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Unified Diff: ppapi/shared_impl/opengles2_impl.cc

Issue 7409003: Binding Graphics3D with Instance and OpenGLES2 interface. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: '' Created 9 years, 5 months ago
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Index: ppapi/shared_impl/opengles2_impl.cc
===================================================================
--- ppapi/shared_impl/opengles2_impl.cc (revision 0)
+++ ppapi/shared_impl/opengles2_impl.cc (revision 0)
@@ -0,0 +1,904 @@
+// Copyright (c) 2011 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+// This file is auto-generated from
+// gpu/command_buffer/build_gles2_cmd_buffer.py
+// DO NOT EDIT!
+
+#include "ppapi/shared_impl/opengles2_impl.h"
+
+#include "base/logging.h"
+#include "gpu/command_buffer/client/gles2_implementation.h"
+#include "ppapi/shared_impl/graphics_3d_impl.h"
+#include "ppapi/thunk/enter.h"
+#include "ppapi/thunk/ppb_context_3d_api.h"
+
+namespace ppapi {
+
+namespace {
+
+gpu::gles2::GLES2Implementation* GetGLES(PP_Resource context) {
+ thunk::EnterResource<thunk::PPB_Graphics3D_API> enter_g3d(context, false);
+ if (enter_g3d.succeeded()) {
+ return static_cast<Graphics3DImpl*>(enter_g3d.object())->gles2_impl();
+ } else {
+ thunk::EnterResource<thunk::PPB_Context3D_API> enter_c3d(context, true);
+ DCHECK(enter_c3d.succeeded());
+ return enter_c3d.object()->GetGLES2Impl();
+ }
+}
+
+void ActiveTexture(PP_Resource context_id, GLenum texture) {
+ GetGLES(context_id)->ActiveTexture(texture);
+}
+
+void AttachShader(PP_Resource context_id, GLuint program, GLuint shader) {
+ GetGLES(context_id)->AttachShader(program, shader);
+}
+
+void BindAttribLocation(
+ PP_Resource context_id, GLuint program, GLuint index, const char* name) {
+ GetGLES(context_id)->BindAttribLocation(program, index, name);
+}
+
+void BindBuffer(PP_Resource context_id, GLenum target, GLuint buffer) {
+ GetGLES(context_id)->BindBuffer(target, buffer);
+}
+
+void BindFramebuffer(
+ PP_Resource context_id, GLenum target, GLuint framebuffer) {
+ GetGLES(context_id)->BindFramebuffer(target, framebuffer);
+}
+
+void BindRenderbuffer(
+ PP_Resource context_id, GLenum target, GLuint renderbuffer) {
+ GetGLES(context_id)->BindRenderbuffer(target, renderbuffer);
+}
+
+void BindTexture(PP_Resource context_id, GLenum target, GLuint texture) {
+ GetGLES(context_id)->BindTexture(target, texture);
+}
+
+void BlendColor(
+ PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue,
+ GLclampf alpha) {
+ GetGLES(context_id)->BlendColor(red, green, blue, alpha);
+}
+
+void BlendEquation(PP_Resource context_id, GLenum mode) {
+ GetGLES(context_id)->BlendEquation(mode);
+}
+
+void BlendEquationSeparate(
+ PP_Resource context_id, GLenum modeRGB, GLenum modeAlpha) {
+ GetGLES(context_id)->BlendEquationSeparate(modeRGB, modeAlpha);
+}
+
+void BlendFunc(PP_Resource context_id, GLenum sfactor, GLenum dfactor) {
+ GetGLES(context_id)->BlendFunc(sfactor, dfactor);
+}
+
+void BlendFuncSeparate(
+ PP_Resource context_id, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
+ GLenum dstAlpha) {
+ GetGLES(context_id)->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
+}
+
+void BufferData(
+ PP_Resource context_id, GLenum target, GLsizeiptr size, const void* data,
+ GLenum usage) {
+ GetGLES(context_id)->BufferData(target, size, data, usage);
+}
+
+void BufferSubData(
+ PP_Resource context_id, GLenum target, GLintptr offset, GLsizeiptr size,
+ const void* data) {
+ GetGLES(context_id)->BufferSubData(target, offset, size, data);
+}
+
+GLenum CheckFramebufferStatus(PP_Resource context_id, GLenum target) {
+ return GetGLES(context_id)->CheckFramebufferStatus(target);
+}
+
+void Clear(PP_Resource context_id, GLbitfield mask) {
+ GetGLES(context_id)->Clear(mask);
+}
+
+void ClearColor(
+ PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue,
+ GLclampf alpha) {
+ GetGLES(context_id)->ClearColor(red, green, blue, alpha);
+}
+
+void ClearDepthf(PP_Resource context_id, GLclampf depth) {
+ GetGLES(context_id)->ClearDepthf(depth);
+}
+
+void ClearStencil(PP_Resource context_id, GLint s) {
+ GetGLES(context_id)->ClearStencil(s);
+}
+
+void ColorMask(
+ PP_Resource context_id, GLboolean red, GLboolean green, GLboolean blue,
+ GLboolean alpha) {
+ GetGLES(context_id)->ColorMask(red, green, blue, alpha);
+}
+
+void CompileShader(PP_Resource context_id, GLuint shader) {
+ GetGLES(context_id)->CompileShader(shader);
+}
+
+void CompressedTexImage2D(
+ PP_Resource context_id, GLenum target, GLint level, GLenum internalformat,
+ GLsizei width, GLsizei height, GLint border, GLsizei imageSize,
+ const void* data) {
+ GetGLES(
+ context_id)->CompressedTexImage2D(
+ target, level, internalformat, width, height, border, imageSize,
+ data);
+}
+
+void CompressedTexSubImage2D(
+ PP_Resource context_id, GLenum target, GLint level, GLint xoffset,
+ GLint yoffset, GLsizei width, GLsizei height, GLenum format,
+ GLsizei imageSize, const void* data) {
+ GetGLES(
+ context_id)->CompressedTexSubImage2D(
+ target, level, xoffset, yoffset, width, height, format, imageSize,
+ data);
+}
+
+void CopyTexImage2D(
+ PP_Resource context_id, GLenum target, GLint level, GLenum internalformat,
+ GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {
+ GetGLES(
+ context_id)->CopyTexImage2D(
+ target, level, internalformat, x, y, width, height, border);
+}
+
+void CopyTexSubImage2D(
+ PP_Resource context_id, GLenum target, GLint level, GLint xoffset,
+ GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
+ GetGLES(
+ context_id)->CopyTexSubImage2D(
+ target, level, xoffset, yoffset, x, y, width, height);
+}
+
+GLuint CreateProgram(PP_Resource context_id) {
+ return GetGLES(context_id)->CreateProgram();
+}
+
+GLuint CreateShader(PP_Resource context_id, GLenum type) {
+ return GetGLES(context_id)->CreateShader(type);
+}
+
+void CullFace(PP_Resource context_id, GLenum mode) {
+ GetGLES(context_id)->CullFace(mode);
+}
+
+void DeleteBuffers(PP_Resource context_id, GLsizei n, const GLuint* buffers) {
+ GetGLES(context_id)->DeleteBuffers(n, buffers);
+}
+
+void DeleteFramebuffers(
+ PP_Resource context_id, GLsizei n, const GLuint* framebuffers) {
+ GetGLES(context_id)->DeleteFramebuffers(n, framebuffers);
+}
+
+void DeleteProgram(PP_Resource context_id, GLuint program) {
+ GetGLES(context_id)->DeleteProgram(program);
+}
+
+void DeleteRenderbuffers(
+ PP_Resource context_id, GLsizei n, const GLuint* renderbuffers) {
+ GetGLES(context_id)->DeleteRenderbuffers(n, renderbuffers);
+}
+
+void DeleteShader(PP_Resource context_id, GLuint shader) {
+ GetGLES(context_id)->DeleteShader(shader);
+}
+
+void DeleteTextures(
+ PP_Resource context_id, GLsizei n, const GLuint* textures) {
+ GetGLES(context_id)->DeleteTextures(n, textures);
+}
+
+void DepthFunc(PP_Resource context_id, GLenum func) {
+ GetGLES(context_id)->DepthFunc(func);
+}
+
+void DepthMask(PP_Resource context_id, GLboolean flag) {
+ GetGLES(context_id)->DepthMask(flag);
+}
+
+void DepthRangef(PP_Resource context_id, GLclampf zNear, GLclampf zFar) {
+ GetGLES(context_id)->DepthRangef(zNear, zFar);
+}
+
+void DetachShader(PP_Resource context_id, GLuint program, GLuint shader) {
+ GetGLES(context_id)->DetachShader(program, shader);
+}
+
+void Disable(PP_Resource context_id, GLenum cap) {
+ GetGLES(context_id)->Disable(cap);
+}
+
+void DisableVertexAttribArray(PP_Resource context_id, GLuint index) {
+ GetGLES(context_id)->DisableVertexAttribArray(index);
+}
+
+void DrawArrays(
+ PP_Resource context_id, GLenum mode, GLint first, GLsizei count) {
+ GetGLES(context_id)->DrawArrays(mode, first, count);
+}
+
+void DrawElements(
+ PP_Resource context_id, GLenum mode, GLsizei count, GLenum type,
+ const void* indices) {
+ GetGLES(context_id)->DrawElements(mode, count, type, indices);
+}
+
+void Enable(PP_Resource context_id, GLenum cap) {
+ GetGLES(context_id)->Enable(cap);
+}
+
+void EnableVertexAttribArray(PP_Resource context_id, GLuint index) {
+ GetGLES(context_id)->EnableVertexAttribArray(index);
+}
+
+void Finish(PP_Resource context_id) {
+ GetGLES(context_id)->Finish();
+}
+
+void Flush(PP_Resource context_id) {
+ GetGLES(context_id)->Flush();
+}
+
+void FramebufferRenderbuffer(
+ PP_Resource context_id, GLenum target, GLenum attachment,
+ GLenum renderbuffertarget, GLuint renderbuffer) {
+ GetGLES(
+ context_id)->FramebufferRenderbuffer(
+ target, attachment, renderbuffertarget, renderbuffer);
+}
+
+void FramebufferTexture2D(
+ PP_Resource context_id, GLenum target, GLenum attachment, GLenum textarget,
+ GLuint texture, GLint level) {
+ GetGLES(
+ context_id)->FramebufferTexture2D(
+ target, attachment, textarget, texture, level);
+}
+
+void FrontFace(PP_Resource context_id, GLenum mode) {
+ GetGLES(context_id)->FrontFace(mode);
+}
+
+void GenBuffers(PP_Resource context_id, GLsizei n, GLuint* buffers) {
+ GetGLES(context_id)->GenBuffers(n, buffers);
+}
+
+void GenerateMipmap(PP_Resource context_id, GLenum target) {
+ GetGLES(context_id)->GenerateMipmap(target);
+}
+
+void GenFramebuffers(PP_Resource context_id, GLsizei n, GLuint* framebuffers) {
+ GetGLES(context_id)->GenFramebuffers(n, framebuffers);
+}
+
+void GenRenderbuffers(
+ PP_Resource context_id, GLsizei n, GLuint* renderbuffers) {
+ GetGLES(context_id)->GenRenderbuffers(n, renderbuffers);
+}
+
+void GenTextures(PP_Resource context_id, GLsizei n, GLuint* textures) {
+ GetGLES(context_id)->GenTextures(n, textures);
+}
+
+void GetActiveAttrib(
+ PP_Resource context_id, GLuint program, GLuint index, GLsizei bufsize,
+ GLsizei* length, GLint* size, GLenum* type, char* name) {
+ GetGLES(
+ context_id)->GetActiveAttrib(
+ program, index, bufsize, length, size, type, name);
+}
+
+void GetActiveUniform(
+ PP_Resource context_id, GLuint program, GLuint index, GLsizei bufsize,
+ GLsizei* length, GLint* size, GLenum* type, char* name) {
+ GetGLES(
+ context_id)->GetActiveUniform(
+ program, index, bufsize, length, size, type, name);
+}
+
+void GetAttachedShaders(
+ PP_Resource context_id, GLuint program, GLsizei maxcount, GLsizei* count,
+ GLuint* shaders) {
+ GetGLES(context_id)->GetAttachedShaders(program, maxcount, count, shaders);
+}
+
+GLint GetAttribLocation(
+ PP_Resource context_id, GLuint program, const char* name) {
+ return GetGLES(context_id)->GetAttribLocation(program, name);
+}
+
+void GetBooleanv(PP_Resource context_id, GLenum pname, GLboolean* params) {
+ GetGLES(context_id)->GetBooleanv(pname, params);
+}
+
+void GetBufferParameteriv(
+ PP_Resource context_id, GLenum target, GLenum pname, GLint* params) {
+ GetGLES(context_id)->GetBufferParameteriv(target, pname, params);
+}
+
+GLenum GetError(PP_Resource context_id) {
+ return GetGLES(context_id)->GetError();
+}
+
+void GetFloatv(PP_Resource context_id, GLenum pname, GLfloat* params) {
+ GetGLES(context_id)->GetFloatv(pname, params);
+}
+
+void GetFramebufferAttachmentParameteriv(
+ PP_Resource context_id, GLenum target, GLenum attachment, GLenum pname,
+ GLint* params) {
+ GetGLES(
+ context_id)->GetFramebufferAttachmentParameteriv(
+ target, attachment, pname, params);
+}
+
+void GetIntegerv(PP_Resource context_id, GLenum pname, GLint* params) {
+ GetGLES(context_id)->GetIntegerv(pname, params);
+}
+
+void GetProgramiv(
+ PP_Resource context_id, GLuint program, GLenum pname, GLint* params) {
+ GetGLES(context_id)->GetProgramiv(program, pname, params);
+}
+
+void GetProgramInfoLog(
+ PP_Resource context_id, GLuint program, GLsizei bufsize, GLsizei* length,
+ char* infolog) {
+ GetGLES(context_id)->GetProgramInfoLog(program, bufsize, length, infolog);
+}
+
+void GetRenderbufferParameteriv(
+ PP_Resource context_id, GLenum target, GLenum pname, GLint* params) {
+ GetGLES(context_id)->GetRenderbufferParameteriv(target, pname, params);
+}
+
+void GetShaderiv(
+ PP_Resource context_id, GLuint shader, GLenum pname, GLint* params) {
+ GetGLES(context_id)->GetShaderiv(shader, pname, params);
+}
+
+void GetShaderInfoLog(
+ PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length,
+ char* infolog) {
+ GetGLES(context_id)->GetShaderInfoLog(shader, bufsize, length, infolog);
+}
+
+void GetShaderPrecisionFormat(
+ PP_Resource context_id, GLenum shadertype, GLenum precisiontype,
+ GLint* range, GLint* precision) {
+ GetGLES(
+ context_id)->GetShaderPrecisionFormat(
+ shadertype, precisiontype, range, precision);
+}
+
+void GetShaderSource(
+ PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length,
+ char* source) {
+ GetGLES(context_id)->GetShaderSource(shader, bufsize, length, source);
+}
+
+const GLubyte* GetString(PP_Resource context_id, GLenum name) {
+ return GetGLES(context_id)->GetString(name);
+}
+
+void GetTexParameterfv(
+ PP_Resource context_id, GLenum target, GLenum pname, GLfloat* params) {
+ GetGLES(context_id)->GetTexParameterfv(target, pname, params);
+}
+
+void GetTexParameteriv(
+ PP_Resource context_id, GLenum target, GLenum pname, GLint* params) {
+ GetGLES(context_id)->GetTexParameteriv(target, pname, params);
+}
+
+void GetUniformfv(
+ PP_Resource context_id, GLuint program, GLint location, GLfloat* params) {
+ GetGLES(context_id)->GetUniformfv(program, location, params);
+}
+
+void GetUniformiv(
+ PP_Resource context_id, GLuint program, GLint location, GLint* params) {
+ GetGLES(context_id)->GetUniformiv(program, location, params);
+}
+
+GLint GetUniformLocation(
+ PP_Resource context_id, GLuint program, const char* name) {
+ return GetGLES(context_id)->GetUniformLocation(program, name);
+}
+
+void GetVertexAttribfv(
+ PP_Resource context_id, GLuint index, GLenum pname, GLfloat* params) {
+ GetGLES(context_id)->GetVertexAttribfv(index, pname, params);
+}
+
+void GetVertexAttribiv(
+ PP_Resource context_id, GLuint index, GLenum pname, GLint* params) {
+ GetGLES(context_id)->GetVertexAttribiv(index, pname, params);
+}
+
+void GetVertexAttribPointerv(
+ PP_Resource context_id, GLuint index, GLenum pname, void** pointer) {
+ GetGLES(context_id)->GetVertexAttribPointerv(index, pname, pointer);
+}
+
+void Hint(PP_Resource context_id, GLenum target, GLenum mode) {
+ GetGLES(context_id)->Hint(target, mode);
+}
+
+GLboolean IsBuffer(PP_Resource context_id, GLuint buffer) {
+ return GetGLES(context_id)->IsBuffer(buffer);
+}
+
+GLboolean IsEnabled(PP_Resource context_id, GLenum cap) {
+ return GetGLES(context_id)->IsEnabled(cap);
+}
+
+GLboolean IsFramebuffer(PP_Resource context_id, GLuint framebuffer) {
+ return GetGLES(context_id)->IsFramebuffer(framebuffer);
+}
+
+GLboolean IsProgram(PP_Resource context_id, GLuint program) {
+ return GetGLES(context_id)->IsProgram(program);
+}
+
+GLboolean IsRenderbuffer(PP_Resource context_id, GLuint renderbuffer) {
+ return GetGLES(context_id)->IsRenderbuffer(renderbuffer);
+}
+
+GLboolean IsShader(PP_Resource context_id, GLuint shader) {
+ return GetGLES(context_id)->IsShader(shader);
+}
+
+GLboolean IsTexture(PP_Resource context_id, GLuint texture) {
+ return GetGLES(context_id)->IsTexture(texture);
+}
+
+void LineWidth(PP_Resource context_id, GLfloat width) {
+ GetGLES(context_id)->LineWidth(width);
+}
+
+void LinkProgram(PP_Resource context_id, GLuint program) {
+ GetGLES(context_id)->LinkProgram(program);
+}
+
+void PixelStorei(PP_Resource context_id, GLenum pname, GLint param) {
+ GetGLES(context_id)->PixelStorei(pname, param);
+}
+
+void PolygonOffset(PP_Resource context_id, GLfloat factor, GLfloat units) {
+ GetGLES(context_id)->PolygonOffset(factor, units);
+}
+
+void ReadPixels(
+ PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type, void* pixels) {
+ GetGLES(context_id)->ReadPixels(x, y, width, height, format, type, pixels);
+}
+
+void ReleaseShaderCompiler(PP_Resource context_id) {
+ GetGLES(context_id)->ReleaseShaderCompiler();
+}
+
+void RenderbufferStorage(
+ PP_Resource context_id, GLenum target, GLenum internalformat, GLsizei width,
+ GLsizei height) {
+ GetGLES(
+ context_id)->RenderbufferStorage(target, internalformat, width, height);
+}
+
+void SampleCoverage(PP_Resource context_id, GLclampf value, GLboolean invert) {
+ GetGLES(context_id)->SampleCoverage(value, invert);
+}
+
+void Scissor(
+ PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) {
+ GetGLES(context_id)->Scissor(x, y, width, height);
+}
+
+void ShaderBinary(
+ PP_Resource context_id, GLsizei n, const GLuint* shaders,
+ GLenum binaryformat, const void* binary, GLsizei length) {
+ GetGLES(context_id)->ShaderBinary(n, shaders, binaryformat, binary, length);
+}
+
+void ShaderSource(
+ PP_Resource context_id, GLuint shader, GLsizei count, const char** str,
+ const GLint* length) {
+ GetGLES(context_id)->ShaderSource(shader, count, str, length);
+}
+
+void StencilFunc(PP_Resource context_id, GLenum func, GLint ref, GLuint mask) {
+ GetGLES(context_id)->StencilFunc(func, ref, mask);
+}
+
+void StencilFuncSeparate(
+ PP_Resource context_id, GLenum face, GLenum func, GLint ref, GLuint mask) {
+ GetGLES(context_id)->StencilFuncSeparate(face, func, ref, mask);
+}
+
+void StencilMask(PP_Resource context_id, GLuint mask) {
+ GetGLES(context_id)->StencilMask(mask);
+}
+
+void StencilMaskSeparate(PP_Resource context_id, GLenum face, GLuint mask) {
+ GetGLES(context_id)->StencilMaskSeparate(face, mask);
+}
+
+void StencilOp(
+ PP_Resource context_id, GLenum fail, GLenum zfail, GLenum zpass) {
+ GetGLES(context_id)->StencilOp(fail, zfail, zpass);
+}
+
+void StencilOpSeparate(
+ PP_Resource context_id, GLenum face, GLenum fail, GLenum zfail,
+ GLenum zpass) {
+ GetGLES(context_id)->StencilOpSeparate(face, fail, zfail, zpass);
+}
+
+void TexImage2D(
+ PP_Resource context_id, GLenum target, GLint level, GLint internalformat,
+ GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type,
+ const void* pixels) {
+ GetGLES(
+ context_id)->TexImage2D(
+ target, level, internalformat, width, height, border, format, type,
+ pixels);
+}
+
+void TexParameterf(
+ PP_Resource context_id, GLenum target, GLenum pname, GLfloat param) {
+ GetGLES(context_id)->TexParameterf(target, pname, param);
+}
+
+void TexParameterfv(
+ PP_Resource context_id, GLenum target, GLenum pname,
+ const GLfloat* params) {
+ GetGLES(context_id)->TexParameterfv(target, pname, params);
+}
+
+void TexParameteri(
+ PP_Resource context_id, GLenum target, GLenum pname, GLint param) {
+ GetGLES(context_id)->TexParameteri(target, pname, param);
+}
+
+void TexParameteriv(
+ PP_Resource context_id, GLenum target, GLenum pname, const GLint* params) {
+ GetGLES(context_id)->TexParameteriv(target, pname, params);
+}
+
+void TexSubImage2D(
+ PP_Resource context_id, GLenum target, GLint level, GLint xoffset,
+ GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type,
+ const void* pixels) {
+ GetGLES(
+ context_id)->TexSubImage2D(
+ target, level, xoffset, yoffset, width, height, format, type,
+ pixels);
+}
+
+void Uniform1f(PP_Resource context_id, GLint location, GLfloat x) {
+ GetGLES(context_id)->Uniform1f(location, x);
+}
+
+void Uniform1fv(
+ PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) {
+ GetGLES(context_id)->Uniform1fv(location, count, v);
+}
+
+void Uniform1i(PP_Resource context_id, GLint location, GLint x) {
+ GetGLES(context_id)->Uniform1i(location, x);
+}
+
+void Uniform1iv(
+ PP_Resource context_id, GLint location, GLsizei count, const GLint* v) {
+ GetGLES(context_id)->Uniform1iv(location, count, v);
+}
+
+void Uniform2f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y) {
+ GetGLES(context_id)->Uniform2f(location, x, y);
+}
+
+void Uniform2fv(
+ PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) {
+ GetGLES(context_id)->Uniform2fv(location, count, v);
+}
+
+void Uniform2i(PP_Resource context_id, GLint location, GLint x, GLint y) {
+ GetGLES(context_id)->Uniform2i(location, x, y);
+}
+
+void Uniform2iv(
+ PP_Resource context_id, GLint location, GLsizei count, const GLint* v) {
+ GetGLES(context_id)->Uniform2iv(location, count, v);
+}
+
+void Uniform3f(
+ PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z) {
+ GetGLES(context_id)->Uniform3f(location, x, y, z);
+}
+
+void Uniform3fv(
+ PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) {
+ GetGLES(context_id)->Uniform3fv(location, count, v);
+}
+
+void Uniform3i(
+ PP_Resource context_id, GLint location, GLint x, GLint y, GLint z) {
+ GetGLES(context_id)->Uniform3i(location, x, y, z);
+}
+
+void Uniform3iv(
+ PP_Resource context_id, GLint location, GLsizei count, const GLint* v) {
+ GetGLES(context_id)->Uniform3iv(location, count, v);
+}
+
+void Uniform4f(
+ PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z,
+ GLfloat w) {
+ GetGLES(context_id)->Uniform4f(location, x, y, z, w);
+}
+
+void Uniform4fv(
+ PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) {
+ GetGLES(context_id)->Uniform4fv(location, count, v);
+}
+
+void Uniform4i(
+ PP_Resource context_id, GLint location, GLint x, GLint y, GLint z,
+ GLint w) {
+ GetGLES(context_id)->Uniform4i(location, x, y, z, w);
+}
+
+void Uniform4iv(
+ PP_Resource context_id, GLint location, GLsizei count, const GLint* v) {
+ GetGLES(context_id)->Uniform4iv(location, count, v);
+}
+
+void UniformMatrix2fv(
+ PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat* value) {
+ GetGLES(context_id)->UniformMatrix2fv(location, count, transpose, value);
+}
+
+void UniformMatrix3fv(
+ PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat* value) {
+ GetGLES(context_id)->UniformMatrix3fv(location, count, transpose, value);
+}
+
+void UniformMatrix4fv(
+ PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat* value) {
+ GetGLES(context_id)->UniformMatrix4fv(location, count, transpose, value);
+}
+
+void UseProgram(PP_Resource context_id, GLuint program) {
+ GetGLES(context_id)->UseProgram(program);
+}
+
+void ValidateProgram(PP_Resource context_id, GLuint program) {
+ GetGLES(context_id)->ValidateProgram(program);
+}
+
+void VertexAttrib1f(PP_Resource context_id, GLuint indx, GLfloat x) {
+ GetGLES(context_id)->VertexAttrib1f(indx, x);
+}
+
+void VertexAttrib1fv(
+ PP_Resource context_id, GLuint indx, const GLfloat* values) {
+ GetGLES(context_id)->VertexAttrib1fv(indx, values);
+}
+
+void VertexAttrib2f(
+ PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y) {
+ GetGLES(context_id)->VertexAttrib2f(indx, x, y);
+}
+
+void VertexAttrib2fv(
+ PP_Resource context_id, GLuint indx, const GLfloat* values) {
+ GetGLES(context_id)->VertexAttrib2fv(indx, values);
+}
+
+void VertexAttrib3f(
+ PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
+ GetGLES(context_id)->VertexAttrib3f(indx, x, y, z);
+}
+
+void VertexAttrib3fv(
+ PP_Resource context_id, GLuint indx, const GLfloat* values) {
+ GetGLES(context_id)->VertexAttrib3fv(indx, values);
+}
+
+void VertexAttrib4f(
+ PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z,
+ GLfloat w) {
+ GetGLES(context_id)->VertexAttrib4f(indx, x, y, z, w);
+}
+
+void VertexAttrib4fv(
+ PP_Resource context_id, GLuint indx, const GLfloat* values) {
+ GetGLES(context_id)->VertexAttrib4fv(indx, values);
+}
+
+void VertexAttribPointer(
+ PP_Resource context_id, GLuint indx, GLint size, GLenum type,
+ GLboolean normalized, GLsizei stride, const void* ptr) {
+ GetGLES(
+ context_id)->VertexAttribPointer(
+ indx, size, type, normalized, stride, ptr);
+}
+
+void Viewport(
+ PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) {
+ GetGLES(context_id)->Viewport(x, y, width, height);
+}
+
+
+const struct PPB_OpenGLES2_Dev ppb_opengles2 = {
+ &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
+};
+
+} // namespace
+
+const PPB_OpenGLES2_Dev* OpenGLES2Impl::GetInterface() {
+ return &ppb_opengles2;
+}
+
+} // namespace ppapi
Property changes on: ppapi\shared_impl\opengles2_impl.cc
___________________________________________________________________
Added: svn:eol-style
+ LF
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