Index: ppapi/lib/gl/gles2/gles2.c |
=================================================================== |
--- ppapi/lib/gl/gles2/gles2.c (revision 69835) |
+++ ppapi/lib/gl/gles2/gles2.c (working copy) |
@@ -5,512 +5,749 @@ |
// This file is auto-generated. DO NOT EDIT! |
#include <GLES2/gl2.h> |
+#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h" |
void GL_APIENTRY glActiveTexture(GLenum texture) { |
+ glGetInterfacePPAPI()->ActiveTexture(glGetCurrentContextPPAPI(), texture); |
} |
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) { |
+ glGetInterfacePPAPI()->AttachShader( |
+ glGetCurrentContextPPAPI(), program, shader); |
} |
void GL_APIENTRY glBindAttribLocation( |
GLuint program, GLuint index, const char* name) { |
+ glGetInterfacePPAPI()->BindAttribLocation( |
+ glGetCurrentContextPPAPI(), program, index, name); |
} |
void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) { |
+ glGetInterfacePPAPI()->BindBuffer( |
+ glGetCurrentContextPPAPI(), target, buffer); |
} |
void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) { |
+ glGetInterfacePPAPI()->BindFramebuffer( |
+ glGetCurrentContextPPAPI(), target, framebuffer); |
} |
void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) { |
+ glGetInterfacePPAPI()->BindRenderbuffer( |
+ glGetCurrentContextPPAPI(), target, renderbuffer); |
} |
void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) { |
+ glGetInterfacePPAPI()->BindTexture( |
+ glGetCurrentContextPPAPI(), target, texture); |
} |
void GL_APIENTRY glBlendColor( |
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { |
+ glGetInterfacePPAPI()->BlendColor( |
+ glGetCurrentContextPPAPI(), red, green, blue, alpha); |
} |
void GL_APIENTRY glBlendEquation(GLenum mode) { |
+ glGetInterfacePPAPI()->BlendEquation(glGetCurrentContextPPAPI(), mode); |
} |
void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { |
+ glGetInterfacePPAPI()->BlendEquationSeparate( |
+ glGetCurrentContextPPAPI(), modeRGB, modeAlpha); |
} |
void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) { |
+ glGetInterfacePPAPI()->BlendFunc( |
+ glGetCurrentContextPPAPI(), sfactor, dfactor); |
} |
void GL_APIENTRY glBlendFuncSeparate( |
GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { |
+ glGetInterfacePPAPI()->BlendFuncSeparate( |
+ glGetCurrentContextPPAPI(), srcRGB, dstRGB, srcAlpha, dstAlpha); |
} |
void GL_APIENTRY glBufferData( |
GLenum target, GLsizeiptr size, const void* data, GLenum usage) { |
+ glGetInterfacePPAPI()->BufferData( |
+ glGetCurrentContextPPAPI(), target, size, data, usage); |
} |
void GL_APIENTRY glBufferSubData( |
GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { |
+ glGetInterfacePPAPI()->BufferSubData( |
+ glGetCurrentContextPPAPI(), target, offset, size, data); |
} |
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) { |
- return 0; |
+ return glGetInterfacePPAPI()->CheckFramebufferStatus( |
+ glGetCurrentContextPPAPI(), target); |
} |
void GL_APIENTRY glClear(GLbitfield mask) { |
+ glGetInterfacePPAPI()->Clear(glGetCurrentContextPPAPI(), mask); |
} |
void GL_APIENTRY glClearColor( |
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { |
+ glGetInterfacePPAPI()->ClearColor( |
+ glGetCurrentContextPPAPI(), red, green, blue, alpha); |
} |
void GL_APIENTRY glClearDepthf(GLclampf depth) { |
+ glGetInterfacePPAPI()->ClearDepthf(glGetCurrentContextPPAPI(), depth); |
} |
void GL_APIENTRY glClearStencil(GLint s) { |
+ glGetInterfacePPAPI()->ClearStencil(glGetCurrentContextPPAPI(), s); |
} |
void GL_APIENTRY glColorMask( |
GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { |
+ glGetInterfacePPAPI()->ColorMask( |
+ glGetCurrentContextPPAPI(), red, green, blue, alpha); |
} |
void GL_APIENTRY glCompileShader(GLuint shader) { |
+ glGetInterfacePPAPI()->CompileShader(glGetCurrentContextPPAPI(), shader); |
} |
void GL_APIENTRY glCompressedTexImage2D( |
GLenum target, GLint level, GLenum internalformat, GLsizei width, |
GLsizei height, GLint border, GLsizei imageSize, const void* data) { |
+ glGetInterfacePPAPI()->CompressedTexImage2D( |
+ glGetCurrentContextPPAPI(), target, level, internalformat, width, height, |
+ border, imageSize, data); |
} |
void GL_APIENTRY glCompressedTexSubImage2D( |
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, |
GLsizei height, GLenum format, GLsizei imageSize, const void* data) { |
+ glGetInterfacePPAPI()->CompressedTexSubImage2D( |
+ glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width, |
+ height, format, imageSize, data); |
} |
void GL_APIENTRY glCopyTexImage2D( |
GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, |
GLsizei width, GLsizei height, GLint border) { |
+ glGetInterfacePPAPI()->CopyTexImage2D( |
+ glGetCurrentContextPPAPI(), target, level, internalformat, x, y, width, |
+ height, border); |
} |
void GL_APIENTRY glCopyTexSubImage2D( |
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, |
GLsizei width, GLsizei height) { |
+ glGetInterfacePPAPI()->CopyTexSubImage2D( |
+ glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, x, y, width, |
+ height); |
} |
GLuint GL_APIENTRY glCreateProgram() { |
- return 0; |
+ return glGetInterfacePPAPI()->CreateProgram(glGetCurrentContextPPAPI()); |
} |
GLuint GL_APIENTRY glCreateShader(GLenum type) { |
- return 0; |
+ return glGetInterfacePPAPI()->CreateShader(glGetCurrentContextPPAPI(), type); |
} |
void GL_APIENTRY glCullFace(GLenum mode) { |
+ glGetInterfacePPAPI()->CullFace(glGetCurrentContextPPAPI(), mode); |
} |
void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) { |
+ glGetInterfacePPAPI()->DeleteBuffers(glGetCurrentContextPPAPI(), n, buffers); |
} |
void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { |
+ glGetInterfacePPAPI()->DeleteFramebuffers( |
+ glGetCurrentContextPPAPI(), n, framebuffers); |
} |
void GL_APIENTRY glDeleteProgram(GLuint program) { |
+ glGetInterfacePPAPI()->DeleteProgram(glGetCurrentContextPPAPI(), program); |
} |
void GL_APIENTRY glDeleteRenderbuffers( |
GLsizei n, const GLuint* renderbuffers) { |
+ glGetInterfacePPAPI()->DeleteRenderbuffers( |
+ glGetCurrentContextPPAPI(), n, renderbuffers); |
} |
void GL_APIENTRY glDeleteShader(GLuint shader) { |
+ glGetInterfacePPAPI()->DeleteShader(glGetCurrentContextPPAPI(), shader); |
} |
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) { |
+ glGetInterfacePPAPI()->DeleteTextures( |
+ glGetCurrentContextPPAPI(), n, textures); |
} |
void GL_APIENTRY glDepthFunc(GLenum func) { |
+ glGetInterfacePPAPI()->DepthFunc(glGetCurrentContextPPAPI(), func); |
} |
void GL_APIENTRY glDepthMask(GLboolean flag) { |
+ glGetInterfacePPAPI()->DepthMask(glGetCurrentContextPPAPI(), flag); |
} |
void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) { |
+ glGetInterfacePPAPI()->DepthRangef(glGetCurrentContextPPAPI(), zNear, zFar); |
} |
void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) { |
+ glGetInterfacePPAPI()->DetachShader( |
+ glGetCurrentContextPPAPI(), program, shader); |
} |
void GL_APIENTRY glDisable(GLenum cap) { |
+ glGetInterfacePPAPI()->Disable(glGetCurrentContextPPAPI(), cap); |
} |
void GL_APIENTRY glDisableVertexAttribArray(GLuint index) { |
+ glGetInterfacePPAPI()->DisableVertexAttribArray( |
+ glGetCurrentContextPPAPI(), index); |
} |
void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) { |
+ glGetInterfacePPAPI()->DrawArrays( |
+ glGetCurrentContextPPAPI(), mode, first, count); |
} |
void GL_APIENTRY glDrawElements( |
GLenum mode, GLsizei count, GLenum type, const void* indices) { |
+ glGetInterfacePPAPI()->DrawElements( |
+ glGetCurrentContextPPAPI(), mode, count, type, indices); |
} |
void GL_APIENTRY glEnable(GLenum cap) { |
+ glGetInterfacePPAPI()->Enable(glGetCurrentContextPPAPI(), cap); |
} |
void GL_APIENTRY glEnableVertexAttribArray(GLuint index) { |
+ glGetInterfacePPAPI()->EnableVertexAttribArray( |
+ glGetCurrentContextPPAPI(), index); |
} |
void GL_APIENTRY glFinish() { |
+ glGetInterfacePPAPI()->Finish(glGetCurrentContextPPAPI()); |
} |
void GL_APIENTRY glFlush() { |
+ glGetInterfacePPAPI()->Flush(glGetCurrentContextPPAPI()); |
} |
void GL_APIENTRY glFramebufferRenderbuffer( |
GLenum target, GLenum attachment, GLenum renderbuffertarget, |
GLuint renderbuffer) { |
+ glGetInterfacePPAPI()->FramebufferRenderbuffer( |
+ glGetCurrentContextPPAPI(), target, attachment, renderbuffertarget, |
+ renderbuffer); |
} |
void GL_APIENTRY glFramebufferTexture2D( |
GLenum target, GLenum attachment, GLenum textarget, GLuint texture, |
GLint level) { |
+ glGetInterfacePPAPI()->FramebufferTexture2D( |
+ glGetCurrentContextPPAPI(), target, attachment, textarget, texture, |
+ level); |
} |
void GL_APIENTRY glFrontFace(GLenum mode) { |
+ glGetInterfacePPAPI()->FrontFace(glGetCurrentContextPPAPI(), mode); |
} |
void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) { |
+ glGetInterfacePPAPI()->GenBuffers(glGetCurrentContextPPAPI(), n, buffers); |
} |
void GL_APIENTRY glGenerateMipmap(GLenum target) { |
+ glGetInterfacePPAPI()->GenerateMipmap(glGetCurrentContextPPAPI(), target); |
} |
void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) { |
+ glGetInterfacePPAPI()->GenFramebuffers( |
+ glGetCurrentContextPPAPI(), n, framebuffers); |
} |
void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { |
+ glGetInterfacePPAPI()->GenRenderbuffers( |
+ glGetCurrentContextPPAPI(), n, renderbuffers); |
} |
void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) { |
+ glGetInterfacePPAPI()->GenTextures(glGetCurrentContextPPAPI(), n, textures); |
} |
void GL_APIENTRY glGetActiveAttrib( |
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, |
GLenum* type, char* name) { |
+ glGetInterfacePPAPI()->GetActiveAttrib( |
+ glGetCurrentContextPPAPI(), program, index, bufsize, length, size, type, |
+ name); |
} |
void GL_APIENTRY glGetActiveUniform( |
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, |
GLenum* type, char* name) { |
+ glGetInterfacePPAPI()->GetActiveUniform( |
+ glGetCurrentContextPPAPI(), program, index, bufsize, length, size, type, |
+ name); |
} |
void GL_APIENTRY glGetAttachedShaders( |
GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { |
+ glGetInterfacePPAPI()->GetAttachedShaders( |
+ glGetCurrentContextPPAPI(), program, maxcount, count, shaders); |
} |
GLint GL_APIENTRY glGetAttribLocation(GLuint program, const char* name) { |
- return 0; |
+ return glGetInterfacePPAPI()->GetAttribLocation( |
+ glGetCurrentContextPPAPI(), program, name); |
} |
void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) { |
+ glGetInterfacePPAPI()->GetBooleanv( |
+ glGetCurrentContextPPAPI(), pname, params); |
} |
void GL_APIENTRY glGetBufferParameteriv( |
GLenum target, GLenum pname, GLint* params) { |
+ glGetInterfacePPAPI()->GetBufferParameteriv( |
+ glGetCurrentContextPPAPI(), target, pname, params); |
} |
GLenum GL_APIENTRY glGetError() { |
- return 0; |
+ return glGetInterfacePPAPI()->GetError(glGetCurrentContextPPAPI()); |
} |
void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params) { |
+ glGetInterfacePPAPI()->GetFloatv(glGetCurrentContextPPAPI(), pname, params); |
} |
void GL_APIENTRY glGetFramebufferAttachmentParameteriv( |
GLenum target, GLenum attachment, GLenum pname, GLint* params) { |
+ glGetInterfacePPAPI()->GetFramebufferAttachmentParameteriv( |
+ glGetCurrentContextPPAPI(), target, attachment, pname, params); |
} |
void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params) { |
+ glGetInterfacePPAPI()->GetIntegerv( |
+ glGetCurrentContextPPAPI(), pname, params); |
} |
void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) { |
+ glGetInterfacePPAPI()->GetProgramiv( |
+ glGetCurrentContextPPAPI(), program, pname, params); |
} |
void GL_APIENTRY glGetProgramInfoLog( |
GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { |
+ glGetInterfacePPAPI()->GetProgramInfoLog( |
+ glGetCurrentContextPPAPI(), program, bufsize, length, infolog); |
} |
void GL_APIENTRY glGetRenderbufferParameteriv( |
GLenum target, GLenum pname, GLint* params) { |
+ glGetInterfacePPAPI()->GetRenderbufferParameteriv( |
+ glGetCurrentContextPPAPI(), target, pname, params); |
} |
void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { |
+ glGetInterfacePPAPI()->GetShaderiv( |
+ glGetCurrentContextPPAPI(), shader, pname, params); |
} |
void GL_APIENTRY glGetShaderInfoLog( |
GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { |
+ glGetInterfacePPAPI()->GetShaderInfoLog( |
+ glGetCurrentContextPPAPI(), shader, bufsize, length, infolog); |
} |
void GL_APIENTRY glGetShaderPrecisionFormat( |
GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { |
+ glGetInterfacePPAPI()->GetShaderPrecisionFormat( |
+ glGetCurrentContextPPAPI(), shadertype, precisiontype, range, precision); |
} |
void GL_APIENTRY glGetShaderSource( |
GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { |
+ glGetInterfacePPAPI()->GetShaderSource( |
+ glGetCurrentContextPPAPI(), shader, bufsize, length, source); |
} |
const GLubyte* GL_APIENTRY glGetString(GLenum name) { |
- return 0; |
+ return glGetInterfacePPAPI()->GetString(glGetCurrentContextPPAPI(), name); |
} |
void GL_APIENTRY glGetTexParameterfv( |
GLenum target, GLenum pname, GLfloat* params) { |
+ glGetInterfacePPAPI()->GetTexParameterfv( |
+ glGetCurrentContextPPAPI(), target, pname, params); |
} |
void GL_APIENTRY glGetTexParameteriv( |
GLenum target, GLenum pname, GLint* params) { |
+ glGetInterfacePPAPI()->GetTexParameteriv( |
+ glGetCurrentContextPPAPI(), target, pname, params); |
} |
void GL_APIENTRY glGetUniformfv( |
GLuint program, GLint location, GLfloat* params) { |
+ glGetInterfacePPAPI()->GetUniformfv( |
+ glGetCurrentContextPPAPI(), program, location, params); |
} |
void GL_APIENTRY glGetUniformiv( |
GLuint program, GLint location, GLint* params) { |
+ glGetInterfacePPAPI()->GetUniformiv( |
+ glGetCurrentContextPPAPI(), program, location, params); |
} |
GLint GL_APIENTRY glGetUniformLocation(GLuint program, const char* name) { |
- return 0; |
+ return glGetInterfacePPAPI()->GetUniformLocation( |
+ glGetCurrentContextPPAPI(), program, name); |
} |
void GL_APIENTRY glGetVertexAttribfv( |
GLuint index, GLenum pname, GLfloat* params) { |
+ glGetInterfacePPAPI()->GetVertexAttribfv( |
+ glGetCurrentContextPPAPI(), index, pname, params); |
} |
void GL_APIENTRY glGetVertexAttribiv( |
GLuint index, GLenum pname, GLint* params) { |
+ glGetInterfacePPAPI()->GetVertexAttribiv( |
+ glGetCurrentContextPPAPI(), index, pname, params); |
} |
void GL_APIENTRY glGetVertexAttribPointerv( |
GLuint index, GLenum pname, void** pointer) { |
+ glGetInterfacePPAPI()->GetVertexAttribPointerv( |
+ glGetCurrentContextPPAPI(), index, pname, pointer); |
} |
void GL_APIENTRY glHint(GLenum target, GLenum mode) { |
+ glGetInterfacePPAPI()->Hint(glGetCurrentContextPPAPI(), target, mode); |
} |
GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) { |
- return 0; |
+ return glGetInterfacePPAPI()->IsBuffer(glGetCurrentContextPPAPI(), buffer); |
} |
GLboolean GL_APIENTRY glIsEnabled(GLenum cap) { |
- return 0; |
+ return glGetInterfacePPAPI()->IsEnabled(glGetCurrentContextPPAPI(), cap); |
} |
GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) { |
- return 0; |
+ return glGetInterfacePPAPI()->IsFramebuffer( |
+ glGetCurrentContextPPAPI(), framebuffer); |
} |
GLboolean GL_APIENTRY glIsProgram(GLuint program) { |
- return 0; |
+ return glGetInterfacePPAPI()->IsProgram(glGetCurrentContextPPAPI(), program); |
} |
GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) { |
- return 0; |
+ return glGetInterfacePPAPI()->IsRenderbuffer( |
+ glGetCurrentContextPPAPI(), renderbuffer); |
} |
GLboolean GL_APIENTRY glIsShader(GLuint shader) { |
- return 0; |
+ return glGetInterfacePPAPI()->IsShader(glGetCurrentContextPPAPI(), shader); |
} |
GLboolean GL_APIENTRY glIsTexture(GLuint texture) { |
- return 0; |
+ return glGetInterfacePPAPI()->IsTexture(glGetCurrentContextPPAPI(), texture); |
} |
void GL_APIENTRY glLineWidth(GLfloat width) { |
+ glGetInterfacePPAPI()->LineWidth(glGetCurrentContextPPAPI(), width); |
} |
void GL_APIENTRY glLinkProgram(GLuint program) { |
+ glGetInterfacePPAPI()->LinkProgram(glGetCurrentContextPPAPI(), program); |
} |
void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) { |
+ glGetInterfacePPAPI()->PixelStorei(glGetCurrentContextPPAPI(), pname, param); |
} |
void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) { |
+ glGetInterfacePPAPI()->PolygonOffset( |
+ glGetCurrentContextPPAPI(), factor, units); |
} |
void GL_APIENTRY glReadPixels( |
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, |
void* pixels) { |
+ glGetInterfacePPAPI()->ReadPixels( |
+ glGetCurrentContextPPAPI(), x, y, width, height, format, type, pixels); |
} |
void GL_APIENTRY glReleaseShaderCompiler() { |
+ glGetInterfacePPAPI()->ReleaseShaderCompiler(glGetCurrentContextPPAPI()); |
} |
void GL_APIENTRY glRenderbufferStorage( |
GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { |
+ glGetInterfacePPAPI()->RenderbufferStorage( |
+ glGetCurrentContextPPAPI(), target, internalformat, width, height); |
} |
void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert) { |
+ glGetInterfacePPAPI()->SampleCoverage( |
+ glGetCurrentContextPPAPI(), value, invert); |
} |
void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { |
+ glGetInterfacePPAPI()->Scissor( |
+ glGetCurrentContextPPAPI(), x, y, width, height); |
} |
void GL_APIENTRY glShaderBinary( |
GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, |
GLsizei length) { |
+ glGetInterfacePPAPI()->ShaderBinary( |
+ glGetCurrentContextPPAPI(), n, shaders, binaryformat, binary, length); |
} |
void GL_APIENTRY glShaderSource( |
GLuint shader, GLsizei count, const char** str, const GLint* length) { |
+ glGetInterfacePPAPI()->ShaderSource( |
+ glGetCurrentContextPPAPI(), shader, count, str, length); |
} |
void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) { |
+ glGetInterfacePPAPI()->StencilFunc( |
+ glGetCurrentContextPPAPI(), func, ref, mask); |
} |
void GL_APIENTRY glStencilFuncSeparate( |
GLenum face, GLenum func, GLint ref, GLuint mask) { |
+ glGetInterfacePPAPI()->StencilFuncSeparate( |
+ glGetCurrentContextPPAPI(), face, func, ref, mask); |
} |
void GL_APIENTRY glStencilMask(GLuint mask) { |
+ glGetInterfacePPAPI()->StencilMask(glGetCurrentContextPPAPI(), mask); |
} |
void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) { |
+ glGetInterfacePPAPI()->StencilMaskSeparate( |
+ glGetCurrentContextPPAPI(), face, mask); |
} |
void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { |
+ glGetInterfacePPAPI()->StencilOp( |
+ glGetCurrentContextPPAPI(), fail, zfail, zpass); |
} |
void GL_APIENTRY glStencilOpSeparate( |
GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { |
+ glGetInterfacePPAPI()->StencilOpSeparate( |
+ glGetCurrentContextPPAPI(), face, fail, zfail, zpass); |
} |
void GL_APIENTRY glTexImage2D( |
GLenum target, GLint level, GLint internalformat, GLsizei width, |
GLsizei height, GLint border, GLenum format, GLenum type, |
const void* pixels) { |
+ glGetInterfacePPAPI()->TexImage2D( |
+ glGetCurrentContextPPAPI(), target, level, internalformat, width, height, |
+ border, format, type, pixels); |
} |
void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) { |
+ glGetInterfacePPAPI()->TexParameterf( |
+ glGetCurrentContextPPAPI(), target, pname, param); |
} |
void GL_APIENTRY glTexParameterfv( |
GLenum target, GLenum pname, const GLfloat* params) { |
+ glGetInterfacePPAPI()->TexParameterfv( |
+ glGetCurrentContextPPAPI(), target, pname, params); |
} |
void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) { |
+ glGetInterfacePPAPI()->TexParameteri( |
+ glGetCurrentContextPPAPI(), target, pname, param); |
} |
void GL_APIENTRY glTexParameteriv( |
GLenum target, GLenum pname, const GLint* params) { |
+ glGetInterfacePPAPI()->TexParameteriv( |
+ glGetCurrentContextPPAPI(), target, pname, params); |
} |
void GL_APIENTRY glTexSubImage2D( |
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, |
GLsizei height, GLenum format, GLenum type, const void* pixels) { |
+ glGetInterfacePPAPI()->TexSubImage2D( |
+ glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width, |
+ height, format, type, pixels); |
} |
void GL_APIENTRY glUniform1f(GLint location, GLfloat x) { |
+ glGetInterfacePPAPI()->Uniform1f(glGetCurrentContextPPAPI(), location, x); |
} |
void GL_APIENTRY glUniform1fv( |
GLint location, GLsizei count, const GLfloat* v) { |
+ glGetInterfacePPAPI()->Uniform1fv( |
+ glGetCurrentContextPPAPI(), location, count, v); |
} |
void GL_APIENTRY glUniform1i(GLint location, GLint x) { |
+ glGetInterfacePPAPI()->Uniform1i(glGetCurrentContextPPAPI(), location, x); |
} |
void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v) { |
+ glGetInterfacePPAPI()->Uniform1iv( |
+ glGetCurrentContextPPAPI(), location, count, v); |
} |
void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y) { |
+ glGetInterfacePPAPI()->Uniform2f(glGetCurrentContextPPAPI(), location, x, y); |
} |
void GL_APIENTRY glUniform2fv( |
GLint location, GLsizei count, const GLfloat* v) { |
+ glGetInterfacePPAPI()->Uniform2fv( |
+ glGetCurrentContextPPAPI(), location, count, v); |
} |
void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) { |
+ glGetInterfacePPAPI()->Uniform2i(glGetCurrentContextPPAPI(), location, x, y); |
} |
void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v) { |
+ glGetInterfacePPAPI()->Uniform2iv( |
+ glGetCurrentContextPPAPI(), location, count, v); |
} |
void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { |
+ glGetInterfacePPAPI()->Uniform3f( |
+ glGetCurrentContextPPAPI(), location, x, y, z); |
} |
void GL_APIENTRY glUniform3fv( |
GLint location, GLsizei count, const GLfloat* v) { |
+ glGetInterfacePPAPI()->Uniform3fv( |
+ glGetCurrentContextPPAPI(), location, count, v); |
} |
void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z) { |
+ glGetInterfacePPAPI()->Uniform3i( |
+ glGetCurrentContextPPAPI(), location, x, y, z); |
} |
void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v) { |
+ glGetInterfacePPAPI()->Uniform3iv( |
+ glGetCurrentContextPPAPI(), location, count, v); |
} |
void GL_APIENTRY glUniform4f( |
GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { |
+ glGetInterfacePPAPI()->Uniform4f( |
+ glGetCurrentContextPPAPI(), location, x, y, z, w); |
} |
void GL_APIENTRY glUniform4fv( |
GLint location, GLsizei count, const GLfloat* v) { |
+ glGetInterfacePPAPI()->Uniform4fv( |
+ glGetCurrentContextPPAPI(), location, count, v); |
} |
void GL_APIENTRY glUniform4i( |
GLint location, GLint x, GLint y, GLint z, GLint w) { |
+ glGetInterfacePPAPI()->Uniform4i( |
+ glGetCurrentContextPPAPI(), location, x, y, z, w); |
} |
void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) { |
+ glGetInterfacePPAPI()->Uniform4iv( |
+ glGetCurrentContextPPAPI(), location, count, v); |
} |
void GL_APIENTRY glUniformMatrix2fv( |
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
+ glGetInterfacePPAPI()->UniformMatrix2fv( |
+ glGetCurrentContextPPAPI(), location, count, transpose, value); |
} |
void GL_APIENTRY glUniformMatrix3fv( |
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
+ glGetInterfacePPAPI()->UniformMatrix3fv( |
+ glGetCurrentContextPPAPI(), location, count, transpose, value); |
} |
void GL_APIENTRY glUniformMatrix4fv( |
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
+ glGetInterfacePPAPI()->UniformMatrix4fv( |
+ glGetCurrentContextPPAPI(), location, count, transpose, value); |
} |
void GL_APIENTRY glUseProgram(GLuint program) { |
+ glGetInterfacePPAPI()->UseProgram(glGetCurrentContextPPAPI(), program); |
} |
void GL_APIENTRY glValidateProgram(GLuint program) { |
+ glGetInterfacePPAPI()->ValidateProgram(glGetCurrentContextPPAPI(), program); |
} |
void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x) { |
+ glGetInterfacePPAPI()->VertexAttrib1f(glGetCurrentContextPPAPI(), indx, x); |
} |
void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values) { |
+ glGetInterfacePPAPI()->VertexAttrib1fv( |
+ glGetCurrentContextPPAPI(), indx, values); |
} |
void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { |
+ glGetInterfacePPAPI()->VertexAttrib2f( |
+ glGetCurrentContextPPAPI(), indx, x, y); |
} |
void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values) { |
+ glGetInterfacePPAPI()->VertexAttrib2fv( |
+ glGetCurrentContextPPAPI(), indx, values); |
} |
void GL_APIENTRY glVertexAttrib3f( |
GLuint indx, GLfloat x, GLfloat y, GLfloat z) { |
+ glGetInterfacePPAPI()->VertexAttrib3f( |
+ glGetCurrentContextPPAPI(), indx, x, y, z); |
} |
void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values) { |
+ glGetInterfacePPAPI()->VertexAttrib3fv( |
+ glGetCurrentContextPPAPI(), indx, values); |
} |
void GL_APIENTRY glVertexAttrib4f( |
GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { |
+ glGetInterfacePPAPI()->VertexAttrib4f( |
+ glGetCurrentContextPPAPI(), indx, x, y, z, w); |
} |
void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values) { |
+ glGetInterfacePPAPI()->VertexAttrib4fv( |
+ glGetCurrentContextPPAPI(), indx, values); |
} |
void GL_APIENTRY glVertexAttribPointer( |
GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, |
const void* ptr) { |
+ glGetInterfacePPAPI()->VertexAttribPointer( |
+ glGetCurrentContextPPAPI(), indx, size, type, normalized, stride, ptr); |
} |
void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { |
+ glGetInterfacePPAPI()->Viewport( |
+ glGetCurrentContextPPAPI(), x, y, width, height); |
} |