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Unified Diff: ui/gl/gl_bindings_skia_in_process.cc

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: ui/gl/gl_bindings_skia_in_process.cc
diff --git a/ui/gl/gl_bindings_skia_in_process.cc b/ui/gl/gl_bindings_skia_in_process.cc
index fe44954263cc4a670e6506e159e72522164af2d6..d76bd7aba160845feac916ba5c51cb2694aee5e9 100644
--- a/ui/gl/gl_bindings_skia_in_process.cc
+++ b/ui/gl/gl_bindings_skia_in_process.cc
@@ -17,618 +17,794 @@ extern "C" {
// via gl_bindings.h use call-type GL_BINDING_CALL, which on Windows is stdcall.
// Skia has been built such that its GrGLInterface GL pointers are __cdecl.
-GLvoid StubGLActiveTexture(GLenum texture) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLActiveTexture(GLenum texture) {
glActiveTexture(texture);
}
-GLvoid StubGLAttachShader(GLuint program, GLuint shader) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLAttachShader(GLuint program, GLuint shader) {
glAttachShader(program, shader);
}
-GLvoid StubGLBeginQuery(GLenum target, GLuint id) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBeginQuery(GLenum target, GLuint id) {
glBeginQuery(target, id);
}
-GLvoid StubGLBindAttribLocation(GLuint program, GLuint index,
- const char* name) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBindAttribLocation(GLuint program,
+ GLuint index,
+ const char* name) {
glBindAttribLocation(program, index, name);
}
-GLvoid StubGLBindBuffer(GLenum target, GLuint buffer) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBindBuffer(GLenum target, GLuint buffer) {
glBindBuffer(target, buffer);
}
-GLvoid StubGLBindFragDataLocation(GLuint program, GLuint colorNumber,
- const GLchar * name) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBindFragDataLocation(GLuint program,
+ GLuint colorNumber,
+ const GLchar* name) {
glBindFragDataLocation(program, colorNumber, name);
}
-GLvoid StubGLBindFragDataLocationIndexed(GLuint program, GLuint colorNumber,
- GLuint index, const GLchar * name) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLBindFragDataLocationIndexed(GLuint program,
+ GLuint colorNumber,
+ GLuint index,
+ const GLchar* name) {
glBindFragDataLocationIndexed(program, colorNumber, index, name);
}
-GLvoid StubGLBindFramebuffer(GLenum target, GLuint framebuffer) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBindFramebuffer(GLenum target,
+ GLuint framebuffer) {
glBindFramebufferEXT(target, framebuffer);
}
-GLvoid StubGLBindRenderbuffer(GLenum target, GLuint renderbuffer) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBindRenderbuffer(GLenum target,
+ GLuint renderbuffer) {
glBindRenderbufferEXT(target, renderbuffer);
}
-GLvoid StubGLBindTexture(GLenum target, GLuint texture) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBindTexture(GLenum target, GLuint texture) {
glBindTexture(target, texture);
}
-GLvoid StubGLBindVertexArray(GLuint array) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBindVertexArray(GLuint array) {
glBindVertexArrayOES(array);
}
-GLvoid StubGLBlendBarrier() {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBlendBarrier() {
glBlendBarrierKHR();
}
-GLvoid StubGLBlendColor(GLclampf red, GLclampf green, GLclampf blue,
- GLclampf alpha) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBlendColor(GLclampf red,
+ GLclampf green,
+ GLclampf blue,
+ GLclampf alpha) {
glBlendColor(red, green, blue, alpha);
}
-GLvoid StubGLBlendEquation(GLenum mode) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBlendEquation(GLenum mode) {
glBlendEquation(mode);
}
-GLvoid StubGLBlendFunc(GLenum sfactor, GLenum dfactor) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBlendFunc(GLenum sfactor, GLenum dfactor) {
glBlendFunc(sfactor, dfactor);
}
-GLvoid StubGLBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
- GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
- GLbitfield mask, GLenum filter) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBlitFramebuffer(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter) {
glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1,
mask, filter);
}
-GLvoid StubGLBufferData(GLenum target, GLsizeiptr size, const void* data,
- GLenum usage) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBufferData(GLenum target,
+ GLsizeiptr size,
+ const void* data,
+ GLenum usage) {
glBufferData(target, size, data, usage);
}
-GLvoid StubGLBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size,
- const void* data) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLBufferSubData(GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void* data) {
glBufferSubData(target, offset, size, data);
}
-GLenum StubGLCheckFramebufferStatus(GLenum target) {
+GLenum GR_GL_FUNCTION_TYPE StubGLCheckFramebufferStatus(GLenum target) {
return glCheckFramebufferStatusEXT(target);
}
-GLvoid StubGLClear(GLbitfield mask) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLClear(GLbitfield mask) {
glClear(mask);
}
-GLvoid StubGLClearColor(GLclampf red, GLclampf green, GLclampf blue,
- GLclampf alpha) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLClearColor(GLclampf red,
+ GLclampf green,
+ GLclampf blue,
+ GLclampf alpha) {
glClearColor(red, green, blue, alpha);
}
-GLvoid StubGLClearStencil(GLint s) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLClearStencil(GLint s) {
glClearStencil(s);
}
-GLvoid StubGLColorMask(GLboolean red, GLboolean green, GLboolean blue,
- GLboolean alpha) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLColorMask(GLboolean red,
+ GLboolean green,
+ GLboolean blue,
+ GLboolean alpha) {
glColorMask(red, green, blue, alpha);
}
-GLvoid StubGLCompileShader(GLuint shader) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLCompileShader(GLuint shader) {
glCompileShader(shader);
}
-GLvoid StubGLCompressedTexImage2D(GLenum target, GLint level,
- GLenum internalformat, GLsizei width,
- GLsizei height, GLint border,
- GLsizei imageSize, const void* data) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLCompressedTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void* data) {
glCompressedTexImage2D(target, level, internalformat, width, height, border,
imageSize, data);
}
-GLvoid StubGLCopyTexSubImage2D(GLenum target, GLint level,
- GLint xoffset, GLint yoffset,
- GLint x, GLint y,
- GLsizei width, GLsizei height) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLCopyTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) {
glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
-GLuint StubGLCreateProgram(void) {
+GLuint GR_GL_FUNCTION_TYPE StubGLCreateProgram(void) {
return glCreateProgram();
}
-GLuint StubGLCreateShader(GLenum type) {
+GLuint GR_GL_FUNCTION_TYPE StubGLCreateShader(GLenum type) {
return glCreateShader(type);
}
-GLvoid StubGLCullFace(GLenum mode) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLCullFace(GLenum mode) {
glCullFace(mode);
}
-GLvoid StubGLDeleteBuffers(GLsizei n, const GLuint* buffers) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteBuffers(GLsizei n,
+ const GLuint* buffers) {
glDeleteBuffersARB(n, buffers);
}
-GLvoid StubGLDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
glDeleteFramebuffersEXT(n, framebuffers);
}
-GLvoid StubGLDeleteQueries(GLsizei n, const GLuint* ids) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteQueries(GLsizei n, const GLuint* ids) {
glDeleteQueries(n, ids);
}
-GLvoid StubGLDeleteProgram(GLuint program) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteProgram(GLuint program) {
glDeleteProgram(program);
}
-GLvoid StubGLDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
glDeleteRenderbuffersEXT(n, renderbuffers);
}
-GLvoid StubGLDeleteShader(GLuint shader) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteShader(GLuint shader) {
glDeleteShader(shader);
}
-GLvoid StubGLDeleteTextures(GLsizei n, const GLuint* textures) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteTextures(GLsizei n,
+ const GLuint* textures) {
glDeleteTextures(n, textures);
}
-GLvoid StubGLDeleteVertexArrays(GLsizei n, const GLuint* arrays) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDeleteVertexArrays(GLsizei n,
+ const GLuint* arrays) {
glDeleteVertexArraysOES(n, arrays);
}
-GLvoid StubGLDepthMask(GLboolean flag) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDepthMask(GLboolean flag) {
glDepthMask(flag);
}
-GLvoid StubGLDisable(GLenum cap) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDisable(GLenum cap) {
glDisable(cap);
}
-GLvoid StubGLDisableVertexAttribArray(GLuint index) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDisableVertexAttribArray(GLuint index) {
glDisableVertexAttribArray(index);
}
-GLvoid StubGLDiscardFramebuffer(GLenum target, GLsizei numAttachments,
- const GLenum *attachments) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDiscardFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments) {
glDiscardFramebufferEXT(target, numAttachments, attachments);
}
-GLvoid StubGLDrawArrays(GLenum mode, GLint first, GLsizei count) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDrawArrays(GLenum mode,
+ GLint first,
+ GLsizei count) {
glDrawArrays(mode, first, count);
}
-GLvoid StubGLDrawBuffer(GLenum mode) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDrawBuffer(GLenum mode) {
glDrawBuffer(mode);
}
-GLvoid StubGLDrawBuffers(GLsizei n, const GLenum* bufs) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDrawBuffers(GLsizei n, const GLenum* bufs) {
glDrawBuffersARB(n, bufs);
}
-GLvoid StubGLDrawElements(GLenum mode, GLsizei count, GLenum type,
- const void* indices) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLDrawElements(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void* indices) {
glDrawElements(mode, count, type, indices);
}
-GLvoid StubGLEnable(GLenum cap) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLEnable(GLenum cap) {
glEnable(cap);
}
-GLvoid StubGLEnableVertexAttribArray(GLuint index) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLEnableVertexAttribArray(GLuint index) {
glEnableVertexAttribArray(index);
}
-GLvoid StubGLEndQuery(GLenum target) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLEndQuery(GLenum target) {
glEndQuery(target);
}
-GLvoid StubGLFinish() {
+GLvoid GR_GL_FUNCTION_TYPE StubGLFinish() {
glFinish();
}
-GLvoid StubGLFlush() {
+GLvoid GR_GL_FUNCTION_TYPE StubGLFlush() {
glFlush();
}
-GLvoid StubGLFlushMappedBufferRange(GLenum target, GLintptr offset,
- GLsizeiptr length) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLFlushMappedBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length) {
glFlushMappedBufferRange(target, offset, length);
}
-GLvoid StubGLFramebufferRenderbuffer(GLenum target, GLenum attachment,
- GLenum renderbuffertarget,
- GLuint renderbuffer) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLFramebufferRenderbuffer(GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer) {
glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget,
renderbuffer);
}
-GLvoid StubGLFramebufferTexture2D(GLenum target, GLenum attachment,
- GLenum textarget, GLuint texture,
- GLint level) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLFramebufferTexture2D(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level) {
glFramebufferTexture2DEXT(target, attachment, textarget, texture, level);
}
-GLvoid StubGLFramebufferTexture2DMultisample(GLenum target, GLenum attachment,
- GLenum textarget, GLuint texture,
- GLint level, GLsizei samples) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLFramebufferTexture2DMultisample(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLsizei samples) {
glFramebufferTexture2DMultisampleEXT(target, attachment, textarget, texture,
level, samples);
}
-GLvoid StubGLFrontFace(GLenum mode) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLFrontFace(GLenum mode) {
glFrontFace(mode);
}
-GLvoid StubGLGenBuffers(GLsizei n, GLuint* buffers) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGenBuffers(GLsizei n, GLuint* buffers) {
glGenBuffersARB(n, buffers);
}
-GLvoid StubGLGenFramebuffers(GLsizei n, GLuint* framebuffers) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGenFramebuffers(GLsizei n,
+ GLuint* framebuffers) {
glGenFramebuffersEXT(n, framebuffers);
}
-GLvoid StubGLGenQueries(GLsizei n, GLuint* ids) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGenQueries(GLsizei n, GLuint* ids) {
glGenQueries(n, ids);
}
-GLvoid StubGLGenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGenRenderbuffers(GLsizei n,
+ GLuint* renderbuffers) {
glGenRenderbuffersEXT(n, renderbuffers);
}
-GLvoid StubGLGenTextures(GLsizei n, GLuint* textures) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGenTextures(GLsizei n, GLuint* textures) {
glGenTextures(n, textures);
}
-GLvoid StubGLGenVertexArrays(GLsizei n, GLuint* arrays) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGenVertexArrays(GLsizei n, GLuint* arrays) {
glGenVertexArraysOES(n, arrays);
}
-GLvoid StubGLGenerateMipmap(GLenum target){
+GLvoid GR_GL_FUNCTION_TYPE StubGLGenerateMipmap(GLenum target) {
glGenerateMipmapEXT(target);
}
-GLvoid StubGLGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetBufferParameteriv(GLenum target,
+ GLenum pname,
+ GLint* params) {
glGetBufferParameteriv(target, pname, params);
}
-GLvoid StubGLGetFramebufferAttachmentParameteriv(GLenum target,
- GLenum attachment,
- GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLGetFramebufferAttachmentParameteriv(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint* params) {
glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, params);
}
-GLenum StubGLGetError() {
+GLenum GR_GL_FUNCTION_TYPE StubGLGetError() {
return glGetError();
}
-GLvoid StubGLGetIntegerv(GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetIntegerv(GLenum pname, GLint* params) {
glGetIntegerv(pname, params);
}
-GLvoid StubGLGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length,
- char* infolog) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetProgramInfoLog(GLuint program,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* infolog) {
glGetProgramInfoLog(program, bufsize, length, infolog);
}
-GLvoid StubGLGetProgramiv(GLuint program, GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetProgramiv(GLuint program,
+ GLenum pname,
+ GLint* params) {
glGetProgramiv(program, pname, params);
}
-GLvoid StubGLGetRenderbufferParameteriv(GLenum target,
- GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetRenderbufferParameteriv(GLenum target,
+ GLenum pname,
+ GLint* params) {
glGetRenderbufferParameterivEXT(target, pname, params);
}
-GLvoid StubGLGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length,
- char* infolog) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetShaderInfoLog(GLuint shader,
+ GLsizei bufsize,
+ GLsizei* length,
+ char* infolog) {
glGetShaderInfoLog(shader, bufsize, length, infolog);
}
-GLvoid StubGLGetShaderiv(GLuint shader, GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetShaderiv(GLuint shader,
+ GLenum pname,
+ GLint* params) {
glGetShaderiv(shader, pname, params);
}
-GLvoid StubGLGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
- GLint *range, GLint *precision) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetShaderPrecisionFormat(GLenum shadertype,
+ GLenum precisiontype,
+ GLint* range,
+ GLint* precision) {
glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}
-const GLubyte* StubGLGetString(GLenum name) {
+const GLubyte* GR_GL_FUNCTION_TYPE StubGLGetString(GLenum name) {
return glGetString(name);
}
-const GLubyte* StubGLGetStringi(GLenum name, GLuint index) {
+const GLubyte* GR_GL_FUNCTION_TYPE StubGLGetStringi(GLenum name, GLuint index) {
return glGetStringi(name, index);
}
-GLvoid StubGLGetQueryiv(GLenum target, GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryiv(GLenum target,
+ GLenum pname,
+ GLint* params) {
glGetQueryiv(target, pname, params);
}
-GLvoid StubGLGetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryObjecti64v(GLuint id,
+ GLenum pname,
+ GLint64* params) {
glGetQueryObjecti64v(id, pname, params);
}
-GLvoid StubGLGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryObjectiv(GLuint id,
+ GLenum pname,
+ GLint* params) {
glGetQueryObjectiv(id, pname, params);
}
-GLvoid StubGLGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryObjectui64v(GLuint id,
+ GLenum pname,
+ GLuint64* params) {
glGetQueryObjectui64v(id, pname, params);
}
-GLvoid StubGLGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetQueryObjectuiv(GLuint id,
+ GLenum pname,
+ GLuint* params) {
glGetQueryObjectuiv(id, pname, params);
}
-GLvoid StubGLGetTexLevelParameteriv(GLenum target, GLint level,
- GLenum pname, GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLGetTexLevelParameteriv(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLint* params) {
glGetTexLevelParameteriv(target, level, pname, params);
}
-GLint StubGLGetUniformLocation(GLuint program, const char* name) {
+GLint GR_GL_FUNCTION_TYPE StubGLGetUniformLocation(GLuint program,
+ const char* name) {
return glGetUniformLocation(program, name);
}
-GLvoid StubGLInsertEventMarker(GLsizei length, const char* marker) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLInsertEventMarker(GLsizei length,
+ const char* marker) {
glInsertEventMarkerEXT(length, marker);
}
-GLvoid StubGLInvalidateFramebuffer(GLenum target, GLsizei numAttachments,
- const GLenum* attachments) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLInvalidateFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments) {
glInvalidateFramebuffer(target, numAttachments, attachments);
}
-GLvoid StubGLInvalidateSubFramebuffer(GLenum target,
- GLsizei numAttachments,
- const GLenum* attachments,
- GLint x, GLint y,
- GLsizei width, GLsizei height) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLInvalidateSubFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum* attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) {
glInvalidateSubFramebuffer(target, numAttachments, attachments,
x, y, width, height);
}
-GLvoid StubGLLineWidth(GLfloat width) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLLineWidth(GLfloat width) {
glLineWidth(width);
}
-GLvoid StubGLLinkProgram(GLuint program) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLLinkProgram(GLuint program) {
glLinkProgram(program);
}
-void* StubGLMapBuffer(GLenum target, GLenum access) {
+void* GR_GL_FUNCTION_TYPE StubGLMapBuffer(GLenum target, GLenum access) {
return glMapBuffer(target, access);
}
-void* StubGLMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length,
- GLbitfield access) {
+void* GR_GL_FUNCTION_TYPE StubGLMapBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access) {
return glMapBufferRange(target, offset, length, access);
}
-GLvoid StubGLPixelStorei(GLenum pname, GLint param) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLPixelStorei(GLenum pname, GLint param) {
glPixelStorei(pname, param);
}
-GLvoid StubGLPopGroupMarker() {
+GLvoid GR_GL_FUNCTION_TYPE StubGLPopGroupMarker() {
glPopGroupMarkerEXT();
}
-GLvoid StubGLPushGroupMarker(GLsizei length, const char* marker) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLPushGroupMarker(GLsizei length,
+ const char* marker) {
glPushGroupMarkerEXT(length, marker);
}
-GLvoid StubGLQueryCounter(GLuint id, GLenum target) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLQueryCounter(GLuint id, GLenum target) {
glQueryCounter(id, target);
}
-GLvoid StubGLReadBuffer(GLenum src) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLReadBuffer(GLenum src) {
glReadBuffer(src);
}
-GLvoid StubGLReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
- GLenum format, GLenum type, void* pixels) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLReadPixels(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ void* pixels) {
glReadPixels(x, y, width, height, format, type, pixels);
}
-GLvoid StubGLRenderbufferStorage(GLenum target, GLenum internalformat,
- GLsizei width, GLsizei height) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLRenderbufferStorage(GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) {
glRenderbufferStorageEXT(target, internalformat, width, height);
}
-GLvoid StubGLRenderbufferStorageMultisample(GLenum target, GLsizei samples,
- GLenum internalformat,
- GLsizei width, GLsizei height) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLRenderbufferStorageMultisample(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height) {
glRenderbufferStorageMultisampleEXT(target, samples, internalformat, width,
height);
}
-GLvoid StubGLScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLScissor(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) {
glScissor(x, y, width, height);
}
-GLvoid StubGLShaderSource(GLuint shader, GLsizei count, const char* const* str,
- const GLint* length) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLShaderSource(GLuint shader,
+ GLsizei count,
+ const char* const* str,
+ const GLint* length) {
glShaderSource(shader, count, str, length);
}
-GLvoid StubGLStencilFunc(GLenum func, GLint ref, GLuint mask) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLStencilFunc(GLenum func,
+ GLint ref,
+ GLuint mask) {
glStencilFunc(func, ref, mask);
}
-GLvoid StubGLStencilFuncSeparate(GLenum face, GLenum func, GLint ref,
- GLuint mask) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLStencilFuncSeparate(GLenum face,
+ GLenum func,
+ GLint ref,
+ GLuint mask) {
glStencilFuncSeparate(face, func, ref, mask);
}
-GLvoid StubGLStencilMask(GLuint mask) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLStencilMask(GLuint mask) {
glStencilMask(mask);
}
-GLvoid StubGLStencilMaskSeparate(GLenum face, GLuint mask) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLStencilMaskSeparate(GLenum face, GLuint mask) {
glStencilMaskSeparate(face, mask);
}
-GLvoid StubGLStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLStencilOp(GLenum fail,
+ GLenum zfail,
+ GLenum zpass) {
glStencilOp(fail, zfail, zpass);
}
-GLvoid StubGLStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail,
- GLenum zpass) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLStencilOpSeparate(GLenum face,
+ GLenum fail,
+ GLenum zfail,
+ GLenum zpass) {
glStencilOpSeparate(face, fail, zfail, zpass);
}
-GLvoid StubGLTexImage2D(GLenum target, GLint level, GLint internalformat,
- GLsizei width, GLsizei height, GLint border,
- GLenum format, GLenum type, const void* pixels) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLTexImage2D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void* pixels) {
glTexImage2D(target, level, internalformat, width, height, border, format,
type, pixels);
}
-GLvoid StubGLTexParameteri(GLenum target, GLenum pname, GLint param) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLTexParameteri(GLenum target,
+ GLenum pname,
+ GLint param) {
glTexParameteri(target, pname, param);
}
-GLvoid StubGLTexParameteriv(GLenum target, GLenum pname, const GLint* params) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLTexParameteriv(GLenum target,
+ GLenum pname,
+ const GLint* params) {
glTexParameteriv(target, pname, params);
}
-GLvoid StubGLTexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat,
- GLsizei width, GLsizei height) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLTexStorage2D(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height) {
glTexStorage2DEXT(target, levels, internalFormat, width, height);
}
-GLvoid StubGLTexSubImage2D(GLenum target, GLint level, GLint xoffset,
- GLint yoffset, GLsizei width, GLsizei height,
- GLenum format, GLenum type, const void* pixels) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void* pixels) {
glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type,
pixels);
}
-GLvoid StubGLUniform1f(GLint location, GLfloat v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform1f(GLint location, GLfloat v) {
glUniform1f(location, v);
}
-GLvoid StubGLUniform1i(GLint location, GLint v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform1i(GLint location, GLint v) {
glUniform1i(location, v);
}
-GLvoid StubGLUniform1fv(GLint location, GLsizei count, const GLfloat* v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform1fv(GLint location,
+ GLsizei count,
+ const GLfloat* v) {
glUniform1fv(location, count, v);
}
-GLvoid StubGLUniform1iv(GLint location, GLsizei count, const GLint* v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform1iv(GLint location,
+ GLsizei count,
+ const GLint* v) {
glUniform1iv(location, count, v);
}
-GLvoid StubGLUniform2f(GLint location, GLfloat v0, GLfloat v1) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform2f(GLint location,
+ GLfloat v0,
+ GLfloat v1) {
glUniform2f(location, v0, v1);
}
-GLvoid StubGLUniform2i(GLint location, GLint v0, GLint v1) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform2i(GLint location, GLint v0, GLint v1) {
glUniform2i(location, v0, v1);
}
-GLvoid StubGLUniform2fv(GLint location, GLsizei count, const GLfloat* v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform2fv(GLint location,
+ GLsizei count,
+ const GLfloat* v) {
glUniform2fv(location, count, v);
}
-GLvoid StubGLUniform2iv(GLint location, GLsizei count, const GLint* v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform2iv(GLint location,
+ GLsizei count,
+ const GLint* v) {
glUniform2iv(location, count, v);
}
-GLvoid StubGLUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform3f(GLint location,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2) {
glUniform3f(location, v0, v1, v2);
}
-GLvoid StubGLUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform3i(GLint location,
+ GLint v0,
+ GLint v1,
+ GLint v2) {
glUniform3i(location, v0, v1, v2);
}
-GLvoid StubGLUniform3fv(GLint location, GLsizei count, const GLfloat* v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform3fv(GLint location,
+ GLsizei count,
+ const GLfloat* v) {
glUniform3fv(location, count, v);
}
-GLvoid StubGLUniform3iv(GLint location, GLsizei count, const GLint* v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform3iv(GLint location,
+ GLsizei count,
+ const GLint* v) {
glUniform3iv(location, count, v);
}
-GLvoid StubGLUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
- GLfloat v3) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform4f(GLint location,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2,
+ GLfloat v3) {
glUniform4f(location, v0, v1, v2, v3);
}
-GLvoid StubGLUniform4i(GLint location, GLint v0, GLint v1, GLint v2,
- GLint v3) {
+GLvoid GR_GL_FUNCTION_TYPE
+StubGLUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
glUniform4i(location, v0, v1, v2, v3);
}
-GLvoid StubGLUniform4fv(GLint location, GLsizei count, const GLfloat* v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform4fv(GLint location,
+ GLsizei count,
+ const GLfloat* v) {
glUniform4fv(location, count, v);
}
-GLvoid StubGLUniform4iv(GLint location, GLsizei count, const GLint* v) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniform4iv(GLint location,
+ GLsizei count,
+ const GLint* v) {
glUniform4iv(location, count, v);
}
-GLvoid StubGLUniformMatrix2fv(GLint location, GLsizei count,
- GLboolean transpose, const GLfloat* value) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniformMatrix2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
glUniformMatrix2fv(location, count, transpose, value);
}
-GLvoid StubGLUniformMatrix3fv(GLint location, GLsizei count,
- GLboolean transpose, const GLfloat* value) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniformMatrix3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
glUniformMatrix3fv(location, count, transpose, value);
}
-GLvoid StubGLUniformMatrix4fv(GLint location, GLsizei count,
- GLboolean transpose, const GLfloat* value) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUniformMatrix4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat* value) {
glUniformMatrix4fv(location, count, transpose, value);
}
-GLboolean StubGLUnmapBuffer(GLenum target) {
+GLboolean GR_GL_FUNCTION_TYPE StubGLUnmapBuffer(GLenum target) {
return glUnmapBuffer(target);
}
-GLvoid StubGLUseProgram(GLuint program) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLUseProgram(GLuint program) {
glUseProgram(program);
}
-GLvoid StubGLVertexAttrib1f(GLuint indx, const GLfloat value) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttrib1f(GLuint indx,
+ const GLfloat value) {
glVertexAttrib1f(indx, value);
}
-GLvoid StubGLVertexAttrib2fv(GLuint indx, const GLfloat* values) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttrib2fv(GLuint indx,
+ const GLfloat* values) {
glVertexAttrib2fv(indx, values);
}
-GLvoid StubGLVertexAttrib3fv(GLuint indx, const GLfloat* values) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttrib3fv(GLuint indx,
+ const GLfloat* values) {
glVertexAttrib3fv(indx, values);
}
-GLvoid StubGLVertexAttrib4fv(GLuint indx, const GLfloat* values) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttrib4fv(GLuint indx,
+ const GLfloat* values) {
glVertexAttrib4fv(indx, values);
}
-GLvoid StubGLVertexAttribPointer(GLuint indx, GLint size, GLenum type,
- GLboolean normalized, GLsizei stride,
- const void* ptr) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLVertexAttribPointer(GLuint indx,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLsizei stride,
+ const void* ptr) {
glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
}
-GLvoid StubGLViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
+GLvoid GR_GL_FUNCTION_TYPE StubGLViewport(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height) {
glViewport(x, y, width, height);
}
-GLint StubGLGetProgramResourceLocation(GLuint program,
- GLenum programInterface,
- const char* name) {
+GLint GR_GL_FUNCTION_TYPE
+StubGLGetProgramResourceLocation(GLuint program,
+ GLenum programInterface,
+ const char* name) {
return glGetProgramResourceLocation(program, programInterface, name);
}
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