// SwiftShader Software Renderer | |
// | |
// Copyright(c) 2005-2013 TransGaming Inc. | |
// | |
// All rights reserved. No part of this software may be copied, distributed, transmitted, | |
// transcribed, stored in a retrieval system, translated into any human or computer | |
// language by any means, or disclosed to third parties without the explicit written | |
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
// or implied, including but not limited to any patent rights, are granted to you. | |
// | |
// main.cpp: DLL entry point and management of thread-local data. | |
#include "main.h" | |
#include "libGLESv2.hpp" | |
#include "Framebuffer.h" | |
#include "libEGL/main.h" | |
#include "libEGL/Surface.h" | |
#include "Common/Thread.hpp" | |
#include "Common/SharedLibrary.hpp" | |
#include "common/debug.h" | |
#if !defined(_MSC_VER) | |
#define CONSTRUCTOR __attribute__((constructor)) | |
#define DESTRUCTOR __attribute__((destructor)) | |
#else | |
#define CONSTRUCTOR | |
#define DESTRUCTOR | |
#endif | |
static void glAttachThread() | |
{ | |
TRACE("()"); | |
} | |
static void glDetachThread() | |
{ | |
TRACE("()"); | |
} | |
CONSTRUCTOR static void glAttachProcess() | |
{ | |
TRACE("()"); | |
glAttachThread(); | |
} | |
DESTRUCTOR static void glDetachProcess() | |
{ | |
TRACE("()"); | |
glDetachThread(); | |
} | |
#if defined(_WIN32) | |
extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) | |
{ | |
switch(reason) | |
{ | |
case DLL_PROCESS_ATTACH: | |
glAttachProcess(); | |
break; | |
case DLL_THREAD_ATTACH: | |
glAttachThread(); | |
break; | |
case DLL_THREAD_DETACH: | |
glDetachThread(); | |
break; | |
case DLL_PROCESS_DETACH: | |
glDetachProcess(); | |
break; | |
default: | |
break; | |
} | |
return TRUE; | |
} | |
#endif | |
namespace es2 | |
{ | |
es2::Context *getContext() | |
{ | |
egl::Context *context = libEGL->clientGetCurrentContext(); | |
if(context && (context->getClientVersion() == 2 || | |
context->getClientVersion() == 3)) | |
{ | |
return static_cast<es2::Context*>(context); | |
} | |
return 0; | |
} | |
Device *getDevice() | |
{ | |
Context *context = getContext(); | |
return context ? context->getDevice() : 0; | |
} | |
// Records an error code | |
void error(GLenum errorCode) | |
{ | |
es2::Context *context = es2::getContext(); | |
if(context) | |
{ | |
switch(errorCode) | |
{ | |
case GL_INVALID_ENUM: | |
context->recordInvalidEnum(); | |
TRACE("\t! Error generated: invalid enum\n"); | |
break; | |
case GL_INVALID_VALUE: | |
context->recordInvalidValue(); | |
TRACE("\t! Error generated: invalid value\n"); | |
break; | |
case GL_INVALID_OPERATION: | |
context->recordInvalidOperation(); | |
TRACE("\t! Error generated: invalid operation\n"); | |
break; | |
case GL_OUT_OF_MEMORY: | |
context->recordOutOfMemory(); | |
TRACE("\t! Error generated: out of memory\n"); | |
break; | |
case GL_INVALID_FRAMEBUFFER_OPERATION: | |
context->recordInvalidFramebufferOperation(); | |
TRACE("\t! Error generated: invalid framebuffer operation\n"); | |
break; | |
default: UNREACHABLE(errorCode); | |
} | |
} | |
} | |
} | |
namespace egl | |
{ | |
GLint getClientVersion() | |
{ | |
Context *context = libEGL->clientGetCurrentContext(); | |
return context ? context->getClientVersion() : 0; | |
} | |
} | |
namespace es2 | |
{ | |
void ActiveTexture(GLenum texture); | |
void AttachShader(GLuint program, GLuint shader); | |
void BeginQueryEXT(GLenum target, GLuint name); | |
void BindAttribLocation(GLuint program, GLuint index, const GLchar* name); | |
void BindBuffer(GLenum target, GLuint buffer); | |
void BindFramebuffer(GLenum target, GLuint framebuffer); | |
void BindRenderbuffer(GLenum target, GLuint renderbuffer); | |
void BindTexture(GLenum target, GLuint texture); | |
void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); | |
void BlendEquation(GLenum mode); | |
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); | |
void BlendFunc(GLenum sfactor, GLenum dfactor); | |
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); | |
void BufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); | |
void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); | |
GLenum CheckFramebufferStatus(GLenum target); | |
void Clear(GLbitfield mask); | |
void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); | |
void ClearDepthf(GLclampf depth); | |
void ClearStencil(GLint s); | |
void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); | |
void CompileShader(GLuint shader); | |
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, | |
GLint border, GLsizei imageSize, const GLvoid* data); | |
void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, | |
GLenum format, GLsizei imageSize, const GLvoid* data); | |
void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); | |
void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); | |
GLuint CreateProgram(void); | |
GLuint CreateShader(GLenum type); | |
void CullFace(GLenum mode); | |
void DeleteBuffers(GLsizei n, const GLuint* buffers); | |
void DeleteFencesNV(GLsizei n, const GLuint* fences); | |
void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers); | |
void DeleteProgram(GLuint program); | |
void DeleteQueriesEXT(GLsizei n, const GLuint *ids); | |
void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); | |
void DeleteShader(GLuint shader); | |
void DeleteTextures(GLsizei n, const GLuint* textures); | |
void DepthFunc(GLenum func); | |
void DepthMask(GLboolean flag); | |
void DepthRangef(GLclampf zNear, GLclampf zFar); | |
void DetachShader(GLuint program, GLuint shader); | |
void Disable(GLenum cap); | |
void DisableVertexAttribArray(GLuint index); | |
void DrawArrays(GLenum mode, GLint first, GLsizei count); | |
void DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); | |
void DrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); | |
void DrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); | |
void VertexAttribDivisorEXT(GLuint index, GLuint divisor); | |
void DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); | |
void DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); | |
void VertexAttribDivisorANGLE(GLuint index, GLuint divisor); | |
void Enable(GLenum cap); | |
void EnableVertexAttribArray(GLuint index); | |
void EndQueryEXT(GLenum target); | |
void FinishFenceNV(GLuint fence); | |
void Finish(void); | |
void Flush(void); | |
void FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); | |
void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); | |
void FrontFace(GLenum mode); | |
void GenBuffers(GLsizei n, GLuint* buffers); | |
void GenerateMipmap(GLenum target); | |
void GenFencesNV(GLsizei n, GLuint* fences); | |
void GenFramebuffers(GLsizei n, GLuint* framebuffers); | |
void GenQueriesEXT(GLsizei n, GLuint* ids); | |
void GenRenderbuffers(GLsizei n, GLuint* renderbuffers); | |
void GenTextures(GLsizei n, GLuint* textures); | |
void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); | |
void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); | |
void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); | |
int GetAttribLocation(GLuint program, const GLchar* name); | |
void GetBooleanv(GLenum pname, GLboolean* params); | |
void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params); | |
GLenum GetError(void); | |
void GetFenceivNV(GLuint fence, GLenum pname, GLint *params); | |
void GetFloatv(GLenum pname, GLfloat* params); | |
void GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); | |
GLenum GetGraphicsResetStatusEXT(void); | |
void GetIntegerv(GLenum pname, GLint* params); | |
void GetProgramiv(GLuint program, GLenum pname, GLint* params); | |
void GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); | |
void GetQueryivEXT(GLenum target, GLenum pname, GLint *params); | |
void GetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params); | |
void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); | |
void GetShaderiv(GLuint shader, GLenum pname, GLint* params); | |
void GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); | |
void GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); | |
void GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); | |
const GLubyte* GetString(GLenum name); | |
void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); | |
void GetTexParameteriv(GLenum target, GLenum pname, GLint* params); | |
void GetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params); | |
void GetUniformfv(GLuint program, GLint location, GLfloat* params); | |
void GetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params); | |
void GetUniformiv(GLuint program, GLint location, GLint* params); | |
int GetUniformLocation(GLuint program, const GLchar* name); | |
void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); | |
void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params); | |
void GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); | |
void Hint(GLenum target, GLenum mode); | |
GLboolean IsBuffer(GLuint buffer); | |
GLboolean IsEnabled(GLenum cap); | |
GLboolean IsFenceNV(GLuint fence); | |
GLboolean IsFramebuffer(GLuint framebuffer); | |
GLboolean IsProgram(GLuint program); | |
GLboolean IsQueryEXT(GLuint name); | |
GLboolean IsRenderbuffer(GLuint renderbuffer); | |
GLboolean IsShader(GLuint shader); | |
GLboolean IsTexture(GLuint texture); | |
void LineWidth(GLfloat width); | |
void LinkProgram(GLuint program); | |
void PixelStorei(GLenum pname, GLint param); | |
void PolygonOffset(GLfloat factor, GLfloat units); | |
void ReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height, | |
GLenum format, GLenum type, GLsizei bufSize, GLvoid *data); | |
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); | |
void ReleaseShaderCompiler(void); | |
void RenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); | |
void RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); | |
void SampleCoverage(GLclampf value, GLboolean invert); | |
void SetFenceNV(GLuint fence, GLenum condition); | |
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height); | |
void ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); | |
void ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length); | |
void StencilFunc(GLenum func, GLint ref, GLuint mask); | |
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); | |
void StencilMask(GLuint mask); | |
void StencilMaskSeparate(GLenum face, GLuint mask); | |
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass); | |
void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); | |
GLboolean TestFenceNV(GLuint fence); | |
void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, | |
GLint border, GLenum format, GLenum type, const GLvoid* pixels); | |
void TexParameterf(GLenum target, GLenum pname, GLfloat param); | |
void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params); | |
void TexParameteri(GLenum target, GLenum pname, GLint param); | |
void TexParameteriv(GLenum target, GLenum pname, const GLint* params); | |
void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, | |
GLenum format, GLenum type, const GLvoid* pixels); | |
void Uniform1f(GLint location, GLfloat x); | |
void Uniform1fv(GLint location, GLsizei count, const GLfloat* v); | |
void Uniform1i(GLint location, GLint x); | |
void Uniform1iv(GLint location, GLsizei count, const GLint* v); | |
void Uniform2f(GLint location, GLfloat x, GLfloat y); | |
void Uniform2fv(GLint location, GLsizei count, const GLfloat* v); | |
void Uniform2i(GLint location, GLint x, GLint y); | |
void Uniform2iv(GLint location, GLsizei count, const GLint* v); | |
void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); | |
void Uniform3fv(GLint location, GLsizei count, const GLfloat* v); | |
void Uniform3i(GLint location, GLint x, GLint y, GLint z); | |
void Uniform3iv(GLint location, GLsizei count, const GLint* v); | |
void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); | |
void Uniform4fv(GLint location, GLsizei count, const GLfloat* v); | |
void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); | |
void Uniform4iv(GLint location, GLsizei count, const GLint* v); | |
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); | |
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); | |
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); | |
void UseProgram(GLuint program); | |
void ValidateProgram(GLuint program); | |
void VertexAttrib1f(GLuint index, GLfloat x); | |
void VertexAttrib1fv(GLuint index, const GLfloat* values); | |
void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); | |
void VertexAttrib2fv(GLuint index, const GLfloat* values); | |
void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); | |
void VertexAttrib3fv(GLuint index, const GLfloat* values); | |
void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); | |
void VertexAttrib4fv(GLuint index, const GLfloat* values); | |
GL_APICALL void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); | |
GL_APICALL void Viewport(GLint x, GLint y, GLsizei width, GLsizei height); | |
GL_APICALL void BlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); | |
GL_APICALL void BlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, | |
GLbitfield mask, GLenum filter); | |
GL_APICALL void TexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, | |
GLint border, GLenum format, GLenum type, const GLvoid* pixels); | |
GL_APICALL void TexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); | |
GL_APICALL void CopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); | |
GL_APICALL void CompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); | |
GL_APICALL void CompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); | |
GL_APICALL void FramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); | |
GL_APICALL void EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image); | |
GL_APICALL void EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image); | |
GL_APICALL GLboolean IsRenderbufferOES(GLuint renderbuffer); | |
GL_APICALL void BindRenderbufferOES(GLenum target, GLuint renderbuffer); | |
GL_APICALL void DeleteRenderbuffersOES(GLsizei n, const GLuint* renderbuffers); | |
GL_APICALL void GenRenderbuffersOES(GLsizei n, GLuint* renderbuffers); | |
GL_APICALL void RenderbufferStorageOES(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); | |
GL_APICALL void GetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint* params); | |
GL_APICALL GLboolean IsFramebufferOES(GLuint framebuffer); | |
GL_APICALL void BindFramebufferOES(GLenum target, GLuint framebuffer); | |
GL_APICALL void DeleteFramebuffersOES(GLsizei n, const GLuint* framebuffers); | |
GL_APICALL void GenFramebuffersOES(GLsizei n, GLuint* framebuffers); | |
GL_APICALL GLenum CheckFramebufferStatusOES(GLenum target); | |
GL_APICALL void FramebufferRenderbufferOES(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); | |
GL_APICALL void FramebufferTexture2DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); | |
GL_APICALL void GetFramebufferAttachmentParameterivOES(GLenum target, GLenum attachment, GLenum pname, GLint* params); | |
GL_APICALL void GenerateMipmapOES(GLenum target); | |
GL_APICALL void DrawBuffersEXT(GLsizei n, const GLenum *bufs); | |
} | |
extern "C" | |
{ | |
GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture) | |
{ | |
return es2::ActiveTexture(texture); | |
} | |
GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) | |
{ | |
return es2::AttachShader(program, shader); | |
} | |
GL_APICALL void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint name) | |
{ | |
return es2::BeginQueryEXT(target, name); | |
} | |
GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar* name) | |
{ | |
return es2::BindAttribLocation(program, index, name); | |
} | |
GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) | |
{ | |
return es2::BindBuffer(target, buffer); | |
} | |
GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) | |
{ | |
return es2::BindFramebuffer(target, framebuffer); | |
} | |
GL_APICALL void GL_APIENTRY glBindFramebufferOES(GLenum target, GLuint framebuffer) | |
{ | |
return es2::BindFramebuffer(target, framebuffer); | |
} | |
GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) | |
{ | |
return es2::BindRenderbuffer(target, renderbuffer); | |
} | |
GL_APICALL void GL_APIENTRY glBindRenderbufferOES(GLenum target, GLuint renderbuffer) | |
{ | |
return es2::BindRenderbuffer(target, renderbuffer); | |
} | |
GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) | |
{ | |
return es2::BindTexture(target, texture); | |
} | |
GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) | |
{ | |
return es2::BlendColor(red, green, blue, alpha); | |
} | |
GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode) | |
{ | |
return es2::BlendEquation(mode); | |
} | |
GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) | |
{ | |
return es2::BlendEquationSeparate(modeRGB, modeAlpha); | |
} | |
GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) | |
{ | |
return es2::BlendFunc(sfactor, dfactor); | |
} | |
GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) | |
{ | |
return es2::BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); | |
} | |
GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) | |
{ | |
return es2::BufferData(target, size, data, usage); | |
} | |
GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) | |
{ | |
return es2::BufferSubData(target, offset, size, data); | |
} | |
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) | |
{ | |
return es2::CheckFramebufferStatus(target); | |
} | |
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatusOES(GLenum target) | |
{ | |
return es2::CheckFramebufferStatus(target); | |
} | |
GL_APICALL void GL_APIENTRY glClear(GLbitfield mask) | |
{ | |
return es2::Clear(mask); | |
} | |
GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) | |
{ | |
return es2::ClearColor(red, green, blue, alpha); | |
} | |
GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth) | |
{ | |
return es2::ClearDepthf(depth); | |
} | |
GL_APICALL void GL_APIENTRY glClearStencil(GLint s) | |
{ | |
return es2::ClearStencil(s); | |
} | |
GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) | |
{ | |
return es2::ColorMask(red, green, blue, alpha); | |
} | |
GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader) | |
{ | |
return es2::CompileShader(shader); | |
} | |
GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, | |
GLint border, GLsizei imageSize, const GLvoid* data) | |
{ | |
return es2::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); | |
} | |
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, | |
GLenum format, GLsizei imageSize, const GLvoid* data) | |
{ | |
return es2::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); | |
} | |
GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) | |
{ | |
return es2::CopyTexImage2D(target, level, internalformat, x, y, width, height, border); | |
} | |
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) | |
{ | |
return es2::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); | |
} | |
GL_APICALL GLuint GL_APIENTRY glCreateProgram(void) | |
{ | |
return es2::CreateProgram(); | |
} | |
GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type) | |
{ | |
return es2::CreateShader(type); | |
} | |
GL_APICALL void GL_APIENTRY glCullFace(GLenum mode) | |
{ | |
return es2::CullFace(mode); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) | |
{ | |
return es2::DeleteBuffers(n, buffers); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint* fences) | |
{ | |
return es2::DeleteFencesNV(n, fences); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) | |
{ | |
return es2::DeleteFramebuffers(n, framebuffers); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteFramebuffersOES(GLsizei n, const GLuint* framebuffers) | |
{ | |
return es2::DeleteFramebuffers(n, framebuffers); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program) | |
{ | |
return es2::DeleteProgram(program); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids) | |
{ | |
return es2::DeleteQueriesEXT(n, ids); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) | |
{ | |
return es2::DeleteRenderbuffers(n, renderbuffers); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteRenderbuffersOES(GLsizei n, const GLuint* renderbuffers) | |
{ | |
return es2::DeleteRenderbuffers(n, renderbuffers); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader) | |
{ | |
return es2::DeleteShader(shader); | |
} | |
GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) | |
{ | |
return es2::DeleteTextures(n, textures); | |
} | |
GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func) | |
{ | |
return es2::DepthFunc(func); | |
} | |
GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag) | |
{ | |
return es2::DepthMask(flag); | |
} | |
GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) | |
{ | |
return es2::DepthRangef(zNear, zFar); | |
} | |
GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) | |
{ | |
return es2::DetachShader(program, shader); | |
} | |
GL_APICALL void GL_APIENTRY glDisable(GLenum cap) | |
{ | |
return es2::Disable(cap); | |
} | |
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index) | |
{ | |
return es2::DisableVertexAttribArray(index); | |
} | |
GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) | |
{ | |
return es2::DrawArrays(mode, first, count); | |
} | |
GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) | |
{ | |
return es2::DrawElements(mode, count, type, indices); | |
} | |
GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) | |
{ | |
return es2::DrawArraysInstancedEXT(mode, first, count, instanceCount); | |
} | |
GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) | |
{ | |
return es2::DrawElementsInstancedEXT(mode, count, type, indices, instanceCount); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT(GLuint index, GLuint divisor) | |
{ | |
return es2::VertexAttribDivisorEXT(index, divisor); | |
} | |
GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) | |
{ | |
return es2::DrawArraysInstancedANGLE(mode, first, count, instanceCount); | |
} | |
GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) | |
{ | |
return es2::DrawElementsInstancedANGLE(mode, count, type, indices, instanceCount); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor) | |
{ | |
return es2::VertexAttribDivisorANGLE(index, divisor); | |
} | |
GL_APICALL void GL_APIENTRY glEnable(GLenum cap) | |
{ | |
return es2::Enable(cap); | |
} | |
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index) | |
{ | |
return es2::EnableVertexAttribArray(index); | |
} | |
GL_APICALL void GL_APIENTRY glEndQueryEXT(GLenum target) | |
{ | |
return es2::EndQueryEXT(target); | |
} | |
GL_APICALL void GL_APIENTRY glFinishFenceNV(GLuint fence) | |
{ | |
return es2::FinishFenceNV(fence); | |
} | |
GL_APICALL void GL_APIENTRY glFinish(void) | |
{ | |
return es2::Finish(); | |
} | |
GL_APICALL void GL_APIENTRY glFlush(void) | |
{ | |
return es2::Flush(); | |
} | |
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) | |
{ | |
return es2::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); | |
} | |
GL_APICALL void GL_APIENTRY glFramebufferRenderbufferOES(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) | |
{ | |
return es2::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); | |
} | |
GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) | |
{ | |
return es2::FramebufferTexture2D(target, attachment, textarget, texture, level); | |
} | |
GL_APICALL void GL_APIENTRY glFramebufferTexture2DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) | |
{ | |
return es2::FramebufferTexture2D(target, attachment, textarget, texture, level); | |
} | |
GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode) | |
{ | |
return es2::FrontFace(mode); | |
} | |
GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) | |
{ | |
return es2::GenBuffers(n, buffers); | |
} | |
GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target) | |
{ | |
return es2::GenerateMipmap(target); | |
} | |
GL_APICALL void GL_APIENTRY glGenerateMipmapOES(GLenum target) | |
{ | |
return es2::GenerateMipmap(target); | |
} | |
GL_APICALL void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint* fences) | |
{ | |
return es2::GenFencesNV(n, fences); | |
} | |
GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) | |
{ | |
return es2::GenFramebuffers(n, framebuffers); | |
} | |
GL_APICALL void GL_APIENTRY glGenFramebuffersOES(GLsizei n, GLuint* framebuffers) | |
{ | |
return es2::GenFramebuffers(n, framebuffers); | |
} | |
GL_APICALL void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint* ids) | |
{ | |
return es2::GenQueriesEXT(n, ids); | |
} | |
GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) | |
{ | |
return es2::GenRenderbuffers(n, renderbuffers); | |
} | |
GL_APICALL void GL_APIENTRY glGenRenderbuffersOES(GLsizei n, GLuint* renderbuffers) | |
{ | |
return es2::GenRenderbuffers(n, renderbuffers); | |
} | |
GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) | |
{ | |
return es2::GenTextures(n, textures); | |
} | |
GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) | |
{ | |
return es2::GetActiveAttrib(program, index, bufsize, length, size, type, name); | |
} | |
GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) | |
{ | |
return es2::GetActiveUniform(program, index, bufsize, length, size, type, name); | |
} | |
GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) | |
{ | |
return es2::GetAttachedShaders(program, maxcount, count, shaders); | |
} | |
GL_APICALL int GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar* name) | |
{ | |
return es2::GetAttribLocation(program, name); | |
} | |
GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) | |
{ | |
return es2::GetBooleanv(pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) | |
{ | |
return es2::GetBufferParameteriv(target, pname, params); | |
} | |
GL_APICALL GLenum GL_APIENTRY glGetError(void) | |
{ | |
return es2::GetError(); | |
} | |
GL_APICALL void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params) | |
{ | |
return es2::GetFenceivNV(fence, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params) | |
{ | |
return es2::GetFloatv(pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) | |
{ | |
return es2::GetFramebufferAttachmentParameteriv(target, attachment, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameterivOES(GLenum target, GLenum attachment, GLenum pname, GLint* params) | |
{ | |
return es2::GetFramebufferAttachmentParameteriv(target, attachment, pname, params); | |
} | |
GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT(void) | |
{ | |
return es2::GetGraphicsResetStatusEXT(); | |
} | |
GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params) | |
{ | |
return es2::GetIntegerv(pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) | |
{ | |
return es2::GetProgramiv(program, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) | |
{ | |
return es2::GetProgramInfoLog(program, bufsize, length, infolog); | |
} | |
GL_APICALL void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params) | |
{ | |
return es2::GetQueryivEXT(target, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params) | |
{ | |
return es2::GetQueryObjectuivEXT(name, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) | |
{ | |
return es2::GetRenderbufferParameteriv(target, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint* params) | |
{ | |
return es2::GetRenderbufferParameteriv(target, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) | |
{ | |
return es2::GetShaderiv(shader, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) | |
{ | |
return es2::GetShaderInfoLog(shader, bufsize, length, infolog); | |
} | |
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) | |
{ | |
return es2::GetShaderPrecisionFormat(shadertype, precisiontype, range, precision); | |
} | |
GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) | |
{ | |
return es2::GetShaderSource(shader, bufsize, length, source); | |
} | |
GL_APICALL const GLubyte* GL_APIENTRY glGetString(GLenum name) | |
{ | |
return es2::GetString(name); | |
} | |
GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) | |
{ | |
return es2::GetTexParameterfv(target, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) | |
{ | |
return es2::GetTexParameteriv(target, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params) | |
{ | |
return es2::GetnUniformfvEXT(program, location, bufSize, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params) | |
{ | |
return es2::GetUniformfv(program, location, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params) | |
{ | |
return es2::GetnUniformivEXT(program, location, bufSize, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params) | |
{ | |
return es2::GetUniformiv(program, location, params); | |
} | |
GL_APICALL int GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* name) | |
{ | |
return es2::GetUniformLocation(program, name); | |
} | |
GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) | |
{ | |
return es2::GetVertexAttribfv(index, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) | |
{ | |
return es2::GetVertexAttribiv(index, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer) | |
{ | |
return es2::GetVertexAttribPointerv(index, pname, pointer); | |
} | |
GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode) | |
{ | |
return es2::Hint(target, mode); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) | |
{ | |
return es2::IsBuffer(buffer); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap) | |
{ | |
return es2::IsEnabled(cap); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsFenceNV(GLuint fence) | |
{ | |
return es2::IsFenceNV(fence); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) | |
{ | |
return es2::IsFramebuffer(framebuffer); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsFramebufferOES(GLuint framebuffer) | |
{ | |
return es2::IsFramebuffer(framebuffer); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program) | |
{ | |
return es2::IsProgram(program); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT(GLuint name) | |
{ | |
return es2::IsQueryEXT(name); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) | |
{ | |
return es2::IsRenderbuffer(renderbuffer); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsRenderbufferOES(GLuint renderbuffer) | |
{ | |
return es2::IsRenderbuffer(renderbuffer); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader) | |
{ | |
return es2::IsShader(shader); | |
} | |
GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture) | |
{ | |
return es2::IsTexture(texture); | |
} | |
GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width) | |
{ | |
return es2::LineWidth(width); | |
} | |
GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program) | |
{ | |
return es2::LinkProgram(program); | |
} | |
GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) | |
{ | |
return es2::PixelStorei(pname, param); | |
} | |
GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) | |
{ | |
return es2::PolygonOffset(factor, units); | |
} | |
GL_APICALL void GL_APIENTRY glReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height, | |
GLenum format, GLenum type, GLsizei bufSize, GLvoid *data) | |
{ | |
return es2::ReadnPixelsEXT(x, y, width, height, format, type, bufSize, data); | |
} | |
GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) | |
{ | |
return es2::ReadPixels(x, y, width, height, format, type, pixels); | |
} | |
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler(void) | |
{ | |
return es2::ReleaseShaderCompiler(); | |
} | |
GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) | |
{ | |
return es2::RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height); | |
} | |
GL_APICALL void GL_APIENTRY glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) | |
{ | |
return es2::RenderbufferStorage(target, internalformat, width, height); | |
} | |
GL_APICALL void GL_APIENTRY glRenderbufferStorageOES(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) | |
{ | |
return es2::RenderbufferStorage(target, internalformat, width, height); | |
} | |
GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert) | |
{ | |
return es2::SampleCoverage(value, invert); | |
} | |
GL_APICALL void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition) | |
{ | |
return es2::SetFenceNV(fence, condition); | |
} | |
GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) | |
{ | |
return es2::Scissor(x, y, width, height); | |
} | |
GL_APICALL void GL_APIENTRY glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) | |
{ | |
return es2::ShaderBinary(n, shaders, binaryformat, binary, length); | |
} | |
GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length) | |
{ | |
return es2::ShaderSource(shader, count, string, length); | |
} | |
GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) | |
{ | |
return es2::StencilFunc(func, ref, mask); | |
} | |
GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) | |
{ | |
return es2::StencilFuncSeparate(face, func, ref, mask); | |
} | |
GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask) | |
{ | |
return es2::StencilMask(mask); | |
} | |
GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) | |
{ | |
return es2::StencilMaskSeparate(face, mask); | |
} | |
GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) | |
{ | |
return es2::StencilOp(fail, zfail, zpass); | |
} | |
GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) | |
{ | |
return es2::StencilOpSeparate(face, fail, zfail, zpass); | |
} | |
GLboolean GL_APIENTRY glTestFenceNV(GLuint fence) | |
{ | |
return es2::TestFenceNV(fence); | |
} | |
GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, | |
GLint border, GLenum format, GLenum type, const GLvoid* pixels) | |
{ | |
return es2::TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); | |
} | |
GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) | |
{ | |
return es2::TexParameterf(target, pname, param); | |
} | |
GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) | |
{ | |
return es2::TexParameterfv(target, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) | |
{ | |
return es2::TexParameteri(target, pname, param); | |
} | |
GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint* params) | |
{ | |
return es2::TexParameteriv(target, pname, params); | |
} | |
GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, | |
GLenum format, GLenum type, const GLvoid* pixels) | |
{ | |
return es2::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); | |
} | |
GL_APICALL void GL_APIENTRY glUniform1f(GLint location, GLfloat x) | |
{ | |
return es2::Uniform1f(location, x); | |
} | |
GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v) | |
{ | |
return es2::Uniform1fv(location, count, v); | |
} | |
GL_APICALL void GL_APIENTRY glUniform1i(GLint location, GLint x) | |
{ | |
return es2::Uniform1i(location, x); | |
} | |
GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v) | |
{ | |
return es2::Uniform1iv(location, count, v); | |
} | |
GL_APICALL void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y) | |
{ | |
return es2::Uniform2f(location, x, y); | |
} | |
GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v) | |
{ | |
return es2::Uniform2fv(location, count, v); | |
} | |
GL_APICALL void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) | |
{ | |
return es2::Uniform2i(location, x, y); | |
} | |
GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v) | |
{ | |
return es2::Uniform2iv(location, count, v); | |
} | |
GL_APICALL void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) | |
{ | |
return es2::Uniform3f(location, x, y, z); | |
} | |
GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v) | |
{ | |
return es2::Uniform3fv(location, count, v); | |
} | |
GL_APICALL void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z) | |
{ | |
return es2::Uniform3i(location, x, y, z); | |
} | |
GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v) | |
{ | |
return es2::Uniform3iv(location, count, v); | |
} | |
GL_APICALL void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | |
{ | |
return es2::Uniform4f(location, x, y, z, w); | |
} | |
GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v) | |
{ | |
return es2::Uniform4fv(location, count, v); | |
} | |
GL_APICALL void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) | |
{ | |
return es2::Uniform4i(location, x, y, z, w); | |
} | |
GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) | |
{ | |
return es2::Uniform4iv(location, count, v); | |
} | |
GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) | |
{ | |
return es2::UniformMatrix2fv(location, count, transpose, value); | |
} | |
GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) | |
{ | |
return es2::UniformMatrix3fv(location, count, transpose, value); | |
} | |
GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) | |
{ | |
return es2::UniformMatrix4fv(location, count, transpose, value); | |
} | |
GL_APICALL void GL_APIENTRY glUseProgram(GLuint program) | |
{ | |
return es2::UseProgram(program); | |
} | |
GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program) | |
{ | |
return es2::ValidateProgram(program); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x) | |
{ | |
return es2::VertexAttrib1f(index, x); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat* values) | |
{ | |
return es2::VertexAttrib1fv(index, values); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) | |
{ | |
return es2::VertexAttrib2f(index, x, y); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat* values) | |
{ | |
return es2::VertexAttrib2fv(index, values); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) | |
{ | |
return es2::VertexAttrib3f(index, x, y, z); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat* values) | |
{ | |
return es2::VertexAttrib3fv(index, values); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | |
{ | |
return es2::VertexAttrib4f(index, x, y, z, w); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat* values) | |
{ | |
return es2::VertexAttrib4fv(index, values); | |
} | |
GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) | |
{ | |
return es2::VertexAttribPointer(index, size, type, normalized, stride, ptr); | |
} | |
GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) | |
{ | |
return es2::Viewport(x, y, width, height); | |
} | |
GL_APICALL void GL_APIENTRY glBlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) | |
{ | |
return es2::BlitFramebufferNV(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); | |
} | |
GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, | |
GLbitfield mask, GLenum filter) | |
{ | |
return es2::BlitFramebufferANGLE(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); | |
} | |
GL_APICALL void GL_APIENTRY glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, | |
GLint border, GLenum format, GLenum type, const GLvoid* pixels) | |
{ | |
return es2::TexImage3DOES(target, level, internalformat, width, height, depth, border, format, type, pixels); | |
} | |
GL_APICALL void GL_APIENTRY glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) | |
{ | |
return es2::TexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); | |
} | |
GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) | |
{ | |
return es2::CopyTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, x, y, width, height); | |
} | |
GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) | |
{ | |
return es2::CompressedTexImage3DOES(target, level,internalformat, width, height, depth, border, imageSize, data); | |
} | |
GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) | |
{ | |
return es2::CompressedTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); | |
} | |
GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) | |
{ | |
return es2::FramebufferTexture3DOES(target, attachment, textarget, texture, level, zoffset); | |
} | |
GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image) | |
{ | |
return es2::EGLImageTargetTexture2DOES(target, image); | |
} | |
GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image) | |
{ | |
return es2::EGLImageTargetRenderbufferStorageOES(target, image); | |
} | |
GL_APICALL void GL_APIENTRY glDrawBuffersEXT(GLsizei n, const GLenum *bufs) | |
{ | |
return es2::DrawBuffersEXT(n, bufs); | |
} | |
} | |
egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion); | |
extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname); | |
egl::Image *createBackBuffer(int width, int height, const egl::Config *config); | |
egl::Image *createDepthStencil(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard); | |
sw::FrameBuffer *createFrameBuffer(void *display, EGLNativeWindowType window, int width, int height); | |
LibGLESv2exports::LibGLESv2exports() | |
{ | |
this->glActiveTexture = es2::ActiveTexture; | |
this->glAttachShader = es2::AttachShader; | |
this->glBeginQueryEXT = es2::BeginQueryEXT; | |
this->glBindAttribLocation = es2::BindAttribLocation; | |
this->glBindBuffer = es2::BindBuffer; | |
this->glBindFramebuffer = es2::BindFramebuffer; | |
this->glBindRenderbuffer = es2::BindRenderbuffer; | |
this->glBindTexture = es2::BindTexture; | |
this->glBlendColor = es2::BlendColor; | |
this->glBlendEquation = es2::BlendEquation; | |
this->glBlendEquationSeparate = es2::BlendEquationSeparate; | |
this->glBlendFunc = es2::BlendFunc; | |
this->glBlendFuncSeparate = es2::BlendFuncSeparate; | |
this->glBufferData = es2::BufferData; | |
this->glBufferSubData = es2::BufferSubData; | |
this->glCheckFramebufferStatus = es2::CheckFramebufferStatus; | |
this->glClear = es2::Clear; | |
this->glClearColor = es2::ClearColor; | |
this->glClearDepthf = es2::ClearDepthf; | |
this->glClearStencil = es2::ClearStencil; | |
this->glColorMask = es2::ColorMask; | |
this->glCompileShader = es2::CompileShader; | |
this->glCompressedTexImage2D = es2::CompressedTexImage2D; | |
this->glCompressedTexSubImage2D = es2::CompressedTexSubImage2D; | |
this->glCopyTexImage2D = es2::CopyTexImage2D; | |
this->glCopyTexSubImage2D = es2::CopyTexSubImage2D; | |
this->glCreateProgram = es2::CreateProgram; | |
this->glCreateShader = es2::CreateShader; | |
this->glCullFace = es2::CullFace; | |
this->glDeleteBuffers = es2::DeleteBuffers; | |
this->glDeleteFencesNV = es2::DeleteFencesNV; | |
this->glDeleteFramebuffers = es2::DeleteFramebuffers; | |
this->glDeleteProgram = es2::DeleteProgram; | |
this->glDeleteQueriesEXT = es2::DeleteQueriesEXT; | |
this->glDeleteRenderbuffers = es2::DeleteRenderbuffers; | |
this->glDeleteShader = es2::DeleteShader; | |
this->glDeleteTextures = es2::DeleteTextures; | |
this->glDepthFunc = es2::DepthFunc; | |
this->glDepthMask = es2::DepthMask; | |
this->glDepthRangef = es2::DepthRangef; | |
this->glDetachShader = es2::DetachShader; | |
this->glDisable = es2::Disable; | |
this->glDisableVertexAttribArray = es2::DisableVertexAttribArray; | |
this->glDrawArrays = es2::DrawArrays; | |
this->glDrawElements = es2::DrawElements; | |
this->glDrawArraysInstancedEXT = es2::DrawArraysInstancedEXT; | |
this->glDrawElementsInstancedEXT = es2::DrawElementsInstancedEXT; | |
this->glVertexAttribDivisorEXT = es2::VertexAttribDivisorEXT; | |
this->glDrawArraysInstancedANGLE = es2::DrawArraysInstancedANGLE; | |
this->glDrawElementsInstancedANGLE = es2::DrawElementsInstancedANGLE; | |
this->glVertexAttribDivisorANGLE = es2::VertexAttribDivisorANGLE; | |
this->glEnable = es2::Enable; | |
this->glEnableVertexAttribArray = es2::EnableVertexAttribArray; | |
this->glEndQueryEXT = es2::EndQueryEXT; | |
this->glFinishFenceNV = es2::FinishFenceNV; | |
this->glFinish = es2::Finish; | |
this->glFlush = es2::Flush; | |
this->glFramebufferRenderbuffer = es2::FramebufferRenderbuffer; | |
this->glFramebufferTexture2D = es2::FramebufferTexture2D; | |
this->glFrontFace = es2::FrontFace; | |
this->glGenBuffers = es2::GenBuffers; | |
this->glGenerateMipmap = es2::GenerateMipmap; | |
this->glGenFencesNV = es2::GenFencesNV; | |
this->glGenFramebuffers = es2::GenFramebuffers; | |
this->glGenQueriesEXT = es2::GenQueriesEXT; | |
this->glGenRenderbuffers = es2::GenRenderbuffers; | |
this->glGenTextures = es2::GenTextures; | |
this->glGetActiveAttrib = es2::GetActiveAttrib; | |
this->glGetActiveUniform = es2::GetActiveUniform; | |
this->glGetAttachedShaders = es2::GetAttachedShaders; | |
this->glGetAttribLocation = es2::GetAttribLocation; | |
this->glGetBooleanv = es2::GetBooleanv; | |
this->glGetBufferParameteriv = es2::GetBufferParameteriv; | |
this->glGetError = es2::GetError; | |
this->glGetFenceivNV = es2::GetFenceivNV; | |
this->glGetFloatv = es2::GetFloatv; | |
this->glGetFramebufferAttachmentParameteriv = es2::GetFramebufferAttachmentParameteriv; | |
this->glGetGraphicsResetStatusEXT = es2::GetGraphicsResetStatusEXT; | |
this->glGetIntegerv = es2::GetIntegerv; | |
this->glGetProgramiv = es2::GetProgramiv; | |
this->glGetProgramInfoLog = es2::GetProgramInfoLog; | |
this->glGetQueryivEXT = es2::GetQueryivEXT; | |
this->glGetQueryObjectuivEXT = es2::GetQueryObjectuivEXT; | |
this->glGetRenderbufferParameteriv = es2::GetRenderbufferParameteriv; | |
this->glGetShaderiv = es2::GetShaderiv; | |
this->glGetShaderInfoLog = es2::GetShaderInfoLog; | |
this->glGetShaderPrecisionFormat = es2::GetShaderPrecisionFormat; | |
this->glGetShaderSource = es2::GetShaderSource; | |
this->glGetString = es2::GetString; | |
this->glGetTexParameterfv = es2::GetTexParameterfv; | |
this->glGetTexParameteriv = es2::GetTexParameteriv; | |
this->glGetnUniformfvEXT = es2::GetnUniformfvEXT; | |
this->glGetUniformfv = es2::GetUniformfv; | |
this->glGetnUniformivEXT = es2::GetnUniformivEXT; | |
this->glGetUniformiv = es2::GetUniformiv; | |
this->glGetUniformLocation = es2::GetUniformLocation; | |
this->glGetVertexAttribfv = es2::GetVertexAttribfv; | |
this->glGetVertexAttribiv = es2::GetVertexAttribiv; | |
this->glGetVertexAttribPointerv = es2::GetVertexAttribPointerv; | |
this->glHint = es2::Hint; | |
this->glIsBuffer = es2::IsBuffer; | |
this->glIsEnabled = es2::IsEnabled; | |
this->glIsFenceNV = es2::IsFenceNV; | |
this->glIsFramebuffer = es2::IsFramebuffer; | |
this->glIsProgram = es2::IsProgram; | |
this->glIsQueryEXT = es2::IsQueryEXT; | |
this->glIsRenderbuffer = es2::IsRenderbuffer; | |
this->glIsShader = es2::IsShader; | |
this->glIsTexture = es2::IsTexture; | |
this->glLineWidth = es2::LineWidth; | |
this->glLinkProgram = es2::LinkProgram; | |
this->glPixelStorei = es2::PixelStorei; | |
this->glPolygonOffset = es2::PolygonOffset; | |
this->glReadnPixelsEXT = es2::ReadnPixelsEXT; | |
this->glReadPixels = es2::ReadPixels; | |
this->glReleaseShaderCompiler = es2::ReleaseShaderCompiler; | |
this->glRenderbufferStorageMultisampleANGLE = es2::RenderbufferStorageMultisampleANGLE; | |
this->glRenderbufferStorage = es2::RenderbufferStorage; | |
this->glSampleCoverage = es2::SampleCoverage; | |
this->glSetFenceNV = es2::SetFenceNV; | |
this->glScissor = es2::Scissor; | |
this->glShaderBinary = es2::ShaderBinary; | |
this->glShaderSource = es2::ShaderSource; | |
this->glStencilFunc = es2::StencilFunc; | |
this->glStencilFuncSeparate = es2::StencilFuncSeparate; | |
this->glStencilMask = es2::StencilMask; | |
this->glStencilMaskSeparate = es2::StencilMaskSeparate; | |
this->glStencilOp = es2::StencilOp; | |
this->glStencilOpSeparate = es2::StencilOpSeparate; | |
this->glTestFenceNV = es2::TestFenceNV; | |
this->glTexImage2D = es2::TexImage2D; | |
this->glTexParameterf = es2::TexParameterf; | |
this->glTexParameterfv = es2::TexParameterfv; | |
this->glTexParameteri = es2::TexParameteri; | |
this->glTexParameteriv = es2::TexParameteriv; | |
this->glTexSubImage2D = es2::TexSubImage2D; | |
this->glUniform1f = es2::Uniform1f; | |
this->glUniform1fv = es2::Uniform1fv; | |
this->glUniform1i = es2::Uniform1i; | |
this->glUniform1iv = es2::Uniform1iv; | |
this->glUniform2f = es2::Uniform2f; | |
this->glUniform2fv = es2::Uniform2fv; | |
this->glUniform2i = es2::Uniform2i; | |
this->glUniform2iv = es2::Uniform2iv; | |
this->glUniform3f = es2::Uniform3f; | |
this->glUniform3fv = es2::Uniform3fv; | |
this->glUniform3i = es2::Uniform3i; | |
this->glUniform3iv = es2::Uniform3iv; | |
this->glUniform4f = es2::Uniform4f; | |
this->glUniform4fv = es2::Uniform4fv; | |
this->glUniform4i = es2::Uniform4i; | |
this->glUniform4iv = es2::Uniform4iv; | |
this->glUniformMatrix2fv = es2::UniformMatrix2fv; | |
this->glUniformMatrix3fv = es2::UniformMatrix3fv; | |
this->glUniformMatrix4fv = es2::UniformMatrix4fv; | |
this->glUseProgram = es2::UseProgram; | |
this->glValidateProgram = es2::ValidateProgram; | |
this->glVertexAttrib1f = es2::VertexAttrib1f; | |
this->glVertexAttrib1fv = es2::VertexAttrib1fv; | |
this->glVertexAttrib2f = es2::VertexAttrib2f; | |
this->glVertexAttrib2fv = es2::VertexAttrib2fv; | |
this->glVertexAttrib3f = es2::VertexAttrib3f; | |
this->glVertexAttrib3fv = es2::VertexAttrib3fv; | |
this->glVertexAttrib4f = es2::VertexAttrib4f; | |
this->glVertexAttrib4fv = es2::VertexAttrib4fv; | |
this->glVertexAttribPointer = es2::VertexAttribPointer; | |
this->glViewport = es2::Viewport; | |
this->glBlitFramebufferNV = es2::BlitFramebufferNV; | |
this->glBlitFramebufferANGLE = es2::BlitFramebufferANGLE; | |
this->glTexImage3DOES = es2::TexImage3DOES; | |
this->glTexSubImage3DOES = es2::TexSubImage3DOES; | |
this->glCopyTexSubImage3DOES = es2::CopyTexSubImage3DOES; | |
this->glCompressedTexImage3DOES = es2::CompressedTexImage3DOES; | |
this->glCompressedTexSubImage3DOES = es2::CompressedTexSubImage3DOES; | |
this->glFramebufferTexture3DOES = es2::FramebufferTexture3DOES; | |
this->glEGLImageTargetTexture2DOES = es2::EGLImageTargetTexture2DOES; | |
this->glEGLImageTargetRenderbufferStorageOES = es2::EGLImageTargetRenderbufferStorageOES; | |
this->glIsRenderbufferOES = es2::IsRenderbufferOES; | |
this->glBindRenderbufferOES = es2::BindRenderbufferOES; | |
this->glDeleteRenderbuffersOES = es2::DeleteRenderbuffersOES; | |
this->glGenRenderbuffersOES = es2::GenRenderbuffersOES; | |
this->glRenderbufferStorageOES = es2::RenderbufferStorageOES; | |
this->glGetRenderbufferParameterivOES = es2::GetRenderbufferParameterivOES; | |
this->glIsFramebufferOES = es2::IsFramebufferOES; | |
this->glBindFramebufferOES = es2::BindFramebufferOES; | |
this->glDeleteFramebuffersOES = es2::DeleteFramebuffersOES; | |
this->glGenFramebuffersOES = es2::GenFramebuffersOES; | |
this->glCheckFramebufferStatusOES = es2::CheckFramebufferStatusOES; | |
this->glFramebufferRenderbufferOES = es2::FramebufferRenderbufferOES; | |
this->glFramebufferTexture2DOES = es2::FramebufferTexture2DOES; | |
this->glGetFramebufferAttachmentParameterivOES = es2::GetFramebufferAttachmentParameterivOES; | |
this->glGenerateMipmapOES = es2::GenerateMipmapOES; | |
this->glDrawBuffersEXT = es2::DrawBuffersEXT; | |
this->es2CreateContext = ::es2CreateContext; | |
this->es2GetProcAddress = ::es2GetProcAddress; | |
this->createBackBuffer = ::createBackBuffer; | |
this->createDepthStencil = ::createDepthStencil; | |
this->createFrameBuffer = ::createFrameBuffer; | |
} | |
extern "C" GL_APICALL LibGLESv2exports *libGLESv2_swiftshader() | |
{ | |
static LibGLESv2exports libGLESv2; | |
return &libGLESv2; | |
} | |
LibEGL libEGL; | |
LibGLES_CM libGLES_CM; |