramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { Graphics3D::GetCurrent()->impl()->FramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } void FramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { Graphics3D::GetCurrent()->impl()->FramebufferTexture2D( target, attachment, textarget, texture, level); } void FrontFace(GLenum mode) { Graphics3D::GetCurrent()->impl()->FrontFace(mode); } void GenBuffers(GLsizei n, GLuint* buffers) { Graphics3D::GetCurrent()->impl()->GenBuffers(n, buffers); } void GenerateMipmap(GLenum target) { Graphics3D::GetCurrent()->impl()->GenerateMipmap(target); } void GenFramebuffers(GLsizei n, GLuint* framebuffers) { Graphics3D::GetCurrent()->impl()->GenFramebuffers(n, framebuffers); } void GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { Graphics3D::GetCurrent()->impl()->GenRenderbuffers(n, renderbuffers); } void GenTextures(GLsizei n, GLuint* textures) { Graphics3D::GetCurrent()->impl()->GenTextures(n, textures); } void GetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { Graphics3D::GetCurrent()->impl()->GetActiveAttrib( program, index, bufsize, length, size, type, name); } void GetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { Graphics3D::GetCurrent()->impl()->GetActiveUniform( program, index, bufsize, length, size, type, name); } void GetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { Graphics3D::GetCurrent()->impl()->GetAttachedShaders( program, maxcount, count, shaders); } GLint GetAttribLocation(GLuint program, const char* name) { return Graphics3D::GetCurrent()->impl()->GetAttribLocation(program, name); } void GetBooleanv(GLenum pname, GLboolean* params) { Graphics3D::GetCurrent()->impl()->GetBooleanv(pname, params); } void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { Graphics3D::GetCurrent()->impl()->GetBufferParameteriv( target, pname, params); } GLenum GetError() { return Graphics3D::GetCurrent()->impl()->GetError(); } void GetFloatv(GLenum pname, GLfloat* params) { Graphics3D::GetCurrent()->impl()->GetFloatv(pname, params); } void GetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint* params) { Graphics3D::GetCurrent()->impl()->GetFramebufferAttachmentParameteriv( target, attachment, pname, params); } void GetIntegerv(GLenum pname, GLint* params) { Graphics3D::GetCurrent()->impl()->GetIntegerv(pname, params); } void GetProgramiv(GLuint program, GLenum pname, GLint* params) { Graphics3D::GetCurrent()->impl()->GetProgramiv(program, pname, params); } void GetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { Graphics3D::GetCurrent()->impl()->GetProgramInfoLog( program, bufsize, length, infolog); } void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { Graphics3D::GetCurrent()->impl()->GetRenderbufferParameteriv( target, pname, params); } void GetShaderiv(GLuint shader, GLenum pname, GLint* params) { Graphics3D::GetCurrent()->impl()->GetShaderiv(shader, pname, params); } void GetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { Graphics3D::GetCurrent()->impl()->GetShaderInfoLog( shader, bufsize, length, infolog); } void GetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { Graphics3D::GetCurrent()->impl()->GetShaderPrecisionFormat( shadertype, precisiontype, range, precision); } void GetShaderSource( GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { Graphics3D::GetCurrent()->impl()->GetShaderSource( shader, bufsize, length, source); } const GLubyte* GetString(GLenum name) { return Graphics3D::GetCurrent()->impl()->GetString(name); } void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { Graphics3D::GetCurrent()->impl()->GetTexParameterfv(target, pname, params); } void GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { Graphics3D::GetCurrent()->impl()->GetTexParameteriv(target, pname, params); } void GetUniformfv(GLuint program, GLint location, GLfloat* params) { Graphics3D::GetCurrent()->impl()->GetUniformfv(program, location, params); } void GetUniformiv(GLuint program, GLint location, GLint* params) { Graphics3D::GetCurrent()->impl()->GetUniformiv(program, location, params); } GLint GetUniformLocation(GLuint program, const char* name) { return Graphics3D::GetCurrent()->impl()->GetUniformLocation(program, name); } void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { Graphics3D::GetCurrent()->impl()->GetVertexAttribfv(index, pname, params); } void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { Graphics3D::GetCurrent()->impl()->GetVertexAttribiv(index, pname, params); } void GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { Graphics3D::GetCurrent()->impl()->GetVertexAttribPointerv( index, pname, pointer); } void Hint(GLenum target, GLenum mode) { Graphics3D::GetCurrent()->impl()->Hint(target, mode); } GLboolean IsBuffer(GLuint buffer) { return Graphics3D::GetCurrent()->impl()->IsBuffer(buffer); } GLboolean IsEnabled(GLenum cap) { return Graphics3D::GetCurrent()->impl()->IsEnabled(cap); } GLboolean IsFramebuffer(GLuint framebuffer) { return Graphics3D::GetCurrent()->impl()->IsFramebuffer(framebuffer); } GLboolean IsProgram(GLuint program) { return Graphics3D::GetCurrent()->impl()->IsProgram(program); } GLboolean IsRenderbuffer(GLuint renderbuffer) { return Graphics3D::GetCurrent()->impl()->IsRenderbuffer(renderbuffer); } GLboolean IsShader(GLuint shader) { return Graphics3D::GetCurrent()->impl()->IsShader(shader); } GLboolean IsTexture(GLuint texture) { return Graphics3D::GetCurrent()->impl()->IsTexture(texture); } void LineWidth(GLfloat width) { Graphics3D::GetCurrent()->impl()->LineWidth(width); } void LinkProgram(GLuint program) { Graphics3D::GetCurrent()->impl()->LinkProgram(program); } void PixelStorei(GLenum pname, GLint param) { Graphics3D::GetCurrent()->impl()->PixelStorei(pname, param); } void PolygonOffset(GLfloat factor, GLfloat units) { Graphics3D::GetCurrent()->impl()->PolygonOffset(factor, units); } void ReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { Graphics3D::GetCurrent()->impl()->ReadPixels( x, y, width, height, format, type, pixels); } void ReleaseShaderCompiler() { Graphics3D::GetCurrent()->impl()->ReleaseShaderCompiler(); } void RenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { Graphics3D::GetCurrent()->impl()->RenderbufferStorage( target, internalformat, width, height); } void SampleCoverage(GLclampf value, GLboolean invert) { Graphics3D::GetCurrent()->impl()->SampleCoverage(value, invert); } void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { Graphics3D::GetCurrent()->impl()->Scissor(x, y, width, height); } void ShaderBinary( GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length) { Graphics3D::GetCurrent()->impl()->ShaderBinary( n, shaders, binaryformat, binary, length); } void ShaderSource( GLuint shader, GLsizei count, const char** str, const GLint* length) { Graphics3D::GetCurrent()->impl()->ShaderSource(shader, count, str, length); } void StencilFunc(GLenum func, GLint ref, GLuint mask) { Graphics3D::GetCurrent()->impl()->StencilFunc(func, ref, mask); } void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { Graphics3D::GetCurrent()->impl()->StencilFuncSeparate(face, func, ref, mask); } void StencilMask(GLuint mask) { Graphics3D::GetCurrent()->impl()->StencilMask(mask); } void StencilMaskSeparate(GLenum face, GLuint mask) { Graphics3D::GetCurrent()->impl()->StencilMaskSeparate(face, mask); } void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { Graphics3D::GetCurrent()->impl()->StencilOp(fail, zfail, zpass); } void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { Graphics3D::GetCurrent()->impl()->StencilOpSeparate( face, fail, zfail, zpass); } void TexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { Graphics3D::GetCurrent()->impl()->TexImage2D( target, level, internalformat, width, height, border, format, type, pixels); } void TexParameterf(GLenum target, GLenum pname, GLfloat param) { Graphics3D::GetCurrent()->impl()->TexParameterf(target, pname, param); } void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { Graphics3D::GetCurrent()->impl()->TexParameterfv(target, pname, params); } void TexParameteri(GLenum target, GLenum pname, GLint param) { Graphics3D::GetCurrent()->impl()->TexParameteri(target, pname, param); } void TexParameteriv(GLenum target, GLenum pname, const GLint* params) { Graphics3D::GetCurrent()->impl()->TexParameteriv(target, pname, params); } void TexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) { Graphics3D::GetCurrent()->impl()->TexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels); } void Uniform1f(GLint location, GLfloat x) { Graphics3D::GetCurrent()->impl()->Uniform1f(location, x); } void Uniform1fv(GLint location, GLsizei count, const GLfloat* v) { Graphics3D::GetCurrent()->impl()->Uniform1fv(location, count, v); } void Uniform1i(GLint location, GLint x) { Graphics3D::GetCurrent()->impl()->Uniform1i(location, x); } void Uniform1iv(GLint location, GLsizei count, const GLint* v) { Graphics3D::GetCurrent()->impl()->Uniform1iv(location, count, v); } void Uniform2f(GLint location, GLfloat x, GLfloat y) { Graphics3D::GetCurrent()->impl()->Uniform2f(location, x, y); } void Uniform2fv(GLint location, GLsizei count, const GLfloat* v) { Graphics3D::GetCurrent()->impl()->Uniform2fv(location, count, v); } void Uniform2i(GLint location, GLint x, GLint y) { Graphics3D::GetCurrent()->impl()->Uniform2i(location, x, y); } void Uniform2iv(GLint location, GLsizei count, const GLint* v) { Graphics3D::GetCurrent()->impl()->Uniform2iv(location, count, v); } void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { Graphics3D::GetCurrent()->impl()->Uniform3f(location, x, y, z); } void Uniform3fv(GLint location, GLsizei count, const GLfloat* v) { Graphics3D::GetCurrent()->impl()->Uniform3fv(location, count, v); } void Uniform3i(GLint location, GLint x, GLint y, GLint z) { Graphics3D::GetCurrent()->impl()->Uniform3i(location, x, y, z); } void Uniform3iv(GLint location, GLsizei count, const GLint* v) { Graphics3D::GetCurrent()->impl()->Uniform3iv(location, count, v); } void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { Graphics3D::GetCurrent()->impl()->Uniform4f(location, x, y, z, w); } void Uniform4fv(GLint location, GLsizei count, const GLfloat* v) { Graphics3D::GetCurrent()->impl()->Uniform4fv(location, count, v); } void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { Graphics3D::GetCurrent()->impl()->Uniform4i(location, x, y, z, w); } void Uniform4iv(GLint location, GLsizei count, const GLint* v) { Graphics3D::GetCurrent()->impl()->Uniform4iv(location, count, v); } void UniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Graphics3D::GetCurrent()->impl()->UniformMatrix2fv( location, count, transpose, value); } void UniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Graphics3D::GetCurrent()->impl()->UniformMatrix3fv( location, count, transpose, value); } void UniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { Graphics3D::GetCurrent()->impl()->UniformMatrix4fv( location, count, transpose, value); } void UseProgram(GLuint program) { Graphics3D::GetCurrent()->impl()->UseProgram(program); } void ValidateProgram(GLuint program) { Graphics3D::GetCurrent()->impl()->ValidateProgram(program); } void VertexAttrib1f(GLuint indx, GLfloat x) { Graphics3D::GetCurrent()->impl()->VertexAttrib1f(indx, x); } void VertexAttrib1fv(GLuint indx, const GLfloat* values) { Graphics3D::GetCurrent()->impl()->VertexAttrib1fv(indx, values); } void VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { Graphics3D::GetCurrent()->impl()->VertexAttrib2f(indx, x, y); } void VertexAttrib2fv(GLuint indx, const GLfloat* values) { Graphics3D::GetCurrent()->impl()->VertexAttrib2fv(indx, values); } void VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { Graphics3D::GetCurrent()->impl()->VertexAttrib3f(indx, x, y, z); } void VertexAttrib3fv(GLuint indx, const GLfloat* values) { Graphics3D::GetCurrent()->impl()->VertexAttrib3fv(indx, values); } void VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { Graphics3D::GetCurrent()->impl()->VertexAttrib4f(indx, x, y, z, w); } void VertexAttrib4fv(GLuint indx, const GLfloat* values) { Graphics3D::GetCurrent()->impl()->VertexAttrib4fv(indx, values); } void VertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { Graphics3D::GetCurrent()->impl()->VertexAttribPointer( indx, size, type, normalized, stride, ptr); } void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { Graphics3D::GetCurrent()->impl()->Viewport(x, y, width, height); } void SwapBuffers() { Graphics3D::GetCurrent()->impl()->SwapBuffers(); } GLuint GetMaxValueInBuffer( GLuint buffer_id, GLsizei count, GLenum type, GLuint offset) { return Graphics3D::GetCurrent()->impl()->GetMaxValueInBuffer( buffer_id, count, type, offset); } void GenSharedIds( GLuint namespace_id, GLuint id_offset, GLsizei n, GLuint* ids) { Graphics3D::GetCurrent()->impl()->GenSharedIds( namespace_id, id_offset, n, ids); } void DeleteSharedIds(GLuint namespace_id, GLsizei n, const GLuint* ids) { Graphics3D::GetCurrent()->impl()->DeleteSharedIds(namespace_id, n, ids); } void RegisterSharedIds(GLuint namespace_id, GLsizei n, const GLuint* ids) { Graphics3D::GetCurrent()->impl()->RegisterSharedIds(namespace_id, n, ids); } GLboolean CommandBufferEnable(const char* feature) { return Graphics3D::GetCurrent()->impl()->CommandBufferEnable(feature); } void* MapBufferSubData( GLuint target, GLintptr offset, GLsizeiptr size, GLenum access) { return Graphics3D::GetCurrent()->impl()->MapBufferSubData( target, offset, size, access); } void UnmapBufferSubData(const void* mem) { Graphics3D::GetCurrent()->impl()->UnmapBufferSubData(mem); } void* MapTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLenum access) { return Graphics3D::GetCurrent()->impl()->MapTexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, access); } void UnmapTexSubImage2D(const void* mem) { Graphics3D::GetCurrent()->impl()->UnmapTexSubImage2D(mem); } const PPB_OpenGLES_Dev ppb_opengles = { &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, &SwapBuffers, &GetMaxValueInBuffer, &GenSharedIds, &DeleteSharedIds, &RegisterSharedIds, &CommandBufferEnable, &MapBufferSubData, &UnmapBufferSubData, &MapTexSubImage2D, &UnmapTexSubImage2D }; } // namespace const PPB_OpenGLES_Dev* Graphics3D::GetOpenGLESInterface() { return &ppb_opengles; } } // namespace pepper