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Unified Diff: gpu/command_buffer/client/gles2_c_lib_autogen.h

Issue 1260253003: gpu: Add calling convention for win32 (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: another merge Created 5 years, 4 months ago
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Index: gpu/command_buffer/client/gles2_c_lib_autogen.h
diff --git a/gpu/command_buffer/client/gles2_c_lib_autogen.h b/gpu/command_buffer/client/gles2_c_lib_autogen.h
index 09ed1ee8869a6f821bf1e37c77a91855d7ad0f33..20a745a602129e0be3095b5e67de637bcbc80c2c 100644
--- a/gpu/command_buffer/client/gles2_c_lib_autogen.h
+++ b/gpu/command_buffer/client/gles2_c_lib_autogen.h
@@ -12,1470 +12,1584 @@
#ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_
#define GPU_COMMAND_BUFFER_CLIENT_GLES2_C_LIB_AUTOGEN_H_
-void GLES2ActiveTexture(GLenum texture) {
+void GL_APIENTRY GLES2ActiveTexture(GLenum texture) {
gles2::GetGLContext()->ActiveTexture(texture);
}
-void GLES2AttachShader(GLuint program, GLuint shader) {
+void GL_APIENTRY GLES2AttachShader(GLuint program, GLuint shader) {
gles2::GetGLContext()->AttachShader(program, shader);
}
-void GLES2BindAttribLocation(GLuint program, GLuint index, const char* name) {
+void GL_APIENTRY GLES2BindAttribLocation(GLuint program,
+ GLuint index,
+ const char* name) {
gles2::GetGLContext()->BindAttribLocation(program, index, name);
}
-void GLES2BindBuffer(GLenum target, GLuint buffer) {
+void GL_APIENTRY GLES2BindBuffer(GLenum target, GLuint buffer) {
gles2::GetGLContext()->BindBuffer(target, buffer);
}
-void GLES2BindBufferBase(GLenum target, GLuint index, GLuint buffer) {
+void GL_APIENTRY GLES2BindBufferBase(GLenum target,
+ GLuint index,
+ GLuint buffer) {
gles2::GetGLContext()->BindBufferBase(target, index, buffer);
}
-void GLES2BindBufferRange(GLenum target,
- GLuint index,
- GLuint buffer,
- GLintptr offset,
- GLsizeiptr size) {
+void GL_APIENTRY GLES2BindBufferRange(GLenum target,
+ GLuint index,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size) {
gles2::GetGLContext()->BindBufferRange(target, index, buffer, offset, size);
}
-void GLES2BindFramebuffer(GLenum target, GLuint framebuffer) {
+void GL_APIENTRY GLES2BindFramebuffer(GLenum target, GLuint framebuffer) {
gles2::GetGLContext()->BindFramebuffer(target, framebuffer);
}
-void GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) {
+void GL_APIENTRY GLES2BindRenderbuffer(GLenum target, GLuint renderbuffer) {
gles2::GetGLContext()->BindRenderbuffer(target, renderbuffer);
}
-void GLES2BindSampler(GLuint unit, GLuint sampler) {
+void GL_APIENTRY GLES2BindSampler(GLuint unit, GLuint sampler) {
gles2::GetGLContext()->BindSampler(unit, sampler);
}
-void GLES2BindTexture(GLenum target, GLuint texture) {
+void GL_APIENTRY GLES2BindTexture(GLenum target, GLuint texture) {
gles2::GetGLContext()->BindTexture(target, texture);
}
-void GLES2BindTransformFeedback(GLenum target, GLuint transformfeedback) {
+void GL_APIENTRY GLES2BindTransformFeedback(GLenum target,
+ GLuint transformfeedback) {
gles2::GetGLContext()->BindTransformFeedback(target, transformfeedback);
}
-void GLES2BlendColor(GLclampf red,
- GLclampf green,
- GLclampf blue,
- GLclampf alpha) {
+void GL_APIENTRY GLES2BlendColor(GLclampf red,
+ GLclampf green,
+ GLclampf blue,
+ GLclampf alpha) {
gles2::GetGLContext()->BlendColor(red, green, blue, alpha);
}
-void GLES2BlendEquation(GLenum mode) {
+void GL_APIENTRY GLES2BlendEquation(GLenum mode) {
gles2::GetGLContext()->BlendEquation(mode);
}
-void GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
+void GL_APIENTRY GLES2BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
gles2::GetGLContext()->BlendEquationSeparate(modeRGB, modeAlpha);
}
-void GLES2BlendFunc(GLenum sfactor, GLenum dfactor) {
+void GL_APIENTRY GLES2BlendFunc(GLenum sfactor, GLenum dfactor) {
gles2::GetGLContext()->BlendFunc(sfactor, dfactor);
}
-void GLES2BlendFuncSeparate(GLenum srcRGB,
- GLenum dstRGB,
- GLenum srcAlpha,
- GLenum dstAlpha) {
+void GL_APIENTRY GLES2BlendFuncSeparate(GLenum srcRGB,
+ GLenum dstRGB,
+ GLenum srcAlpha,
+ GLenum dstAlpha) {
gles2::GetGLContext()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
-void GLES2BufferData(GLenum target,
- GLsizeiptr size,
- const void* data,
- GLenum usage) {
+void GL_APIENTRY GLES2BufferData(GLenum target,
+ GLsizeiptr size,
+ const void* data,
+ GLenum usage) {
gles2::GetGLContext()->BufferData(target, size, data, usage);
}
-void GLES2BufferSubData(GLenum target,
- GLintptr offset,
- GLsizeiptr size,
- const void* data) {
+void GL_APIENTRY GLES2BufferSubData(GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void* data) {
gles2::GetGLContext()->BufferSubData(target, offset, size, data);
}
-GLenum GLES2CheckFramebufferStatus(GLenum target) {
+GLenum GL_APIENTRY GLES2CheckFramebufferStatus(GLenum target) {
return gles2::GetGLContext()->CheckFramebufferStatus(target);
}
-void GLES2Clear(GLbitfield mask) {
+void GL_APIENTRY GLES2Clear(GLbitfield mask) {
gles2::GetGLContext()->Clear(mask);
}
-void GLES2ClearBufferfi(GLenum buffer,
- GLint drawbuffers,
- GLfloat depth,
- GLint stencil) {
+void GL_APIENTRY GLES2ClearBufferfi(GLenum buffer,
+ GLint drawbuffers,
+ GLfloat depth,
+ GLint stencil) {
gles2::GetGLContext()->ClearBufferfi(buffer, drawbuffers, depth, stencil);
}
-void GLES2ClearBufferfv(GLenum buffer,
- GLint drawbuffers,
- const GLfloat* value) {
+void GL_APIENTRY GLES2ClearBufferfv(GLenum buffer,
+ GLint drawbuffers,
+ const GLfloat* value) {
gles2::GetGLContext()->ClearBufferfv(buffer, drawbuffers, value);
}
-void GLES2ClearBufferiv(GLenum buffer, GLint drawbuffers, const GLint* value) {
+void GL_APIENTRY GLES2ClearBufferiv(GLenum buffer,
+ GLint drawbuffers,
+ const GLint* value) {
gles2::GetGLContext()->ClearBufferiv(buffer, drawbuffers, value);
}
-void GLES2ClearBufferuiv(GLenum buffer,
- GLint drawbuffers,
- const GLuint* value) {
+void GL_APIENTRY GLES2ClearBufferuiv(GLenum buffer,
+ GLint drawbuffers,
+ const GLuint* value) {
gles2::GetGLContext()->ClearBufferuiv(buffer, drawbuffers, value);
}
-void GLES2ClearColor(GLclampf red,
- GLclampf green,
- GLclampf blue,
- GLclampf alpha) {
+void GL_APIENTRY GLES2ClearColor(GLclampf red,
+ GLclampf green,
+ GLclampf blue,
+ GLclampf alpha) {
gles2::GetGLContext()->ClearColor(red, green, blue, alpha);
}
-void GLES2ClearDepthf(GLclampf depth) {
+void GL_APIENTRY GLES2ClearDepthf(GLclampf depth) {
gles2::GetGLContext()->ClearDepthf(depth);
}
-void GLES2ClearStencil(GLint s) {
+void GL_APIENTRY GLES2ClearStencil(GLint s) {
gles2::GetGLContext()->ClearStencil(s);
}
-GLenum GLES2ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
+GLenum GL_APIENTRY GLES2ClientWaitSync(GLsync sync,
+ GLbitfield flags,
+ GLuint64 timeout) {
return gles2::GetGLContext()->ClientWaitSync(sync, flags, timeout);
}
-void GLES2ColorMask(GLboolean red,
- GLboolean green,
- GLboolean blue,
- GLboolean alpha) {
+void GL_APIENTRY GLES2ColorMask(GLboolean red,
+ GLboolean green,
+ GLboolean blue,
+ GLboolean alpha) {
gles2::GetGLContext()->ColorMask(red, green, blue, alpha);
}
-void GLES2CompileShader(GLuint shader) {
+void GL_APIENTRY GLES2CompileShader(GLuint shader) {
gles2::GetGLContext()->CompileShader(shader);
}
-void GLES2CompressedTexImage2D(GLenum target,
- GLint level,
- GLenum internalformat,
- GLsizei width,
- GLsizei height,
- GLint border,
- GLsizei imageSize,
- const void* data) {
+void GL_APIENTRY GLES2CompressedTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void* data) {
gles2::GetGLContext()->CompressedTexImage2D(
target, level, internalformat, width, height, border, imageSize, data);
}
-void GLES2CompressedTexSubImage2D(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLsizei width,
- GLsizei height,
- GLenum format,
- GLsizei imageSize,
- const void* data) {
+void GL_APIENTRY GLES2CompressedTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void* data) {
gles2::GetGLContext()->CompressedTexSubImage2D(
target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
-void GLES2CompressedTexImage3D(GLenum target,
- GLint level,
- GLenum internalformat,
- GLsizei width,
- GLsizei height,
- GLsizei depth,
- GLint border,
- GLsizei imageSize,
- const void* data) {
+void GL_APIENTRY GLES2CompressedTexImage3D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const void* data) {
gles2::GetGLContext()->CompressedTexImage3D(target, level, internalformat,
width, height, depth, border,
imageSize, data);
}
-void GLES2CompressedTexSubImage3D(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLint zoffset,
- GLsizei width,
- GLsizei height,
- GLsizei depth,
- GLenum format,
- GLsizei imageSize,
- const void* data) {
+void GL_APIENTRY GLES2CompressedTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ const void* data) {
gles2::GetGLContext()->CompressedTexSubImage3D(
target, level, xoffset, yoffset, zoffset, width, height, depth, format,
imageSize, data);
}
-void GLES2CopyBufferSubData(GLenum readtarget,
- GLenum writetarget,
- GLintptr readoffset,
- GLintptr writeoffset,
- GLsizeiptr size) {
+void GL_APIENTRY GLES2CopyBufferSubData(GLenum readtarget,
+ GLenum writetarget,
+ GLintptr readoffset,
+ GLintptr writeoffset,
+ GLsizeiptr size) {
gles2::GetGLContext()->CopyBufferSubData(readtarget, writetarget, readoffset,
writeoffset, size);
}
-void GLES2CopyTexImage2D(GLenum target,
- GLint level,
- GLenum internalformat,
- GLint x,
- GLint y,
- GLsizei width,
- GLsizei height,
- GLint border) {
+void GL_APIENTRY GLES2CopyTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLint border) {
gles2::GetGLContext()->CopyTexImage2D(target, level, internalformat, x, y,
width, height, border);
}
-void GLES2CopyTexSubImage2D(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLint x,
- GLint y,
- GLsizei width,
- GLsizei height) {
+void GL_APIENTRY GLES2CopyTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) {
gles2::GetGLContext()->CopyTexSubImage2D(target, level, xoffset, yoffset, x,
y, width, height);
}
-void GLES2CopyTexSubImage3D(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLint zoffset,
- GLint x,
- GLint y,
- GLsizei width,
- GLsizei height) {
+void GL_APIENTRY GLES2CopyTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) {
gles2::GetGLContext()->CopyTexSubImage3D(target, level, xoffset, yoffset,
zoffset, x, y, width, height);
}
-GLuint GLES2CreateProgram() {
+GLuint GL_APIENTRY GLES2CreateProgram() {
return gles2::GetGLContext()->CreateProgram();
}
-GLuint GLES2CreateShader(GLenum type) {
+GLuint GL_APIENTRY GLES2CreateShader(GLenum type) {
return gles2::GetGLContext()->CreateShader(type);
}
-void GLES2CullFace(GLenum mode) {
+void GL_APIENTRY GLES2CullFace(GLenum mode) {
gles2::GetGLContext()->CullFace(mode);
}
-void GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) {
+void GL_APIENTRY GLES2DeleteBuffers(GLsizei n, const GLuint* buffers) {
gles2::GetGLContext()->DeleteBuffers(n, buffers);
}
-void GLES2DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
+void GL_APIENTRY GLES2DeleteFramebuffers(GLsizei n,
+ const GLuint* framebuffers) {
gles2::GetGLContext()->DeleteFramebuffers(n, framebuffers);
}
-void GLES2DeleteProgram(GLuint program) {
+void GL_APIENTRY GLES2DeleteProgram(GLuint program) {
gles2::GetGLContext()->DeleteProgram(program);
}
-void GLES2DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
+void GL_APIENTRY GLES2DeleteRenderbuffers(GLsizei n,
+ const GLuint* renderbuffers) {
gles2::GetGLContext()->DeleteRenderbuffers(n, renderbuffers);
}
-void GLES2DeleteSamplers(GLsizei n, const GLuint* samplers) {
+void GL_APIENTRY GLES2DeleteSamplers(GLsizei n, const GLuint* samplers) {
gles2::GetGLContext()->DeleteSamplers(n, samplers);
}
-void GLES2DeleteSync(GLsync sync) {
+void GL_APIENTRY GLES2DeleteSync(GLsync sync) {
gles2::GetGLContext()->DeleteSync(sync);
}
-void GLES2DeleteShader(GLuint shader) {
+void GL_APIENTRY GLES2DeleteShader(GLuint shader) {
gles2::GetGLContext()->DeleteShader(shader);
}
-void GLES2DeleteTextures(GLsizei n, const GLuint* textures) {
+void GL_APIENTRY GLES2DeleteTextures(GLsizei n, const GLuint* textures) {
gles2::GetGLContext()->DeleteTextures(n, textures);
}
-void GLES2DeleteTransformFeedbacks(GLsizei n, const GLuint* ids) {
+void GL_APIENTRY GLES2DeleteTransformFeedbacks(GLsizei n, const GLuint* ids) {
gles2::GetGLContext()->DeleteTransformFeedbacks(n, ids);
}
-void GLES2DepthFunc(GLenum func) {
+void GL_APIENTRY GLES2DepthFunc(GLenum func) {
gles2::GetGLContext()->DepthFunc(func);
}
-void GLES2DepthMask(GLboolean flag) {
+void GL_APIENTRY GLES2DepthMask(GLboolean flag) {
gles2::GetGLContext()->DepthMask(flag);
}
-void GLES2DepthRangef(GLclampf zNear, GLclampf zFar) {
+void GL_APIENTRY GLES2DepthRangef(GLclampf zNear, GLclampf zFar) {
gles2::GetGLContext()->DepthRangef(zNear, zFar);
}
-void GLES2DetachShader(GLuint program, GLuint shader) {
+void GL_APIENTRY GLES2DetachShader(GLuint program, GLuint shader) {
gles2::GetGLContext()->DetachShader(program, shader);
}
-void GLES2Disable(GLenum cap) {
+void GL_APIENTRY GLES2Disable(GLenum cap) {
gles2::GetGLContext()->Disable(cap);
}
-void GLES2DisableVertexAttribArray(GLuint index) {
+void GL_APIENTRY GLES2DisableVertexAttribArray(GLuint index) {
gles2::GetGLContext()->DisableVertexAttribArray(index);
}
-void GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) {
+void GL_APIENTRY GLES2DrawArrays(GLenum mode, GLint first, GLsizei count) {
gles2::GetGLContext()->DrawArrays(mode, first, count);
}
-void GLES2DrawElements(GLenum mode,
- GLsizei count,
- GLenum type,
- const void* indices) {
+void GL_APIENTRY GLES2DrawElements(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void* indices) {
gles2::GetGLContext()->DrawElements(mode, count, type, indices);
}
-void GLES2DrawRangeElements(GLenum mode,
- GLuint start,
- GLuint end,
- GLsizei count,
- GLenum type,
- const void* indices) {
+void GL_APIENTRY GLES2DrawRangeElements(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void* indices) {
gles2::GetGLContext()->DrawRangeElements(mode, start, end, count, type,
indices);
}
-void GLES2Enable(GLenum cap) {
+void GL_APIENTRY GLES2Enable(GLenum cap) {
gles2::GetGLContext()->Enable(cap);
}
-void GLES2EnableVertexAttribArray(GLuint index) {
+void GL_APIENTRY GLES2EnableVertexAttribArray(GLuint index) {
gles2::GetGLContext()->EnableVertexAttribArray(index);
}
-GLsync GLES2FenceSync(GLenum condition, GLbitfield flags) {
+GLsync GL_APIENTRY GLES2FenceSync(GLenum condition, GLbitfield flags) {
return gles2::GetGLContext()->FenceSync(condition, flags);
}
-void GLES2Finish() {
+void GL_APIENTRY GLES2Finish() {
gles2::GetGLContext()->Finish();
}
-void GLES2Flush() {
+void GL_APIENTRY GLES2Flush() {
gles2::GetGLContext()->Flush();
}
-void GLES2FramebufferRenderbuffer(GLenum target,
- GLenum attachment,
- GLenum renderbuffertarget,
- GLuint renderbuffer) {
+void GL_APIENTRY GLES2FramebufferRenderbuffer(GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer) {
gles2::GetGLContext()->FramebufferRenderbuffer(
target, attachment, renderbuffertarget, renderbuffer);
}
-void GLES2FramebufferTexture2D(GLenum target,
- GLenum attachment,
- GLenum textarget,
- GLuint texture,
- GLint level) {
+void GL_APIENTRY GLES2FramebufferTexture2D(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level) {
gles2::GetGLContext()->FramebufferTexture2D(target, attachment, textarget,
texture, level);
}
-void GLES2FramebufferTextureLayer(GLenum target,
- GLenum attachment,
- GLuint texture,
- GLint level,
- GLint layer) {
+void GL_APIENTRY GLES2FramebufferTextureLayer(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint layer) {
gles2::GetGLContext()->FramebufferTextureLayer(target, attachment, texture,
level, layer);
}
-void GLES2FrontFace(GLenum mode) {
+void GL_APIENTRY GLES2FrontFace(GLenum mode) {
gles2::GetGLContext()->FrontFace(mode);
}
-void GLES2GenBuffers(GLsizei n, GLuint* buffers) {
+void GL_APIENTRY GLES2GenBuffers(GLsizei n, GLuint* buffers) {
gles2::GetGLContext()->GenBuffers(n, buffers);
}
-void GLES2GenerateMipmap(GLenum target) {
+void GL_APIENTRY GLES2GenerateMipmap(GLenum target) {
gles2::GetGLContext()->GenerateMipmap(target);
}
-void GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) {
+void GL_APIENTRY GLES2GenFramebuffers(GLsizei n, GLuint* framebuffers) {
gles2::GetGLContext()->GenFramebuffers(n, framebuffers);
}
-void GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
+void GL_APIENTRY GLES2GenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
gles2::GetGLContext()->GenRenderbuffers(n, renderbuffers);
}
-void GLES2GenSamplers(GLsizei n, GLuint* samplers) {
+void GL_APIENTRY GLES2GenSamplers(GLsizei n, GLuint* samplers) {
gles2::GetGLContext()->GenSamplers(n, samplers);
}
-void GLES2GenTextures(GLsizei n, GLuint* textures) {
+void GL_APIENTRY GLES2GenTextures(GLsizei n, GLuint* textures) {
gles2::GetGLContext()->GenTextures(n, textures);
}
-void GLES2GenTransformFeedbacks(GLsizei n, GLuint* ids) {
+void GL_APIENTRY GLES2GenTransformFeedbacks(GLsizei n, GLuint* ids) {
gles2::GetGLContext()->GenTransformFeedbacks(n, ids);
}
-void GLES2GetActiveAttrib(GLuint program,
- GLuint index,
- GLsizei bufsize,
- GLsizei* length,
- GLint* size,
- GLenum* type,
- char* name) {
+void GL_APIENTRY GLES2GetActiveAttrib(GLuint program,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei* length,
+ GLint* size,
+ GLenum* type,
+ char* name) {
gles2::GetGLContext()->GetActiveAttrib(program, index, bufsize, length, size,
type, name);
}
-void GLES2GetActiveUniform(GLuint program,
- GLuint index,
- GLsizei bufsize,
- GLsizei* length,
- GLint* size,
- GLenum* type,
- char* name) {
+void GL_APIENTRY GLES2GetActiveUniform(GLuint program,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei* length,
+ GLint* size,
+ GLenum* type,
+ char* name) {
gles2::GetGLContext()->GetActiveUniform(program, index, bufsize, length, size,
type, name);
}
-void GLES2GetActiveUniformBlockiv(GLuint program,
- GLuint index,
- GLenum pname,
- GLint* params) {
+void GL_APIENTRY GLES2GetActiveUniformBlockiv(GLuint program,
+ GLuint index,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetActiveUniformBlockiv(program, index, pname, params);
}
-void GLES2GetActiveUniformBlockName(GLuint program,
- GLuint index,
- GLsizei bufsize,
- GLsizei* length,
- char* name) {
+void GL_APIENTRY GLES2GetActiveUniformBlockName(GLuint program,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* name) {
gles2::GetGLContext()->GetActiveUniformBlockName(program, index, bufsize,
length, name);
}
-void GLES2GetActiveUniformsiv(GLuint program,
- GLsizei count,
- const GLuint* indices,
- GLenum pname,
- GLint* params) {
+void GL_APIENTRY GLES2GetActiveUniformsiv(GLuint program,
+ GLsizei count,
+ const GLuint* indices,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetActiveUniformsiv(program, count, indices, pname,
params);
}
-void GLES2GetAttachedShaders(GLuint program,
- GLsizei maxcount,
- GLsizei* count,
- GLuint* shaders) {
+void GL_APIENTRY GLES2GetAttachedShaders(GLuint program,
+ GLsizei maxcount,
+ GLsizei* count,
+ GLuint* shaders) {
gles2::GetGLContext()->GetAttachedShaders(program, maxcount, count, shaders);
}
-GLint GLES2GetAttribLocation(GLuint program, const char* name) {
+GLint GL_APIENTRY GLES2GetAttribLocation(GLuint program, const char* name) {
return gles2::GetGLContext()->GetAttribLocation(program, name);
}
-void GLES2GetBooleanv(GLenum pname, GLboolean* params) {
+void GL_APIENTRY GLES2GetBooleanv(GLenum pname, GLboolean* params) {
gles2::GetGLContext()->GetBooleanv(pname, params);
}
-void GLES2GetBufferParameteri64v(GLenum target, GLenum pname, GLint64* params) {
+void GL_APIENTRY GLES2GetBufferParameteri64v(GLenum target,
+ GLenum pname,
+ GLint64* params) {
gles2::GetGLContext()->GetBufferParameteri64v(target, pname, params);
}
-void GLES2GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetBufferParameteriv(GLenum target,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetBufferParameteriv(target, pname, params);
}
-GLenum GLES2GetError() {
+GLenum GL_APIENTRY GLES2GetError() {
return gles2::GetGLContext()->GetError();
}
-void GLES2GetFloatv(GLenum pname, GLfloat* params) {
+void GL_APIENTRY GLES2GetFloatv(GLenum pname, GLfloat* params) {
gles2::GetGLContext()->GetFloatv(pname, params);
}
-GLint GLES2GetFragDataLocation(GLuint program, const char* name) {
+GLint GL_APIENTRY GLES2GetFragDataLocation(GLuint program, const char* name) {
return gles2::GetGLContext()->GetFragDataLocation(program, name);
}
-void GLES2GetFramebufferAttachmentParameteriv(GLenum target,
- GLenum attachment,
- GLenum pname,
- GLint* params) {
+void GL_APIENTRY GLES2GetFramebufferAttachmentParameteriv(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetFramebufferAttachmentParameteriv(target, attachment,
pname, params);
}
-void GLES2GetInteger64v(GLenum pname, GLint64* params) {
+void GL_APIENTRY GLES2GetInteger64v(GLenum pname, GLint64* params) {
gles2::GetGLContext()->GetInteger64v(pname, params);
}
-void GLES2GetIntegeri_v(GLenum pname, GLuint index, GLint* data) {
+void GL_APIENTRY GLES2GetIntegeri_v(GLenum pname, GLuint index, GLint* data) {
gles2::GetGLContext()->GetIntegeri_v(pname, index, data);
}
-void GLES2GetInteger64i_v(GLenum pname, GLuint index, GLint64* data) {
+void GL_APIENTRY GLES2GetInteger64i_v(GLenum pname,
+ GLuint index,
+ GLint64* data) {
gles2::GetGLContext()->GetInteger64i_v(pname, index, data);
}
-void GLES2GetIntegerv(GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetIntegerv(GLenum pname, GLint* params) {
gles2::GetGLContext()->GetIntegerv(pname, params);
}
-void GLES2GetInternalformativ(GLenum target,
- GLenum format,
- GLenum pname,
- GLsizei bufSize,
- GLint* params) {
+void GL_APIENTRY GLES2GetInternalformativ(GLenum target,
+ GLenum format,
+ GLenum pname,
+ GLsizei bufSize,
+ GLint* params) {
gles2::GetGLContext()->GetInternalformativ(target, format, pname, bufSize,
params);
}
-void GLES2GetProgramiv(GLuint program, GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetProgramiv(GLuint program,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetProgramiv(program, pname, params);
}
-void GLES2GetProgramInfoLog(GLuint program,
- GLsizei bufsize,
- GLsizei* length,
- char* infolog) {
+void GL_APIENTRY GLES2GetProgramInfoLog(GLuint program,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* infolog) {
gles2::GetGLContext()->GetProgramInfoLog(program, bufsize, length, infolog);
}
-void GLES2GetRenderbufferParameteriv(GLenum target,
- GLenum pname,
- GLint* params) {
+void GL_APIENTRY GLES2GetRenderbufferParameteriv(GLenum target,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetRenderbufferParameteriv(target, pname, params);
}
-void GLES2GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params) {
+void GL_APIENTRY GLES2GetSamplerParameterfv(GLuint sampler,
+ GLenum pname,
+ GLfloat* params) {
gles2::GetGLContext()->GetSamplerParameterfv(sampler, pname, params);
}
-void GLES2GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetSamplerParameteriv(GLuint sampler,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetSamplerParameteriv(sampler, pname, params);
}
-void GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
gles2::GetGLContext()->GetShaderiv(shader, pname, params);
}
-void GLES2GetShaderInfoLog(GLuint shader,
- GLsizei bufsize,
- GLsizei* length,
- char* infolog) {
+void GL_APIENTRY GLES2GetShaderInfoLog(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* infolog) {
gles2::GetGLContext()->GetShaderInfoLog(shader, bufsize, length, infolog);
}
-void GLES2GetShaderPrecisionFormat(GLenum shadertype,
- GLenum precisiontype,
- GLint* range,
- GLint* precision) {
+void GL_APIENTRY GLES2GetShaderPrecisionFormat(GLenum shadertype,
+ GLenum precisiontype,
+ GLint* range,
+ GLint* precision) {
gles2::GetGLContext()->GetShaderPrecisionFormat(shadertype, precisiontype,
range, precision);
}
-void GLES2GetShaderSource(GLuint shader,
- GLsizei bufsize,
- GLsizei* length,
- char* source) {
+void GL_APIENTRY GLES2GetShaderSource(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* source) {
gles2::GetGLContext()->GetShaderSource(shader, bufsize, length, source);
}
-const GLubyte* GLES2GetString(GLenum name) {
+const GLubyte* GL_APIENTRY GLES2GetString(GLenum name) {
return gles2::GetGLContext()->GetString(name);
}
-void GLES2GetSynciv(GLsync sync,
- GLenum pname,
- GLsizei bufsize,
- GLsizei* length,
- GLint* values) {
+void GL_APIENTRY GLES2GetSynciv(GLsync sync,
+ GLenum pname,
+ GLsizei bufsize,
+ GLsizei* length,
+ GLint* values) {
gles2::GetGLContext()->GetSynciv(sync, pname, bufsize, length, values);
}
-void GLES2GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
+void GL_APIENTRY GLES2GetTexParameterfv(GLenum target,
+ GLenum pname,
+ GLfloat* params) {
gles2::GetGLContext()->GetTexParameterfv(target, pname, params);
}
-void GLES2GetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetTexParameteriv(GLenum target,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetTexParameteriv(target, pname, params);
}
-void GLES2GetTransformFeedbackVarying(GLuint program,
- GLuint index,
- GLsizei bufsize,
- GLsizei* length,
- GLsizei* size,
- GLenum* type,
- char* name) {
+void GL_APIENTRY GLES2GetTransformFeedbackVarying(GLuint program,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei* length,
+ GLsizei* size,
+ GLenum* type,
+ char* name) {
gles2::GetGLContext()->GetTransformFeedbackVarying(program, index, bufsize,
length, size, type, name);
}
-GLuint GLES2GetUniformBlockIndex(GLuint program, const char* name) {
+GLuint GL_APIENTRY GLES2GetUniformBlockIndex(GLuint program, const char* name) {
return gles2::GetGLContext()->GetUniformBlockIndex(program, name);
}
-void GLES2GetUniformfv(GLuint program, GLint location, GLfloat* params) {
+void GL_APIENTRY GLES2GetUniformfv(GLuint program,
+ GLint location,
+ GLfloat* params) {
gles2::GetGLContext()->GetUniformfv(program, location, params);
}
-void GLES2GetUniformiv(GLuint program, GLint location, GLint* params) {
+void GL_APIENTRY GLES2GetUniformiv(GLuint program,
+ GLint location,
+ GLint* params) {
gles2::GetGLContext()->GetUniformiv(program, location, params);
}
-void GLES2GetUniformuiv(GLuint program, GLint location, GLuint* params) {
+void GL_APIENTRY GLES2GetUniformuiv(GLuint program,
+ GLint location,
+ GLuint* params) {
gles2::GetGLContext()->GetUniformuiv(program, location, params);
}
-void GLES2GetUniformIndices(GLuint program,
- GLsizei count,
- const char* const* names,
- GLuint* indices) {
+void GL_APIENTRY GLES2GetUniformIndices(GLuint program,
+ GLsizei count,
+ const char* const* names,
+ GLuint* indices) {
gles2::GetGLContext()->GetUniformIndices(program, count, names, indices);
}
-GLint GLES2GetUniformLocation(GLuint program, const char* name) {
+GLint GL_APIENTRY GLES2GetUniformLocation(GLuint program, const char* name) {
return gles2::GetGLContext()->GetUniformLocation(program, name);
}
-void GLES2GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) {
+void GL_APIENTRY GLES2GetVertexAttribfv(GLuint index,
+ GLenum pname,
+ GLfloat* params) {
gles2::GetGLContext()->GetVertexAttribfv(index, pname, params);
}
-void GLES2GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetVertexAttribiv(GLuint index,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetVertexAttribiv(index, pname, params);
}
-void GLES2GetVertexAttribIiv(GLuint index, GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetVertexAttribIiv(GLuint index,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetVertexAttribIiv(index, pname, params);
}
-void GLES2GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params) {
+void GL_APIENTRY GLES2GetVertexAttribIuiv(GLuint index,
+ GLenum pname,
+ GLuint* params) {
gles2::GetGLContext()->GetVertexAttribIuiv(index, pname, params);
}
-void GLES2GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) {
+void GL_APIENTRY GLES2GetVertexAttribPointerv(GLuint index,
+ GLenum pname,
+ void** pointer) {
gles2::GetGLContext()->GetVertexAttribPointerv(index, pname, pointer);
}
-void GLES2Hint(GLenum target, GLenum mode) {
+void GL_APIENTRY GLES2Hint(GLenum target, GLenum mode) {
gles2::GetGLContext()->Hint(target, mode);
}
-void GLES2InvalidateFramebuffer(GLenum target,
- GLsizei count,
- const GLenum* attachments) {
+void GL_APIENTRY GLES2InvalidateFramebuffer(GLenum target,
+ GLsizei count,
+ const GLenum* attachments) {
gles2::GetGLContext()->InvalidateFramebuffer(target, count, attachments);
}
-void GLES2InvalidateSubFramebuffer(GLenum target,
- GLsizei count,
- const GLenum* attachments,
- GLint x,
- GLint y,
- GLsizei width,
- GLsizei height) {
+void GL_APIENTRY GLES2InvalidateSubFramebuffer(GLenum target,
+ GLsizei count,
+ const GLenum* attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) {
gles2::GetGLContext()->InvalidateSubFramebuffer(target, count, attachments, x,
y, width, height);
}
-GLboolean GLES2IsBuffer(GLuint buffer) {
+GLboolean GL_APIENTRY GLES2IsBuffer(GLuint buffer) {
return gles2::GetGLContext()->IsBuffer(buffer);
}
-GLboolean GLES2IsEnabled(GLenum cap) {
+GLboolean GL_APIENTRY GLES2IsEnabled(GLenum cap) {
return gles2::GetGLContext()->IsEnabled(cap);
}
-GLboolean GLES2IsFramebuffer(GLuint framebuffer) {
+GLboolean GL_APIENTRY GLES2IsFramebuffer(GLuint framebuffer) {
return gles2::GetGLContext()->IsFramebuffer(framebuffer);
}
-GLboolean GLES2IsProgram(GLuint program) {
+GLboolean GL_APIENTRY GLES2IsProgram(GLuint program) {
return gles2::GetGLContext()->IsProgram(program);
}
-GLboolean GLES2IsRenderbuffer(GLuint renderbuffer) {
+GLboolean GL_APIENTRY GLES2IsRenderbuffer(GLuint renderbuffer) {
return gles2::GetGLContext()->IsRenderbuffer(renderbuffer);
}
-GLboolean GLES2IsSampler(GLuint sampler) {
+GLboolean GL_APIENTRY GLES2IsSampler(GLuint sampler) {
return gles2::GetGLContext()->IsSampler(sampler);
}
-GLboolean GLES2IsShader(GLuint shader) {
+GLboolean GL_APIENTRY GLES2IsShader(GLuint shader) {
return gles2::GetGLContext()->IsShader(shader);
}
-GLboolean GLES2IsSync(GLsync sync) {
+GLboolean GL_APIENTRY GLES2IsSync(GLsync sync) {
return gles2::GetGLContext()->IsSync(sync);
}
-GLboolean GLES2IsTexture(GLuint texture) {
+GLboolean GL_APIENTRY GLES2IsTexture(GLuint texture) {
return gles2::GetGLContext()->IsTexture(texture);
}
-GLboolean GLES2IsTransformFeedback(GLuint transformfeedback) {
+GLboolean GL_APIENTRY GLES2IsTransformFeedback(GLuint transformfeedback) {
return gles2::GetGLContext()->IsTransformFeedback(transformfeedback);
}
-void GLES2LineWidth(GLfloat width) {
+void GL_APIENTRY GLES2LineWidth(GLfloat width) {
gles2::GetGLContext()->LineWidth(width);
}
-void GLES2LinkProgram(GLuint program) {
+void GL_APIENTRY GLES2LinkProgram(GLuint program) {
gles2::GetGLContext()->LinkProgram(program);
}
-void GLES2PauseTransformFeedback() {
+void GL_APIENTRY GLES2PauseTransformFeedback() {
gles2::GetGLContext()->PauseTransformFeedback();
}
-void GLES2PixelStorei(GLenum pname, GLint param) {
+void GL_APIENTRY GLES2PixelStorei(GLenum pname, GLint param) {
gles2::GetGLContext()->PixelStorei(pname, param);
}
-void GLES2PolygonOffset(GLfloat factor, GLfloat units) {
+void GL_APIENTRY GLES2PolygonOffset(GLfloat factor, GLfloat units) {
gles2::GetGLContext()->PolygonOffset(factor, units);
}
-void GLES2ReadBuffer(GLenum src) {
+void GL_APIENTRY GLES2ReadBuffer(GLenum src) {
gles2::GetGLContext()->ReadBuffer(src);
}
-void GLES2ReadPixels(GLint x,
- GLint y,
- GLsizei width,
- GLsizei height,
- GLenum format,
- GLenum type,
- void* pixels) {
+void GL_APIENTRY GLES2ReadPixels(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ void* pixels) {
gles2::GetGLContext()->ReadPixels(x, y, width, height, format, type, pixels);
}
-void GLES2ReleaseShaderCompiler() {
+void GL_APIENTRY GLES2ReleaseShaderCompiler() {
gles2::GetGLContext()->ReleaseShaderCompiler();
}
-void GLES2RenderbufferStorage(GLenum target,
- GLenum internalformat,
- GLsizei width,
- GLsizei height) {
+void GL_APIENTRY GLES2RenderbufferStorage(GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) {
gles2::GetGLContext()->RenderbufferStorage(target, internalformat, width,
height);
}
-void GLES2ResumeTransformFeedback() {
+void GL_APIENTRY GLES2ResumeTransformFeedback() {
gles2::GetGLContext()->ResumeTransformFeedback();
}
-void GLES2SampleCoverage(GLclampf value, GLboolean invert) {
+void GL_APIENTRY GLES2SampleCoverage(GLclampf value, GLboolean invert) {
gles2::GetGLContext()->SampleCoverage(value, invert);
}
-void GLES2SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) {
+void GL_APIENTRY GLES2SamplerParameterf(GLuint sampler,
+ GLenum pname,
+ GLfloat param) {
gles2::GetGLContext()->SamplerParameterf(sampler, pname, param);
}
-void GLES2SamplerParameterfv(GLuint sampler,
- GLenum pname,
- const GLfloat* params) {
+void GL_APIENTRY GLES2SamplerParameterfv(GLuint sampler,
+ GLenum pname,
+ const GLfloat* params) {
gles2::GetGLContext()->SamplerParameterfv(sampler, pname, params);
}
-void GLES2SamplerParameteri(GLuint sampler, GLenum pname, GLint param) {
+void GL_APIENTRY GLES2SamplerParameteri(GLuint sampler,
+ GLenum pname,
+ GLint param) {
gles2::GetGLContext()->SamplerParameteri(sampler, pname, param);
}
-void GLES2SamplerParameteriv(GLuint sampler,
- GLenum pname,
- const GLint* params) {
+void GL_APIENTRY GLES2SamplerParameteriv(GLuint sampler,
+ GLenum pname,
+ const GLint* params) {
gles2::GetGLContext()->SamplerParameteriv(sampler, pname, params);
}
-void GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
+void GL_APIENTRY GLES2Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
gles2::GetGLContext()->Scissor(x, y, width, height);
}
-void GLES2ShaderBinary(GLsizei n,
- const GLuint* shaders,
- GLenum binaryformat,
- const void* binary,
- GLsizei length) {
+void GL_APIENTRY GLES2ShaderBinary(GLsizei n,
+ const GLuint* shaders,
+ GLenum binaryformat,
+ const void* binary,
+ GLsizei length) {
gles2::GetGLContext()->ShaderBinary(n, shaders, binaryformat, binary, length);
}
-void GLES2ShaderSource(GLuint shader,
- GLsizei count,
- const GLchar* const* str,
- const GLint* length) {
+void GL_APIENTRY GLES2ShaderSource(GLuint shader,
+ GLsizei count,
+ const GLchar* const* str,
+ const GLint* length) {
gles2::GetGLContext()->ShaderSource(shader, count, str, length);
}
-void GLES2ShallowFinishCHROMIUM() {
+void GL_APIENTRY GLES2ShallowFinishCHROMIUM() {
gles2::GetGLContext()->ShallowFinishCHROMIUM();
}
-void GLES2ShallowFlushCHROMIUM() {
+void GL_APIENTRY GLES2ShallowFlushCHROMIUM() {
gles2::GetGLContext()->ShallowFlushCHROMIUM();
}
-void GLES2OrderingBarrierCHROMIUM() {
+void GL_APIENTRY GLES2OrderingBarrierCHROMIUM() {
gles2::GetGLContext()->OrderingBarrierCHROMIUM();
}
-void GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) {
+void GL_APIENTRY GLES2StencilFunc(GLenum func, GLint ref, GLuint mask) {
gles2::GetGLContext()->StencilFunc(func, ref, mask);
}
-void GLES2StencilFuncSeparate(GLenum face,
- GLenum func,
- GLint ref,
- GLuint mask) {
+void GL_APIENTRY GLES2StencilFuncSeparate(GLenum face,
+ GLenum func,
+ GLint ref,
+ GLuint mask) {
gles2::GetGLContext()->StencilFuncSeparate(face, func, ref, mask);
}
-void GLES2StencilMask(GLuint mask) {
+void GL_APIENTRY GLES2StencilMask(GLuint mask) {
gles2::GetGLContext()->StencilMask(mask);
}
-void GLES2StencilMaskSeparate(GLenum face, GLuint mask) {
+void GL_APIENTRY GLES2StencilMaskSeparate(GLenum face, GLuint mask) {
gles2::GetGLContext()->StencilMaskSeparate(face, mask);
}
-void GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
+void GL_APIENTRY GLES2StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
gles2::GetGLContext()->StencilOp(fail, zfail, zpass);
}
-void GLES2StencilOpSeparate(GLenum face,
- GLenum fail,
- GLenum zfail,
- GLenum zpass) {
+void GL_APIENTRY GLES2StencilOpSeparate(GLenum face,
+ GLenum fail,
+ GLenum zfail,
+ GLenum zpass) {
gles2::GetGLContext()->StencilOpSeparate(face, fail, zfail, zpass);
}
-void GLES2TexImage2D(GLenum target,
- GLint level,
- GLint internalformat,
- GLsizei width,
- GLsizei height,
- GLint border,
- GLenum format,
- GLenum type,
- const void* pixels) {
+void GL_APIENTRY GLES2TexImage2D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void* pixels) {
gles2::GetGLContext()->TexImage2D(target, level, internalformat, width,
height, border, format, type, pixels);
}
-void GLES2TexImage3D(GLenum target,
- GLint level,
- GLint internalformat,
- GLsizei width,
- GLsizei height,
- GLsizei depth,
- GLint border,
- GLenum format,
- GLenum type,
- const void* pixels) {
+void GL_APIENTRY GLES2TexImage3D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void* pixels) {
gles2::GetGLContext()->TexImage3D(target, level, internalformat, width,
height, depth, border, format, type,
pixels);
}
-void GLES2TexParameterf(GLenum target, GLenum pname, GLfloat param) {
+void GL_APIENTRY GLES2TexParameterf(GLenum target,
+ GLenum pname,
+ GLfloat param) {
gles2::GetGLContext()->TexParameterf(target, pname, param);
}
-void GLES2TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) {
+void GL_APIENTRY GLES2TexParameterfv(GLenum target,
+ GLenum pname,
+ const GLfloat* params) {
gles2::GetGLContext()->TexParameterfv(target, pname, params);
}
-void GLES2TexParameteri(GLenum target, GLenum pname, GLint param) {
+void GL_APIENTRY GLES2TexParameteri(GLenum target, GLenum pname, GLint param) {
gles2::GetGLContext()->TexParameteri(target, pname, param);
}
-void GLES2TexParameteriv(GLenum target, GLenum pname, const GLint* params) {
+void GL_APIENTRY GLES2TexParameteriv(GLenum target,
+ GLenum pname,
+ const GLint* params) {
gles2::GetGLContext()->TexParameteriv(target, pname, params);
}
-void GLES2TexStorage3D(GLenum target,
- GLsizei levels,
- GLenum internalFormat,
- GLsizei width,
- GLsizei height,
- GLsizei depth) {
+void GL_APIENTRY GLES2TexStorage3D(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth) {
gles2::GetGLContext()->TexStorage3D(target, levels, internalFormat, width,
height, depth);
}
-void GLES2TexSubImage2D(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLsizei width,
- GLsizei height,
- GLenum format,
- GLenum type,
- const void* pixels) {
+void GL_APIENTRY GLES2TexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void* pixels) {
gles2::GetGLContext()->TexSubImage2D(target, level, xoffset, yoffset, width,
height, format, type, pixels);
}
-void GLES2TexSubImage3D(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLint zoffset,
- GLsizei width,
- GLsizei height,
- GLsizei depth,
- GLenum format,
- GLenum type,
- const void* pixels) {
+void GL_APIENTRY GLES2TexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void* pixels) {
gles2::GetGLContext()->TexSubImage3D(target, level, xoffset, yoffset, zoffset,
width, height, depth, format, type,
pixels);
}
-void GLES2TransformFeedbackVaryings(GLuint program,
- GLsizei count,
- const char* const* varyings,
- GLenum buffermode) {
+void GL_APIENTRY GLES2TransformFeedbackVaryings(GLuint program,
+ GLsizei count,
+ const char* const* varyings,
+ GLenum buffermode) {
gles2::GetGLContext()->TransformFeedbackVaryings(program, count, varyings,
buffermode);
}
-void GLES2Uniform1f(GLint location, GLfloat x) {
+void GL_APIENTRY GLES2Uniform1f(GLint location, GLfloat x) {
gles2::GetGLContext()->Uniform1f(location, x);
}
-void GLES2Uniform1fv(GLint location, GLsizei count, const GLfloat* v) {
+void GL_APIENTRY GLES2Uniform1fv(GLint location,
+ GLsizei count,
+ const GLfloat* v) {
gles2::GetGLContext()->Uniform1fv(location, count, v);
}
-void GLES2Uniform1i(GLint location, GLint x) {
+void GL_APIENTRY GLES2Uniform1i(GLint location, GLint x) {
gles2::GetGLContext()->Uniform1i(location, x);
}
-void GLES2Uniform1iv(GLint location, GLsizei count, const GLint* v) {
+void GL_APIENTRY GLES2Uniform1iv(GLint location,
+ GLsizei count,
+ const GLint* v) {
gles2::GetGLContext()->Uniform1iv(location, count, v);
}
-void GLES2Uniform1ui(GLint location, GLuint x) {
+void GL_APIENTRY GLES2Uniform1ui(GLint location, GLuint x) {
gles2::GetGLContext()->Uniform1ui(location, x);
}
-void GLES2Uniform1uiv(GLint location, GLsizei count, const GLuint* v) {
+void GL_APIENTRY GLES2Uniform1uiv(GLint location,
+ GLsizei count,
+ const GLuint* v) {
gles2::GetGLContext()->Uniform1uiv(location, count, v);
}
-void GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) {
+void GL_APIENTRY GLES2Uniform2f(GLint location, GLfloat x, GLfloat y) {
gles2::GetGLContext()->Uniform2f(location, x, y);
}
-void GLES2Uniform2fv(GLint location, GLsizei count, const GLfloat* v) {
+void GL_APIENTRY GLES2Uniform2fv(GLint location,
+ GLsizei count,
+ const GLfloat* v) {
gles2::GetGLContext()->Uniform2fv(location, count, v);
}
-void GLES2Uniform2i(GLint location, GLint x, GLint y) {
+void GL_APIENTRY GLES2Uniform2i(GLint location, GLint x, GLint y) {
gles2::GetGLContext()->Uniform2i(location, x, y);
}
-void GLES2Uniform2iv(GLint location, GLsizei count, const GLint* v) {
+void GL_APIENTRY GLES2Uniform2iv(GLint location,
+ GLsizei count,
+ const GLint* v) {
gles2::GetGLContext()->Uniform2iv(location, count, v);
}
-void GLES2Uniform2ui(GLint location, GLuint x, GLuint y) {
+void GL_APIENTRY GLES2Uniform2ui(GLint location, GLuint x, GLuint y) {
gles2::GetGLContext()->Uniform2ui(location, x, y);
}
-void GLES2Uniform2uiv(GLint location, GLsizei count, const GLuint* v) {
+void GL_APIENTRY GLES2Uniform2uiv(GLint location,
+ GLsizei count,
+ const GLuint* v) {
gles2::GetGLContext()->Uniform2uiv(location, count, v);
}
-void GLES2Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) {
+void GL_APIENTRY GLES2Uniform3f(GLint location,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z) {
gles2::GetGLContext()->Uniform3f(location, x, y, z);
}
-void GLES2Uniform3fv(GLint location, GLsizei count, const GLfloat* v) {
+void GL_APIENTRY GLES2Uniform3fv(GLint location,
+ GLsizei count,
+ const GLfloat* v) {
gles2::GetGLContext()->Uniform3fv(location, count, v);
}
-void GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) {
+void GL_APIENTRY GLES2Uniform3i(GLint location, GLint x, GLint y, GLint z) {
gles2::GetGLContext()->Uniform3i(location, x, y, z);
}
-void GLES2Uniform3iv(GLint location, GLsizei count, const GLint* v) {
+void GL_APIENTRY GLES2Uniform3iv(GLint location,
+ GLsizei count,
+ const GLint* v) {
gles2::GetGLContext()->Uniform3iv(location, count, v);
}
-void GLES2Uniform3ui(GLint location, GLuint x, GLuint y, GLuint z) {
+void GL_APIENTRY GLES2Uniform3ui(GLint location, GLuint x, GLuint y, GLuint z) {
gles2::GetGLContext()->Uniform3ui(location, x, y, z);
}
-void GLES2Uniform3uiv(GLint location, GLsizei count, const GLuint* v) {
+void GL_APIENTRY GLES2Uniform3uiv(GLint location,
+ GLsizei count,
+ const GLuint* v) {
gles2::GetGLContext()->Uniform3uiv(location, count, v);
}
-void GLES2Uniform4f(GLint location,
- GLfloat x,
- GLfloat y,
- GLfloat z,
- GLfloat w) {
+void GL_APIENTRY
+GLES2Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
gles2::GetGLContext()->Uniform4f(location, x, y, z, w);
}
-void GLES2Uniform4fv(GLint location, GLsizei count, const GLfloat* v) {
+void GL_APIENTRY GLES2Uniform4fv(GLint location,
+ GLsizei count,
+ const GLfloat* v) {
gles2::GetGLContext()->Uniform4fv(location, count, v);
}
-void GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {
+void GL_APIENTRY
+GLES2Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {
gles2::GetGLContext()->Uniform4i(location, x, y, z, w);
}
-void GLES2Uniform4iv(GLint location, GLsizei count, const GLint* v) {
+void GL_APIENTRY GLES2Uniform4iv(GLint location,
+ GLsizei count,
+ const GLint* v) {
gles2::GetGLContext()->Uniform4iv(location, count, v);
}
-void GLES2Uniform4ui(GLint location, GLuint x, GLuint y, GLuint z, GLuint w) {
+void GL_APIENTRY
+GLES2Uniform4ui(GLint location, GLuint x, GLuint y, GLuint z, GLuint w) {
gles2::GetGLContext()->Uniform4ui(location, x, y, z, w);
}
-void GLES2Uniform4uiv(GLint location, GLsizei count, const GLuint* v) {
+void GL_APIENTRY GLES2Uniform4uiv(GLint location,
+ GLsizei count,
+ const GLuint* v) {
gles2::GetGLContext()->Uniform4uiv(location, count, v);
}
-void GLES2UniformBlockBinding(GLuint program, GLuint index, GLuint binding) {
+void GL_APIENTRY GLES2UniformBlockBinding(GLuint program,
+ GLuint index,
+ GLuint binding) {
gles2::GetGLContext()->UniformBlockBinding(program, index, binding);
}
-void GLES2UniformMatrix2fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix2fv(location, count, transpose, value);
}
-void GLES2UniformMatrix2x3fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix2x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix2x3fv(location, count, transpose, value);
}
-void GLES2UniformMatrix2x4fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix2x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix2x4fv(location, count, transpose, value);
}
-void GLES2UniformMatrix3fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix3fv(location, count, transpose, value);
}
-void GLES2UniformMatrix3x2fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix3x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix3x2fv(location, count, transpose, value);
}
-void GLES2UniformMatrix3x4fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix3x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix3x4fv(location, count, transpose, value);
}
-void GLES2UniformMatrix4fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix4fv(location, count, transpose, value);
}
-void GLES2UniformMatrix4x2fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix4x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix4x2fv(location, count, transpose, value);
}
-void GLES2UniformMatrix4x3fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat* value) {
+void GL_APIENTRY GLES2UniformMatrix4x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
gles2::GetGLContext()->UniformMatrix4x3fv(location, count, transpose, value);
}
-void GLES2UseProgram(GLuint program) {
+void GL_APIENTRY GLES2UseProgram(GLuint program) {
gles2::GetGLContext()->UseProgram(program);
}
-void GLES2ValidateProgram(GLuint program) {
+void GL_APIENTRY GLES2ValidateProgram(GLuint program) {
gles2::GetGLContext()->ValidateProgram(program);
}
-void GLES2VertexAttrib1f(GLuint indx, GLfloat x) {
+void GL_APIENTRY GLES2VertexAttrib1f(GLuint indx, GLfloat x) {
gles2::GetGLContext()->VertexAttrib1f(indx, x);
}
-void GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) {
+void GL_APIENTRY GLES2VertexAttrib1fv(GLuint indx, const GLfloat* values) {
gles2::GetGLContext()->VertexAttrib1fv(indx, values);
}
-void GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
+void GL_APIENTRY GLES2VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
gles2::GetGLContext()->VertexAttrib2f(indx, x, y);
}
-void GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) {
+void GL_APIENTRY GLES2VertexAttrib2fv(GLuint indx, const GLfloat* values) {
gles2::GetGLContext()->VertexAttrib2fv(indx, values);
}
-void GLES2VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
+void GL_APIENTRY GLES2VertexAttrib3f(GLuint indx,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z) {
gles2::GetGLContext()->VertexAttrib3f(indx, x, y, z);
}
-void GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) {
+void GL_APIENTRY GLES2VertexAttrib3fv(GLuint indx, const GLfloat* values) {
gles2::GetGLContext()->VertexAttrib3fv(indx, values);
}
-void GLES2VertexAttrib4f(GLuint indx,
- GLfloat x,
- GLfloat y,
- GLfloat z,
- GLfloat w) {
+void GL_APIENTRY
+GLES2VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
gles2::GetGLContext()->VertexAttrib4f(indx, x, y, z, w);
}
-void GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) {
+void GL_APIENTRY GLES2VertexAttrib4fv(GLuint indx, const GLfloat* values) {
gles2::GetGLContext()->VertexAttrib4fv(indx, values);
}
-void GLES2VertexAttribI4i(GLuint indx, GLint x, GLint y, GLint z, GLint w) {
+void GL_APIENTRY
+GLES2VertexAttribI4i(GLuint indx, GLint x, GLint y, GLint z, GLint w) {
gles2::GetGLContext()->VertexAttribI4i(indx, x, y, z, w);
}
-void GLES2VertexAttribI4iv(GLuint indx, const GLint* values) {
+void GL_APIENTRY GLES2VertexAttribI4iv(GLuint indx, const GLint* values) {
gles2::GetGLContext()->VertexAttribI4iv(indx, values);
}
-void GLES2VertexAttribI4ui(GLuint indx,
- GLuint x,
- GLuint y,
- GLuint z,
- GLuint w) {
+void GL_APIENTRY
+GLES2VertexAttribI4ui(GLuint indx, GLuint x, GLuint y, GLuint z, GLuint w) {
gles2::GetGLContext()->VertexAttribI4ui(indx, x, y, z, w);
}
-void GLES2VertexAttribI4uiv(GLuint indx, const GLuint* values) {
+void GL_APIENTRY GLES2VertexAttribI4uiv(GLuint indx, const GLuint* values) {
gles2::GetGLContext()->VertexAttribI4uiv(indx, values);
}
-void GLES2VertexAttribIPointer(GLuint indx,
- GLint size,
- GLenum type,
- GLsizei stride,
- const void* ptr) {
+void GL_APIENTRY GLES2VertexAttribIPointer(GLuint indx,
+ GLint size,
+ GLenum type,
+ GLsizei stride,
+ const void* ptr) {
gles2::GetGLContext()->VertexAttribIPointer(indx, size, type, stride, ptr);
}
-void GLES2VertexAttribPointer(GLuint indx,
- GLint size,
- GLenum type,
- GLboolean normalized,
- GLsizei stride,
- const void* ptr) {
+void GL_APIENTRY GLES2VertexAttribPointer(GLuint indx,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLsizei stride,
+ const void* ptr) {
gles2::GetGLContext()->VertexAttribPointer(indx, size, type, normalized,
stride, ptr);
}
-void GLES2Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
+void GL_APIENTRY GLES2Viewport(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) {
gles2::GetGLContext()->Viewport(x, y, width, height);
}
-void GLES2WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
+void GL_APIENTRY GLES2WaitSync(GLsync sync,
+ GLbitfield flags,
+ GLuint64 timeout) {
gles2::GetGLContext()->WaitSync(sync, flags, timeout);
}
-void GLES2BlitFramebufferCHROMIUM(GLint srcX0,
- GLint srcY0,
- GLint srcX1,
- GLint srcY1,
- GLint dstX0,
- GLint dstY0,
- GLint dstX1,
- GLint dstY1,
- GLbitfield mask,
- GLenum filter) {
+void GL_APIENTRY GLES2BlitFramebufferCHROMIUM(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter) {
gles2::GetGLContext()->BlitFramebufferCHROMIUM(
srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
-void GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target,
- GLsizei samples,
- GLenum internalformat,
- GLsizei width,
- GLsizei height) {
- gles2::GetGLContext()->RenderbufferStorageMultisampleCHROMIUM(
- target, samples, internalformat, width, height);
-}
-void GLES2RenderbufferStorageMultisampleEXT(GLenum target,
+void GL_APIENTRY
+GLES2RenderbufferStorageMultisampleCHROMIUM(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) {
+ gles2::GetGLContext()->RenderbufferStorageMultisampleCHROMIUM(
+ target, samples, internalformat, width, height);
+}
+void GL_APIENTRY GLES2RenderbufferStorageMultisampleEXT(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) {
gles2::GetGLContext()->RenderbufferStorageMultisampleEXT(
target, samples, internalformat, width, height);
}
-void GLES2FramebufferTexture2DMultisampleEXT(GLenum target,
- GLenum attachment,
- GLenum textarget,
- GLuint texture,
- GLint level,
- GLsizei samples) {
+void GL_APIENTRY GLES2FramebufferTexture2DMultisampleEXT(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLsizei samples) {
gles2::GetGLContext()->FramebufferTexture2DMultisampleEXT(
target, attachment, textarget, texture, level, samples);
}
-void GLES2TexStorage2DEXT(GLenum target,
- GLsizei levels,
- GLenum internalFormat,
- GLsizei width,
- GLsizei height) {
+void GL_APIENTRY GLES2TexStorage2DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height) {
gles2::GetGLContext()->TexStorage2DEXT(target, levels, internalFormat, width,
height);
}
-void GLES2GenQueriesEXT(GLsizei n, GLuint* queries) {
+void GL_APIENTRY GLES2GenQueriesEXT(GLsizei n, GLuint* queries) {
gles2::GetGLContext()->GenQueriesEXT(n, queries);
}
-void GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) {
+void GL_APIENTRY GLES2DeleteQueriesEXT(GLsizei n, const GLuint* queries) {
gles2::GetGLContext()->DeleteQueriesEXT(n, queries);
}
-void GLES2QueryCounterEXT(GLuint id, GLenum target) {
+void GL_APIENTRY GLES2QueryCounterEXT(GLuint id, GLenum target) {
gles2::GetGLContext()->QueryCounterEXT(id, target);
}
-GLboolean GLES2IsQueryEXT(GLuint id) {
+GLboolean GL_APIENTRY GLES2IsQueryEXT(GLuint id) {
return gles2::GetGLContext()->IsQueryEXT(id);
}
-void GLES2BeginQueryEXT(GLenum target, GLuint id) {
+void GL_APIENTRY GLES2BeginQueryEXT(GLenum target, GLuint id) {
gles2::GetGLContext()->BeginQueryEXT(target, id);
}
-void GLES2BeginTransformFeedback(GLenum primitivemode) {
+void GL_APIENTRY GLES2BeginTransformFeedback(GLenum primitivemode) {
gles2::GetGLContext()->BeginTransformFeedback(primitivemode);
}
-void GLES2EndQueryEXT(GLenum target) {
+void GL_APIENTRY GLES2EndQueryEXT(GLenum target) {
gles2::GetGLContext()->EndQueryEXT(target);
}
-void GLES2EndTransformFeedback() {
+void GL_APIENTRY GLES2EndTransformFeedback() {
gles2::GetGLContext()->EndTransformFeedback();
}
-void GLES2GetQueryivEXT(GLenum target, GLenum pname, GLint* params) {
+void GL_APIENTRY GLES2GetQueryivEXT(GLenum target,
+ GLenum pname,
+ GLint* params) {
gles2::GetGLContext()->GetQueryivEXT(target, pname, params);
}
-void GLES2GetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint* params) {
+void GL_APIENTRY GLES2GetQueryObjectuivEXT(GLuint id,
+ GLenum pname,
+ GLuint* params) {
gles2::GetGLContext()->GetQueryObjectuivEXT(id, pname, params);
}
-void GLES2GetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64* params) {
+void GL_APIENTRY GLES2GetQueryObjectui64vEXT(GLuint id,
+ GLenum pname,
+ GLuint64* params) {
gles2::GetGLContext()->GetQueryObjectui64vEXT(id, pname, params);
}
-void GLES2InsertEventMarkerEXT(GLsizei length, const GLchar* marker) {
+void GL_APIENTRY GLES2InsertEventMarkerEXT(GLsizei length,
+ const GLchar* marker) {
gles2::GetGLContext()->InsertEventMarkerEXT(length, marker);
}
-void GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) {
+void GL_APIENTRY GLES2PushGroupMarkerEXT(GLsizei length, const GLchar* marker) {
gles2::GetGLContext()->PushGroupMarkerEXT(length, marker);
}
-void GLES2PopGroupMarkerEXT() {
+void GL_APIENTRY GLES2PopGroupMarkerEXT() {
gles2::GetGLContext()->PopGroupMarkerEXT();
}
-void GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) {
+void GL_APIENTRY GLES2GenVertexArraysOES(GLsizei n, GLuint* arrays) {
gles2::GetGLContext()->GenVertexArraysOES(n, arrays);
}
-void GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) {
+void GL_APIENTRY GLES2DeleteVertexArraysOES(GLsizei n, const GLuint* arrays) {
gles2::GetGLContext()->DeleteVertexArraysOES(n, arrays);
}
-GLboolean GLES2IsVertexArrayOES(GLuint array) {
+GLboolean GL_APIENTRY GLES2IsVertexArrayOES(GLuint array) {
return gles2::GetGLContext()->IsVertexArrayOES(array);
}
-void GLES2BindVertexArrayOES(GLuint array) {
+void GL_APIENTRY GLES2BindVertexArrayOES(GLuint array) {
gles2::GetGLContext()->BindVertexArrayOES(array);
}
-void GLES2SwapBuffers() {
+void GL_APIENTRY GLES2SwapBuffers() {
gles2::GetGLContext()->SwapBuffers();
}
-GLuint GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id,
- GLsizei count,
- GLenum type,
- GLuint offset) {
+GLuint GL_APIENTRY GLES2GetMaxValueInBufferCHROMIUM(GLuint buffer_id,
+ GLsizei count,
+ GLenum type,
+ GLuint offset) {
return gles2::GetGLContext()->GetMaxValueInBufferCHROMIUM(buffer_id, count,
type, offset);
}
-GLboolean GLES2EnableFeatureCHROMIUM(const char* feature) {
+GLboolean GL_APIENTRY GLES2EnableFeatureCHROMIUM(const char* feature) {
return gles2::GetGLContext()->EnableFeatureCHROMIUM(feature);
}
-void* GLES2MapBufferCHROMIUM(GLuint target, GLenum access) {
+void* GL_APIENTRY GLES2MapBufferCHROMIUM(GLuint target, GLenum access) {
return gles2::GetGLContext()->MapBufferCHROMIUM(target, access);
}
-GLboolean GLES2UnmapBufferCHROMIUM(GLuint target) {
+GLboolean GL_APIENTRY GLES2UnmapBufferCHROMIUM(GLuint target) {
return gles2::GetGLContext()->UnmapBufferCHROMIUM(target);
}
-void* GLES2MapBufferSubDataCHROMIUM(GLuint target,
- GLintptr offset,
- GLsizeiptr size,
- GLenum access) {
+void* GL_APIENTRY GLES2MapBufferSubDataCHROMIUM(GLuint target,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLenum access) {
return gles2::GetGLContext()->MapBufferSubDataCHROMIUM(target, offset, size,
access);
}
-void GLES2UnmapBufferSubDataCHROMIUM(const void* mem) {
+void GL_APIENTRY GLES2UnmapBufferSubDataCHROMIUM(const void* mem) {
gles2::GetGLContext()->UnmapBufferSubDataCHROMIUM(mem);
}
-void* GLES2MapBufferRange(GLenum target,
- GLintptr offset,
- GLsizeiptr size,
- GLbitfield access) {
+void* GL_APIENTRY GLES2MapBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLbitfield access) {
return gles2::GetGLContext()->MapBufferRange(target, offset, size, access);
}
-GLboolean GLES2UnmapBuffer(GLenum target) {
+GLboolean GL_APIENTRY GLES2UnmapBuffer(GLenum target) {
return gles2::GetGLContext()->UnmapBuffer(target);
}
-void* GLES2MapTexSubImage2DCHROMIUM(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLsizei width,
- GLsizei height,
- GLenum format,
- GLenum type,
- GLenum access) {
+void* GL_APIENTRY GLES2MapTexSubImage2DCHROMIUM(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLenum access) {
return gles2::GetGLContext()->MapTexSubImage2DCHROMIUM(
target, level, xoffset, yoffset, width, height, format, type, access);
}
-void GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) {
+void GL_APIENTRY GLES2UnmapTexSubImage2DCHROMIUM(const void* mem) {
gles2::GetGLContext()->UnmapTexSubImage2DCHROMIUM(mem);
}
-void GLES2ResizeCHROMIUM(GLuint width, GLuint height, GLfloat scale_factor) {
+void GL_APIENTRY GLES2ResizeCHROMIUM(GLuint width,
+ GLuint height,
+ GLfloat scale_factor) {
gles2::GetGLContext()->ResizeCHROMIUM(width, height, scale_factor);
}
-const GLchar* GLES2GetRequestableExtensionsCHROMIUM() {
+const GLchar* GL_APIENTRY GLES2GetRequestableExtensionsCHROMIUM() {
return gles2::GetGLContext()->GetRequestableExtensionsCHROMIUM();
}
-void GLES2RequestExtensionCHROMIUM(const char* extension) {
+void GL_APIENTRY GLES2RequestExtensionCHROMIUM(const char* extension) {
gles2::GetGLContext()->RequestExtensionCHROMIUM(extension);
}
-void GLES2RateLimitOffscreenContextCHROMIUM() {
+void GL_APIENTRY GLES2RateLimitOffscreenContextCHROMIUM() {
gles2::GetGLContext()->RateLimitOffscreenContextCHROMIUM();
}
-void GLES2GetProgramInfoCHROMIUM(GLuint program,
- GLsizei bufsize,
- GLsizei* size,
- void* info) {
+void GL_APIENTRY GLES2GetProgramInfoCHROMIUM(GLuint program,
+ GLsizei bufsize,
+ GLsizei* size,
+ void* info) {
gles2::GetGLContext()->GetProgramInfoCHROMIUM(program, bufsize, size, info);
}
-void GLES2GetUniformBlocksCHROMIUM(GLuint program,
- GLsizei bufsize,
- GLsizei* size,
- void* info) {
- gles2::GetGLContext()->GetUniformBlocksCHROMIUM(program, bufsize, size, info);
-}
-void GLES2GetTransformFeedbackVaryingsCHROMIUM(GLuint program,
+void GL_APIENTRY GLES2GetUniformBlocksCHROMIUM(GLuint program,
GLsizei bufsize,
GLsizei* size,
void* info) {
+ gles2::GetGLContext()->GetUniformBlocksCHROMIUM(program, bufsize, size, info);
+}
+void GL_APIENTRY GLES2GetTransformFeedbackVaryingsCHROMIUM(GLuint program,
+ GLsizei bufsize,
+ GLsizei* size,
+ void* info) {
gles2::GetGLContext()->GetTransformFeedbackVaryingsCHROMIUM(program, bufsize,
size, info);
}
-void GLES2GetUniformsES3CHROMIUM(GLuint program,
- GLsizei bufsize,
- GLsizei* size,
- void* info) {
+void GL_APIENTRY GLES2GetUniformsES3CHROMIUM(GLuint program,
+ GLsizei bufsize,
+ GLsizei* size,
+ void* info) {
gles2::GetGLContext()->GetUniformsES3CHROMIUM(program, bufsize, size, info);
}
-GLuint GLES2CreateStreamTextureCHROMIUM(GLuint texture) {
+GLuint GL_APIENTRY GLES2CreateStreamTextureCHROMIUM(GLuint texture) {
return gles2::GetGLContext()->CreateStreamTextureCHROMIUM(texture);
}
-GLuint GLES2CreateImageCHROMIUM(ClientBuffer buffer,
- GLsizei width,
- GLsizei height,
- GLenum internalformat) {
+GLuint GL_APIENTRY GLES2CreateImageCHROMIUM(ClientBuffer buffer,
+ GLsizei width,
+ GLsizei height,
+ GLenum internalformat) {
return gles2::GetGLContext()->CreateImageCHROMIUM(buffer, width, height,
internalformat);
}
-void GLES2DestroyImageCHROMIUM(GLuint image_id) {
+void GL_APIENTRY GLES2DestroyImageCHROMIUM(GLuint image_id) {
gles2::GetGLContext()->DestroyImageCHROMIUM(image_id);
}
-GLuint GLES2CreateGpuMemoryBufferImageCHROMIUM(GLsizei width,
- GLsizei height,
- GLenum internalformat,
- GLenum usage) {
+GLuint GL_APIENTRY
+GLES2CreateGpuMemoryBufferImageCHROMIUM(GLsizei width,
+ GLsizei height,
+ GLenum internalformat,
+ GLenum usage) {
return gles2::GetGLContext()->CreateGpuMemoryBufferImageCHROMIUM(
width, height, internalformat, usage);
}
-void GLES2GetTranslatedShaderSourceANGLE(GLuint shader,
- GLsizei bufsize,
- GLsizei* length,
- char* source) {
+void GL_APIENTRY GLES2GetTranslatedShaderSourceANGLE(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* source) {
gles2::GetGLContext()->GetTranslatedShaderSourceANGLE(shader, bufsize, length,
source);
}
-void GLES2PostSubBufferCHROMIUM(GLint x, GLint y, GLint width, GLint height) {
+void GL_APIENTRY GLES2PostSubBufferCHROMIUM(GLint x,
+ GLint y,
+ GLint width,
+ GLint height) {
gles2::GetGLContext()->PostSubBufferCHROMIUM(x, y, width, height);
}
-void GLES2TexImageIOSurface2DCHROMIUM(GLenum target,
- GLsizei width,
- GLsizei height,
- GLuint ioSurfaceId,
- GLuint plane) {
+void GL_APIENTRY GLES2TexImageIOSurface2DCHROMIUM(GLenum target,
+ GLsizei width,
+ GLsizei height,
+ GLuint ioSurfaceId,
+ GLuint plane) {
gles2::GetGLContext()->TexImageIOSurface2DCHROMIUM(target, width, height,
ioSurfaceId, plane);
}
-void GLES2CopyTextureCHROMIUM(GLenum target,
- GLenum source_id,
- GLenum dest_id,
- GLint internalformat,
- GLenum dest_type,
- GLboolean unpack_flip_y,
- GLboolean unpack_premultiply_alpha,
- GLboolean unpack_unmultiply_alpha) {
+void GL_APIENTRY GLES2CopyTextureCHROMIUM(GLenum target,
+ GLenum source_id,
+ GLenum dest_id,
+ GLint internalformat,
+ GLenum dest_type,
+ GLboolean unpack_flip_y,
+ GLboolean unpack_premultiply_alpha,
+ GLboolean unpack_unmultiply_alpha) {
gles2::GetGLContext()->CopyTextureCHROMIUM(
target, source_id, dest_id, internalformat, dest_type, unpack_flip_y,
unpack_premultiply_alpha, unpack_unmultiply_alpha);
}
-void GLES2CopySubTextureCHROMIUM(GLenum target,
- GLenum source_id,
- GLenum dest_id,
- GLint xoffset,
- GLint yoffset,
- GLint x,
- GLint y,
- GLsizei width,
- GLsizei height,
- GLboolean unpack_flip_y,
- GLboolean unpack_premultiply_alpha,
- GLboolean unpack_unmultiply_alpha) {
+void GL_APIENTRY
+GLES2CopySubTextureCHROMIUM(GLenum target,
+ GLenum source_id,
+ GLenum dest_id,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLboolean unpack_flip_y,
+ GLboolean unpack_premultiply_alpha,
+ GLboolean unpack_unmultiply_alpha) {
gles2::GetGLContext()->CopySubTextureCHROMIUM(
target, source_id, dest_id, xoffset, yoffset, x, y, width, height,
unpack_flip_y, unpack_premultiply_alpha, unpack_unmultiply_alpha);
}
-void GLES2CompressedCopyTextureCHROMIUM(GLenum target,
- GLenum source_id,
- GLenum dest_id) {
+void GL_APIENTRY GLES2CompressedCopyTextureCHROMIUM(GLenum target,
+ GLenum source_id,
+ GLenum dest_id) {
gles2::GetGLContext()->CompressedCopyTextureCHROMIUM(target, source_id,
dest_id);
}
-void GLES2DrawArraysInstancedANGLE(GLenum mode,
- GLint first,
- GLsizei count,
- GLsizei primcount) {
+void GL_APIENTRY GLES2DrawArraysInstancedANGLE(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei primcount) {
gles2::GetGLContext()->DrawArraysInstancedANGLE(mode, first, count,
primcount);
}
-void GLES2DrawElementsInstancedANGLE(GLenum mode,
- GLsizei count,
- GLenum type,
- const void* indices,
- GLsizei primcount) {
+void GL_APIENTRY GLES2DrawElementsInstancedANGLE(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void* indices,
+ GLsizei primcount) {
gles2::GetGLContext()->DrawElementsInstancedANGLE(mode, count, type, indices,
primcount);
}
-void GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) {
+void GL_APIENTRY GLES2VertexAttribDivisorANGLE(GLuint index, GLuint divisor) {
gles2::GetGLContext()->VertexAttribDivisorANGLE(index, divisor);
}
-void GLES2GenMailboxCHROMIUM(GLbyte* mailbox) {
+void GL_APIENTRY GLES2GenMailboxCHROMIUM(GLbyte* mailbox) {
gles2::GetGLContext()->GenMailboxCHROMIUM(mailbox);
}
-void GLES2ProduceTextureCHROMIUM(GLenum target, const GLbyte* mailbox) {
+void GL_APIENTRY GLES2ProduceTextureCHROMIUM(GLenum target,
+ const GLbyte* mailbox) {
gles2::GetGLContext()->ProduceTextureCHROMIUM(target, mailbox);
}
-void GLES2ProduceTextureDirectCHROMIUM(GLuint texture,
- GLenum target,
- const GLbyte* mailbox) {
+void GL_APIENTRY GLES2ProduceTextureDirectCHROMIUM(GLuint texture,
+ GLenum target,
+ const GLbyte* mailbox) {
gles2::GetGLContext()->ProduceTextureDirectCHROMIUM(texture, target, mailbox);
}
-void GLES2ConsumeTextureCHROMIUM(GLenum target, const GLbyte* mailbox) {
+void GL_APIENTRY GLES2ConsumeTextureCHROMIUM(GLenum target,
+ const GLbyte* mailbox) {
gles2::GetGLContext()->ConsumeTextureCHROMIUM(target, mailbox);
}
-GLuint GLES2CreateAndConsumeTextureCHROMIUM(GLenum target,
- const GLbyte* mailbox) {
+GLuint GL_APIENTRY GLES2CreateAndConsumeTextureCHROMIUM(GLenum target,
+ const GLbyte* mailbox) {
return gles2::GetGLContext()->CreateAndConsumeTextureCHROMIUM(target,
mailbox);
}
-void GLES2BindUniformLocationCHROMIUM(GLuint program,
- GLint location,
- const char* name) {
+void GL_APIENTRY GLES2BindUniformLocationCHROMIUM(GLuint program,
+ GLint location,
+ const char* name) {
gles2::GetGLContext()->BindUniformLocationCHROMIUM(program, location, name);
}
-void GLES2GenValuebuffersCHROMIUM(GLsizei n, GLuint* buffers) {
+void GL_APIENTRY GLES2GenValuebuffersCHROMIUM(GLsizei n, GLuint* buffers) {
gles2::GetGLContext()->GenValuebuffersCHROMIUM(n, buffers);
}
-void GLES2DeleteValuebuffersCHROMIUM(GLsizei n, const GLuint* valuebuffers) {
+void GL_APIENTRY GLES2DeleteValuebuffersCHROMIUM(GLsizei n,
+ const GLuint* valuebuffers) {
gles2::GetGLContext()->DeleteValuebuffersCHROMIUM(n, valuebuffers);
}
-GLboolean GLES2IsValuebufferCHROMIUM(GLuint valuebuffer) {
+GLboolean GL_APIENTRY GLES2IsValuebufferCHROMIUM(GLuint valuebuffer) {
return gles2::GetGLContext()->IsValuebufferCHROMIUM(valuebuffer);
}
-void GLES2BindValuebufferCHROMIUM(GLenum target, GLuint valuebuffer) {
+void GL_APIENTRY GLES2BindValuebufferCHROMIUM(GLenum target,
+ GLuint valuebuffer) {
gles2::GetGLContext()->BindValuebufferCHROMIUM(target, valuebuffer);
}
-void GLES2SubscribeValueCHROMIUM(GLenum target, GLenum subscription) {
+void GL_APIENTRY GLES2SubscribeValueCHROMIUM(GLenum target,
+ GLenum subscription) {
gles2::GetGLContext()->SubscribeValueCHROMIUM(target, subscription);
}
-void GLES2PopulateSubscribedValuesCHROMIUM(GLenum target) {
+void GL_APIENTRY GLES2PopulateSubscribedValuesCHROMIUM(GLenum target) {
gles2::GetGLContext()->PopulateSubscribedValuesCHROMIUM(target);
}
-void GLES2UniformValuebufferCHROMIUM(GLint location,
- GLenum target,
- GLenum subscription) {
+void GL_APIENTRY GLES2UniformValuebufferCHROMIUM(GLint location,
+ GLenum target,
+ GLenum subscription) {
gles2::GetGLContext()->UniformValuebufferCHROMIUM(location, target,
subscription);
}
-void GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) {
+void GL_APIENTRY GLES2BindTexImage2DCHROMIUM(GLenum target, GLint imageId) {
gles2::GetGLContext()->BindTexImage2DCHROMIUM(target, imageId);
}
-void GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) {
+void GL_APIENTRY GLES2ReleaseTexImage2DCHROMIUM(GLenum target, GLint imageId) {
gles2::GetGLContext()->ReleaseTexImage2DCHROMIUM(target, imageId);
}
-void GLES2TraceBeginCHROMIUM(const char* category_name,
- const char* trace_name) {
+void GL_APIENTRY GLES2TraceBeginCHROMIUM(const char* category_name,
+ const char* trace_name) {
gles2::GetGLContext()->TraceBeginCHROMIUM(category_name, trace_name);
}
-void GLES2TraceEndCHROMIUM() {
+void GL_APIENTRY GLES2TraceEndCHROMIUM() {
gles2::GetGLContext()->TraceEndCHROMIUM();
}
-void GLES2AsyncTexSubImage2DCHROMIUM(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLsizei width,
- GLsizei height,
- GLenum format,
- GLenum type,
- const void* data) {
+void GL_APIENTRY GLES2AsyncTexSubImage2DCHROMIUM(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void* data) {
gles2::GetGLContext()->AsyncTexSubImage2DCHROMIUM(
target, level, xoffset, yoffset, width, height, format, type, data);
}
-void GLES2AsyncTexImage2DCHROMIUM(GLenum target,
- GLint level,
- GLenum internalformat,
- GLsizei width,
- GLsizei height,
- GLint border,
- GLenum format,
- GLenum type,
- const void* pixels) {
+void GL_APIENTRY GLES2AsyncTexImage2DCHROMIUM(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void* pixels) {
gles2::GetGLContext()->AsyncTexImage2DCHROMIUM(target, level, internalformat,
width, height, border, format,
type, pixels);
}
-void GLES2WaitAsyncTexImage2DCHROMIUM(GLenum target) {
+void GL_APIENTRY GLES2WaitAsyncTexImage2DCHROMIUM(GLenum target) {
gles2::GetGLContext()->WaitAsyncTexImage2DCHROMIUM(target);
}
-void GLES2WaitAllAsyncTexImage2DCHROMIUM() {
+void GL_APIENTRY GLES2WaitAllAsyncTexImage2DCHROMIUM() {
gles2::GetGLContext()->WaitAllAsyncTexImage2DCHROMIUM();
}
-void GLES2DiscardFramebufferEXT(GLenum target,
- GLsizei count,
- const GLenum* attachments) {
+void GL_APIENTRY GLES2DiscardFramebufferEXT(GLenum target,
+ GLsizei count,
+ const GLenum* attachments) {
gles2::GetGLContext()->DiscardFramebufferEXT(target, count, attachments);
}
-void GLES2LoseContextCHROMIUM(GLenum current, GLenum other) {
+void GL_APIENTRY GLES2LoseContextCHROMIUM(GLenum current, GLenum other) {
gles2::GetGLContext()->LoseContextCHROMIUM(current, other);
}
-GLuint GLES2InsertSyncPointCHROMIUM() {
+GLuint GL_APIENTRY GLES2InsertSyncPointCHROMIUM() {
return gles2::GetGLContext()->InsertSyncPointCHROMIUM();
}
-void GLES2WaitSyncPointCHROMIUM(GLuint sync_point) {
+void GL_APIENTRY GLES2WaitSyncPointCHROMIUM(GLuint sync_point) {
gles2::GetGLContext()->WaitSyncPointCHROMIUM(sync_point);
}
-void GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) {
+void GL_APIENTRY GLES2DrawBuffersEXT(GLsizei count, const GLenum* bufs) {
gles2::GetGLContext()->DrawBuffersEXT(count, bufs);
}
-void GLES2DiscardBackbufferCHROMIUM() {
+void GL_APIENTRY GLES2DiscardBackbufferCHROMIUM() {
gles2::GetGLContext()->DiscardBackbufferCHROMIUM();
}
-void GLES2ScheduleOverlayPlaneCHROMIUM(GLint plane_z_order,
- GLenum plane_transform,
- GLuint overlay_texture_id,
- GLint bounds_x,
- GLint bounds_y,
- GLint bounds_width,
- GLint bounds_height,
- GLfloat uv_x,
- GLfloat uv_y,
- GLfloat uv_width,
- GLfloat uv_height) {
+void GL_APIENTRY GLES2ScheduleOverlayPlaneCHROMIUM(GLint plane_z_order,
+ GLenum plane_transform,
+ GLuint overlay_texture_id,
+ GLint bounds_x,
+ GLint bounds_y,
+ GLint bounds_width,
+ GLint bounds_height,
+ GLfloat uv_x,
+ GLfloat uv_y,
+ GLfloat uv_width,
+ GLfloat uv_height) {
gles2::GetGLContext()->ScheduleOverlayPlaneCHROMIUM(
plane_z_order, plane_transform, overlay_texture_id, bounds_x, bounds_y,
bounds_width, bounds_height, uv_x, uv_y, uv_width, uv_height);
}
-void GLES2SwapInterval(GLint interval) {
+void GL_APIENTRY GLES2SwapInterval(GLint interval) {
gles2::GetGLContext()->SwapInterval(interval);
}
-void GLES2FlushDriverCachesCHROMIUM() {
+void GL_APIENTRY GLES2FlushDriverCachesCHROMIUM() {
gles2::GetGLContext()->FlushDriverCachesCHROMIUM();
}
-void GLES2MatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat* m) {
+void GL_APIENTRY GLES2MatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat* m) {
gles2::GetGLContext()->MatrixLoadfCHROMIUM(matrixMode, m);
}
-void GLES2MatrixLoadIdentityCHROMIUM(GLenum matrixMode) {
+void GL_APIENTRY GLES2MatrixLoadIdentityCHROMIUM(GLenum matrixMode) {
gles2::GetGLContext()->MatrixLoadIdentityCHROMIUM(matrixMode);
}
-GLuint GLES2GenPathsCHROMIUM(GLsizei range) {
+GLuint GL_APIENTRY GLES2GenPathsCHROMIUM(GLsizei range) {
return gles2::GetGLContext()->GenPathsCHROMIUM(range);
}
-void GLES2DeletePathsCHROMIUM(GLuint path, GLsizei range) {
+void GL_APIENTRY GLES2DeletePathsCHROMIUM(GLuint path, GLsizei range) {
gles2::GetGLContext()->DeletePathsCHROMIUM(path, range);
}
-GLboolean GLES2IsPathCHROMIUM(GLuint path) {
+GLboolean GL_APIENTRY GLES2IsPathCHROMIUM(GLuint path) {
return gles2::GetGLContext()->IsPathCHROMIUM(path);
}
-void GLES2PathCommandsCHROMIUM(GLuint path,
- GLsizei numCommands,
- const GLubyte* commands,
- GLsizei numCoords,
- GLenum coordType,
- const GLvoid* coords) {
+void GL_APIENTRY GLES2PathCommandsCHROMIUM(GLuint path,
+ GLsizei numCommands,
+ const GLubyte* commands,
+ GLsizei numCoords,
+ GLenum coordType,
+ const GLvoid* coords) {
gles2::GetGLContext()->PathCommandsCHROMIUM(path, numCommands, commands,
numCoords, coordType, coords);
}
-void GLES2PathParameterfCHROMIUM(GLuint path, GLenum pname, GLfloat value) {
+void GL_APIENTRY GLES2PathParameterfCHROMIUM(GLuint path,
+ GLenum pname,
+ GLfloat value) {
gles2::GetGLContext()->PathParameterfCHROMIUM(path, pname, value);
}
-void GLES2PathParameteriCHROMIUM(GLuint path, GLenum pname, GLint value) {
+void GL_APIENTRY GLES2PathParameteriCHROMIUM(GLuint path,
+ GLenum pname,
+ GLint value) {
gles2::GetGLContext()->PathParameteriCHROMIUM(path, pname, value);
}
-void GLES2PathStencilFuncCHROMIUM(GLenum func, GLint ref, GLuint mask) {
+void GL_APIENTRY GLES2PathStencilFuncCHROMIUM(GLenum func,
+ GLint ref,
+ GLuint mask) {
gles2::GetGLContext()->PathStencilFuncCHROMIUM(func, ref, mask);
}
-void GLES2StencilFillPathCHROMIUM(GLuint path, GLenum fillMode, GLuint mask) {
+void GL_APIENTRY GLES2StencilFillPathCHROMIUM(GLuint path,
+ GLenum fillMode,
+ GLuint mask) {
gles2::GetGLContext()->StencilFillPathCHROMIUM(path, fillMode, mask);
}
-void GLES2StencilStrokePathCHROMIUM(GLuint path, GLint reference, GLuint mask) {
+void GL_APIENTRY GLES2StencilStrokePathCHROMIUM(GLuint path,
+ GLint reference,
+ GLuint mask) {
gles2::GetGLContext()->StencilStrokePathCHROMIUM(path, reference, mask);
}
-void GLES2CoverFillPathCHROMIUM(GLuint path, GLenum coverMode) {
+void GL_APIENTRY GLES2CoverFillPathCHROMIUM(GLuint path, GLenum coverMode) {
gles2::GetGLContext()->CoverFillPathCHROMIUM(path, coverMode);
}
-void GLES2CoverStrokePathCHROMIUM(GLuint path, GLenum coverMode) {
+void GL_APIENTRY GLES2CoverStrokePathCHROMIUM(GLuint path, GLenum coverMode) {
gles2::GetGLContext()->CoverStrokePathCHROMIUM(path, coverMode);
}
-void GLES2StencilThenCoverFillPathCHROMIUM(GLuint path,
- GLenum fillMode,
- GLuint mask,
- GLenum coverMode) {
+void GL_APIENTRY GLES2StencilThenCoverFillPathCHROMIUM(GLuint path,
+ GLenum fillMode,
+ GLuint mask,
+ GLenum coverMode) {
gles2::GetGLContext()->StencilThenCoverFillPathCHROMIUM(path, fillMode, mask,
coverMode);
}
-void GLES2StencilThenCoverStrokePathCHROMIUM(GLuint path,
- GLint reference,
- GLuint mask,
- GLenum coverMode) {
+void GL_APIENTRY GLES2StencilThenCoverStrokePathCHROMIUM(GLuint path,
+ GLint reference,
+ GLuint mask,
+ GLenum coverMode) {
gles2::GetGLContext()->StencilThenCoverStrokePathCHROMIUM(path, reference,
mask, coverMode);
}
-GLenum GLES2GetGraphicsResetStatusKHR() {
+GLenum GL_APIENTRY GLES2GetGraphicsResetStatusKHR() {
return gles2::GetGLContext()->GetGraphicsResetStatusKHR();
}
-void GLES2BlendBarrierKHR() {
+void GL_APIENTRY GLES2BlendBarrierKHR() {
gles2::GetGLContext()->BlendBarrierKHR();
}
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