Commit eb195b6e by Nicolas Capens

Dispatch GLESv2 entry functions to avoid resolving to the same symbol.

Bug 18752589 Change-Id: I39ddf9a6146c174e4af3cc620f812b0f284877c2 Reviewed-on: https://swiftshader-review.googlesource.com/2981Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent 83c3c967
......@@ -24,7 +24,6 @@
#include "Query.h"
#include "common/debug.h"
#include "Common/Version.h"
#include "Main/Register.hpp"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
......@@ -36,7 +35,8 @@
#include <cutils/log.h>
#endif
using namespace es2;
namespace es2
{
typedef std::pair<GLenum, GLenum> InternalFormatTypePair;
typedef std::map<InternalFormatTypePair, GLenum> FormatMap;
......@@ -136,10 +136,10 @@ static bool validateColorBufferFormat(GLenum textureFormat, GLenum colorbufferFo
{
case GL_ALPHA:
if(colorbufferFormat != GL_ALPHA &&
colorbufferFormat != GL_RGBA &&
colorbufferFormat != GL_RGBA4 &&
colorbufferFormat != GL_RGB5_A1 &&
colorbufferFormat != GL_RGBA8_OES)
colorbufferFormat != GL_RGBA &&
colorbufferFormat != GL_RGBA4 &&
colorbufferFormat != GL_RGB5_A1 &&
colorbufferFormat != GL_RGBA8_OES)
{
return error(GL_INVALID_OPERATION, false);
}
......@@ -147,12 +147,12 @@ static bool validateColorBufferFormat(GLenum textureFormat, GLenum colorbufferFo
case GL_LUMINANCE:
case GL_RGB:
if(colorbufferFormat != GL_RGB &&
colorbufferFormat != GL_RGB565 &&
colorbufferFormat != GL_RGB8_OES &&
colorbufferFormat != GL_RGBA &&
colorbufferFormat != GL_RGBA4 &&
colorbufferFormat != GL_RGB5_A1 &&
colorbufferFormat != GL_RGBA8_OES)
colorbufferFormat != GL_RGB565 &&
colorbufferFormat != GL_RGB8_OES &&
colorbufferFormat != GL_RGBA &&
colorbufferFormat != GL_RGBA4 &&
colorbufferFormat != GL_RGB5_A1 &&
colorbufferFormat != GL_RGBA8_OES)
{
return error(GL_INVALID_OPERATION, false);
}
......@@ -160,9 +160,9 @@ static bool validateColorBufferFormat(GLenum textureFormat, GLenum colorbufferFo
case GL_LUMINANCE_ALPHA:
case GL_RGBA:
if(colorbufferFormat != GL_RGBA &&
colorbufferFormat != GL_RGBA4 &&
colorbufferFormat != GL_RGB5_A1 &&
colorbufferFormat != GL_RGBA8_OES)
colorbufferFormat != GL_RGBA4 &&
colorbufferFormat != GL_RGB5_A1 &&
colorbufferFormat != GL_RGBA8_OES)
{
return error(GL_INVALID_OPERATION, false);
}
......@@ -287,10 +287,7 @@ static bool ValidateInternalFormat3D(GLenum internalformat, GLenum format, GLenu
return false;
}
extern "C"
{
GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture)
void ActiveTexture(GLenum texture)
{
TRACE("(GLenum texture = 0x%X)", texture);
......@@ -307,7 +304,7 @@ GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture)
}
}
GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
void AttachShader(GLuint program, GLuint shader)
{
TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
......@@ -349,7 +346,7 @@ GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
}
}
GL_APICALL void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint name)
void BeginQueryEXT(GLenum target, GLuint name)
{
TRACE("(GLenum target = 0x%X, GLuint name = %d)", target, name);
......@@ -375,7 +372,7 @@ GL_APICALL void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint name)
}
}
GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
void BindAttribLocation(GLuint program, GLuint index, const GLchar* name)
{
TRACE("(GLuint program = %d, GLuint index = %d, const GLchar* name = %s)", program, index, name);
......@@ -411,7 +408,7 @@ GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, c
}
}
GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
void BindBuffer(GLenum target, GLuint buffer)
{
TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
......@@ -477,7 +474,7 @@ GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
}
}
GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
void BindFramebuffer(GLenum target, GLuint framebuffer)
{
TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
......@@ -502,7 +499,7 @@ GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
}
}
GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void BindRenderbuffer(GLenum target, GLuint renderbuffer)
{
TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
......@@ -528,7 +525,7 @@ GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffe
}
}
GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
void BindTexture(GLenum target, GLuint texture)
{
TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
......@@ -576,7 +573,7 @@ GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
}
}
GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
red, green, blue, alpha);
......@@ -589,12 +586,12 @@ GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf
}
}
GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode)
void BlendEquation(GLenum mode)
{
glBlendEquationSeparate(mode, mode);
}
GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
......@@ -630,12 +627,12 @@ GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeA
}
}
GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
void BlendFunc(GLenum sfactor, GLenum dfactor)
{
glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
}
GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
srcRGB, dstRGB, srcAlpha, dstAlpha);
......@@ -734,7 +731,7 @@ GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GL
}
}
GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
void BufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
{
size = static_cast<GLint>(size); // Work around issues with some 64-bit applications
......@@ -789,7 +786,7 @@ GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const G
}
}
GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
{
size = static_cast<GLint>(size); // Work around issues with some 64-bit applications
offset = static_cast<GLint>(offset);
......@@ -832,7 +829,7 @@ GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsi
}
}
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
GLenum CheckFramebufferStatus(GLenum target)
{
TRACE("(GLenum target = 0x%X)", target);
......@@ -861,7 +858,7 @@ GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
return 0;
}
GL_APICALL void GL_APIENTRY glClear(GLbitfield mask)
void Clear(GLbitfield mask)
{
TRACE("(GLbitfield mask = %X)", mask);
......@@ -878,7 +875,7 @@ GL_APICALL void GL_APIENTRY glClear(GLbitfield mask)
}
}
GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
red, green, blue, alpha);
......@@ -891,7 +888,7 @@ GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf
}
}
GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth)
void ClearDepthf(GLclampf depth)
{
TRACE("(GLclampf depth = %f)", depth);
......@@ -903,7 +900,7 @@ GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth)
}
}
GL_APICALL void GL_APIENTRY glClearStencil(GLint s)
void ClearStencil(GLint s)
{
TRACE("(GLint s = %d)", s);
......@@ -915,7 +912,7 @@ GL_APICALL void GL_APIENTRY glClearStencil(GLint s)
}
}
GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
red, green, blue, alpha);
......@@ -928,7 +925,7 @@ GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolea
}
}
GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader)
void CompileShader(GLuint shader)
{
TRACE("(GLuint shader = %d)", shader);
......@@ -954,8 +951,8 @@ GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader)
}
}
GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const GLvoid* data)
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const GLvoid* data)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
"GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = %p)",
......@@ -1091,8 +1088,8 @@ GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, G
}
}
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize, const GLvoid* data)
void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize, const GLvoid* data)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
"GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
......@@ -1193,7 +1190,7 @@ GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level
}
}
GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
"GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
......@@ -1289,7 +1286,7 @@ GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum
}
}
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
"GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
......@@ -1366,7 +1363,7 @@ GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLin
}
}
GL_APICALL GLuint GL_APIENTRY glCreateProgram(void)
GLuint CreateProgram(void)
{
TRACE("()");
......@@ -1380,7 +1377,7 @@ GL_APICALL GLuint GL_APIENTRY glCreateProgram(void)
return 0;
}
GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type)
GLuint CreateShader(GLenum type)
{
TRACE("(GLenum type = 0x%X)", type);
......@@ -1401,7 +1398,7 @@ GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type)
return 0;
}
GL_APICALL void GL_APIENTRY glCullFace(GLenum mode)
void CullFace(GLenum mode)
{
TRACE("(GLenum mode = 0x%X)", mode);
......@@ -1424,7 +1421,7 @@ GL_APICALL void GL_APIENTRY glCullFace(GLenum mode)
}
}
GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers)
void DeleteBuffers(GLsizei n, const GLuint* buffers)
{
TRACE("(GLsizei n = %d, const GLuint* buffers = %p)", n, buffers);
......@@ -1444,7 +1441,7 @@ GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers)
}
}
GL_APICALL void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint* fences)
void DeleteFencesNV(GLsizei n, const GLuint* fences)
{
TRACE("(GLsizei n = %d, const GLuint* fences = %p)", n, fences);
......@@ -1464,7 +1461,7 @@ GL_APICALL void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint* fences)
}
}
GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
{
TRACE("(GLsizei n = %d, const GLuint* framebuffers = %p)", n, framebuffers);
......@@ -1487,7 +1484,7 @@ GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* frameb
}
}
GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program)
void DeleteProgram(GLuint program)
{
TRACE("(GLuint program = %d)", program);
......@@ -1516,7 +1513,7 @@ GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program)
}
}
GL_APICALL void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids)
void DeleteQueriesEXT(GLsizei n, const GLuint *ids)
{
TRACE("(GLsizei n = %d, const GLuint *ids = %p)", n, ids);
......@@ -1536,7 +1533,7 @@ GL_APICALL void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids)
}
}
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
{
TRACE("(GLsizei n = %d, const GLuint* renderbuffers = %p)", n, renderbuffers);
......@@ -1556,7 +1553,7 @@ GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint* rende
}
}
GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader)
void DeleteShader(GLuint shader)
{
TRACE("(GLuint shader = %d)", shader);
......@@ -1585,7 +1582,7 @@ GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader)
}
}
GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures)
void DeleteTextures(GLsizei n, const GLuint* textures)
{
TRACE("(GLsizei n = %d, const GLuint* textures = %p)", n, textures);
......@@ -1608,7 +1605,7 @@ GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures)
}
}
GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func)
void DepthFunc(GLenum func)
{
TRACE("(GLenum func = 0x%X)", func);
......@@ -1635,7 +1632,7 @@ GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func)
}
}
GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag)
void DepthMask(GLboolean flag)
{
TRACE("(GLboolean flag = %d)", flag);
......@@ -1647,7 +1644,7 @@ GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag)
}
}
GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar)
void DepthRangef(GLclampf zNear, GLclampf zFar)
{
TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
......@@ -1659,7 +1656,7 @@ GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar)
}
}
GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
void DetachShader(GLuint program, GLuint shader)
{
TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
......@@ -1705,7 +1702,7 @@ GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
}
}
GL_APICALL void GL_APIENTRY glDisable(GLenum cap)
void Disable(GLenum cap)
{
TRACE("(GLenum cap = 0x%X)", cap);
......@@ -1732,7 +1729,7 @@ GL_APICALL void GL_APIENTRY glDisable(GLenum cap)
}
}
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
void DisableVertexAttribArray(GLuint index)
{
TRACE("(GLuint index = %d)", index);
......@@ -1749,7 +1746,7 @@ GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
}
}
GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
void DrawArrays(GLenum mode, GLint first, GLsizei count)
{
TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
......@@ -1786,7 +1783,7 @@ GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count
}
}
GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
void DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
{
TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const GLvoid* indices = %p)",
mode, count, type, indices);
......@@ -1834,7 +1831,7 @@ GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum ty
}
}
GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
void DrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
{
TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d, GLsizei instanceCount = %d)",
mode, first, count, instanceCount);
......@@ -1872,7 +1869,7 @@ GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT(GLenum mode, GLint first, G
}
}
GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
void DrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
{
TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void *indices = %p, GLsizei instanceCount = %d)",
mode, count, type, indices, instanceCount);
......@@ -1920,7 +1917,7 @@ GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT(GLenum mode, GLsizei coun
}
}
GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT(GLuint index, GLuint divisor)
void VertexAttribDivisorEXT(GLuint index, GLuint divisor)
{
TRACE("(GLuint index = %d, GLuint divisor = %d)", index, divisor);
......@@ -1937,7 +1934,7 @@ GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT(GLuint index, GLuint diviso
}
}
GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
void DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
{
TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d, GLsizei instanceCount = %d)",
mode, first, count, instanceCount);
......@@ -1980,7 +1977,7 @@ GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode, GLint first,
}
}
GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
void DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
{
TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void *indices = %p, GLsizei instanceCount = %d)",
mode, count, type, indices, instanceCount);
......@@ -2033,7 +2030,7 @@ GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode, GLsizei co
}
}
GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor)
void VertexAttribDivisorANGLE(GLuint index, GLuint divisor)
{
TRACE("(GLuint index = %d, GLuint divisor = %d)", index, divisor);
......@@ -2050,7 +2047,7 @@ GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divi
}
}
GL_APICALL void GL_APIENTRY glEnable(GLenum cap)
void Enable(GLenum cap)
{
TRACE("(GLenum cap = 0x%X)", cap);
......@@ -2077,7 +2074,7 @@ GL_APICALL void GL_APIENTRY glEnable(GLenum cap)
}
}
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
void EnableVertexAttribArray(GLuint index)
{
TRACE("(GLuint index = %d)", index);
......@@ -2094,7 +2091,7 @@ GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
}
}
GL_APICALL void GL_APIENTRY glEndQueryEXT(GLenum target)
void EndQueryEXT(GLenum target)
{
TRACE("GLenum target = 0x%X)", target);
......@@ -2115,7 +2112,7 @@ GL_APICALL void GL_APIENTRY glEndQueryEXT(GLenum target)
}
}
GL_APICALL void GL_APIENTRY glFinishFenceNV(GLuint fence)
void FinishFenceNV(GLuint fence)
{
TRACE("(GLuint fence = %d)", fence);
......@@ -2134,7 +2131,7 @@ GL_APICALL void GL_APIENTRY glFinishFenceNV(GLuint fence)
}
}
GL_APICALL void GL_APIENTRY glFinish(void)
void Finish(void)
{
TRACE("()");
......@@ -2146,7 +2143,7 @@ GL_APICALL void GL_APIENTRY glFinish(void)
}
}
GL_APICALL void GL_APIENTRY glFlush(void)
void Flush(void)
{
TRACE("()");
......@@ -2158,7 +2155,7 @@ GL_APICALL void GL_APIENTRY glFlush(void)
}
}
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
"GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
......@@ -2208,7 +2205,7 @@ GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum atta
}
}
GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
"GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
......@@ -2306,7 +2303,7 @@ GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachm
}
}
GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode)
void FrontFace(GLenum mode)
{
TRACE("(GLenum mode = 0x%X)", mode);
......@@ -2328,7 +2325,7 @@ GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode)
}
}
GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers)
void GenBuffers(GLsizei n, GLuint* buffers)
{
TRACE("(GLsizei n = %d, GLuint* buffers = %p)", n, buffers);
......@@ -2348,7 +2345,7 @@ GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers)
}
}
GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target)
void GenerateMipmap(GLenum target)
{
TRACE("(GLenum target = 0x%X)", target);
......@@ -2395,7 +2392,7 @@ GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target)
}
}
GL_APICALL void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint* fences)
void GenFencesNV(GLsizei n, GLuint* fences)
{
TRACE("(GLsizei n = %d, GLuint* fences = %p)", n, fences);
......@@ -2415,7 +2412,7 @@ GL_APICALL void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint* fences)
}
}
GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers)
void GenFramebuffers(GLsizei n, GLuint* framebuffers)
{
TRACE("(GLsizei n = %d, GLuint* framebuffers = %p)", n, framebuffers);
......@@ -2435,7 +2432,7 @@ GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers)
}
}
GL_APICALL void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint* ids)
void GenQueriesEXT(GLsizei n, GLuint* ids)
{
TRACE("(GLsizei n = %d, GLuint* ids = %p)", n, ids);
......@@ -2455,7 +2452,7 @@ GL_APICALL void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint* ids)
}
}
GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
void GenRenderbuffers(GLsizei n, GLuint* renderbuffers)
{
TRACE("(GLsizei n = %d, GLuint* renderbuffers = %p)", n, renderbuffers);
......@@ -2475,7 +2472,7 @@ GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
}
}
GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures)
void GenTextures(GLsizei n, GLuint* textures)
{
TRACE("(GLsizei n = %d, GLuint* textures = %p)", n, textures);
......@@ -2495,7 +2492,7 @@ GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures)
}
}
GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei *length = %p, "
"GLint *size = %p, GLenum *type = %p, GLchar *name = %p)",
......@@ -2533,7 +2530,7 @@ GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsi
}
}
GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
{
TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
"GLsizei* length = %p, GLint* size = %p, GLenum* type = %p, GLchar* name = %s)",
......@@ -2571,7 +2568,7 @@ GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLs
}
}
GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
{
TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = %p, GLuint* shaders = %p)",
program, maxcount, count, shaders);
......@@ -2603,7 +2600,7 @@ GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxcoun
}
}
GL_APICALL int GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar* name)
int GetAttribLocation(GLuint program, const GLchar* name)
{
TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
......@@ -2637,7 +2634,7 @@ GL_APICALL int GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar* nam
return -1;
}
GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params)
void GetBooleanv(GLenum pname, GLboolean* params)
{
TRACE("(GLenum pname = 0x%X, GLboolean* params = %p)", pname, params);
......@@ -2693,7 +2690,7 @@ GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params)
}
}
GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = %p)", target, pname, params);
......@@ -2757,7 +2754,7 @@ GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname,
}
}
GL_APICALL GLenum GL_APIENTRY glGetError(void)
GLenum GetError(void)
{
TRACE("()");
......@@ -2771,7 +2768,7 @@ GL_APICALL GLenum GL_APIENTRY glGetError(void)
return GL_NO_ERROR;
}
GL_APICALL void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params)
void GetFenceivNV(GLuint fence, GLenum pname, GLint *params)
{
TRACE("(GLuint fence = %d, GLenum pname = 0x%X, GLint *params = %p)", fence, pname, params);
......@@ -2790,7 +2787,7 @@ GL_APICALL void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *pa
}
}
GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params)
void GetFloatv(GLenum pname, GLfloat* params)
{
TRACE("(GLenum pname = 0x%X, GLfloat* params = %p)", pname, params);
......@@ -2843,7 +2840,7 @@ GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params)
}
}
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
void GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
{
TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = %p)",
target, attachment, pname, params);
......@@ -2956,14 +2953,14 @@ GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target,
}
}
GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT(void)
GLenum GetGraphicsResetStatusEXT(void)
{
TRACE("()");
return GL_NO_ERROR;
}
GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params)
void GetIntegerv(GLenum pname, GLint* params)
{
TRACE("(GLenum pname = 0x%X, GLint* params = %p)", pname, params);
......@@ -3045,7 +3042,7 @@ GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params)
}
}
GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params)
void GetProgramiv(GLuint program, GLenum pname, GLint* params)
{
TRACE("(GLuint program = %d, GLenum pname = 0x%X, GLint* params = %p)", program, pname, params);
......@@ -3095,7 +3092,7 @@ GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint*
}
}
GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
void GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
TRACE("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = %p, GLchar* infolog = %p)",
program, bufsize, length, infolog);
......@@ -3120,7 +3117,7 @@ GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize,
}
}
GL_APICALL void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params)
void GetQueryivEXT(GLenum target, GLenum pname, GLint *params)
{
TRACE("GLenum target = 0x%X, GLenum pname = 0x%X, GLint *params = %p)", target, pname, params);
......@@ -3140,7 +3137,7 @@ GL_APICALL void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *
}
}
GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params)
void GetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params)
{
TRACE("(GLuint name = %d, GLenum pname = 0x%X, GLuint *params = %p)", name, pname, params);
......@@ -3183,7 +3180,7 @@ GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT(GLuint name, GLenum pname, GL
}
}
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = %p)", target, pname, params);
......@@ -3221,7 +3218,7 @@ GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum p
}
}
GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
void GetShaderiv(GLuint shader, GLenum pname, GLint* params)
{
TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = %p)", shader, pname, params);
......@@ -3259,7 +3256,7 @@ GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* pa
}
}
GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
void GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = %p, GLchar* infolog = %p)",
shader, bufsize, length, infolog);
......@@ -3284,7 +3281,7 @@ GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize, G
}
}
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
void GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
{
TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = %p, GLint* precision = %p)",
shadertype, precisiontype, range, precision);
......@@ -3321,7 +3318,7 @@ GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype, GLenum
}
}
GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
void GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
{
TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = %p, GLchar* source = %p)",
shader, bufsize, length, source);
......@@ -3346,7 +3343,7 @@ GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GL
}
}
GL_APICALL const GLubyte* GL_APIENTRY glGetString(GLenum name)
const GLubyte* GetString(GLenum name)
{
TRACE("(GLenum name = 0x%X)", name);
......@@ -3370,7 +3367,7 @@ GL_APICALL const GLubyte* GL_APIENTRY glGetString(GLenum name)
}
}
GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
{
TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat* params = %p)", target, pname, params);
......@@ -3517,7 +3514,7 @@ GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLf
}
}
GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
void GetTexParameteriv(GLenum target, GLenum pname, GLint* params)
{
TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = %p)", target, pname, params);
......@@ -3664,7 +3661,7 @@ GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLi
}
}
GL_APICALL void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params)
void GetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params)
{
TRACE("(GLuint program = %d, GLint location = %d, GLsizei bufSize = %d, GLfloat* params = %p)",
program, location, bufSize, params);
......@@ -3697,7 +3694,7 @@ GL_APICALL void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, G
}
}
GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params)
void GetUniformfv(GLuint program, GLint location, GLfloat* params)
{
TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = %p)", program, location, params);
......@@ -3724,7 +3721,7 @@ GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLflo
}
}
GL_APICALL void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params)
void GetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params)
{
TRACE("(GLuint program = %d, GLint location = %d, GLsizei bufSize = %d, GLint* params = %p)",
program, location, bufSize, params);
......@@ -3762,7 +3759,7 @@ GL_APICALL void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, G
}
}
GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params)
void GetUniformiv(GLuint program, GLint location, GLint* params)
{
TRACE("(GLuint program = %d, GLint location = %d, GLint* params = %p)", program, location, params);
......@@ -3794,7 +3791,7 @@ GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint
}
}
GL_APICALL int GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* name)
int GetUniformLocation(GLuint program, const GLchar* name)
{
TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
......@@ -3832,7 +3829,7 @@ GL_APICALL int GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* na
return -1;
}
GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
{
TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = %p)", index, pname, params);
......@@ -3905,7 +3902,7 @@ GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfl
}
}
GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
{
TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = %p)", index, pname, params);
......@@ -3979,7 +3976,7 @@ GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLin
}
}
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
void GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
{
TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = %p)", index, pname, pointer);
......@@ -4001,7 +3998,7 @@ GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname
}
}
GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode)
void Hint(GLenum target, GLenum mode)
{
TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
......@@ -4029,7 +4026,7 @@ GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode)
}
}
GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
GLboolean IsBuffer(GLuint buffer)
{
TRACE("(GLuint buffer = %d)", buffer);
......@@ -4048,7 +4045,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
return GL_FALSE;
}
GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
GLboolean IsEnabled(GLenum cap)
{
TRACE("(GLenum cap = 0x%X)", cap);
......@@ -4075,7 +4072,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
return false;
}
GL_APICALL GLboolean GL_APIENTRY glIsFenceNV(GLuint fence)
GLboolean IsFenceNV(GLuint fence)
{
TRACE("(GLuint fence = %d)", fence);
......@@ -4096,7 +4093,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsFenceNV(GLuint fence)
return GL_FALSE;
}
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
GLboolean IsFramebuffer(GLuint framebuffer)
{
TRACE("(GLuint framebuffer = %d)", framebuffer);
......@@ -4115,7 +4112,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
return GL_FALSE;
}
GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program)
GLboolean IsProgram(GLuint program)
{
TRACE("(GLuint program = %d)", program);
......@@ -4134,7 +4131,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program)
return GL_FALSE;
}
GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT(GLuint name)
GLboolean IsQueryEXT(GLuint name)
{
TRACE("(GLuint name = %d)", name);
......@@ -4158,7 +4155,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT(GLuint name)
return GL_FALSE;
}
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
GLboolean IsRenderbuffer(GLuint renderbuffer)
{
TRACE("(GLuint renderbuffer = %d)", renderbuffer);
......@@ -4177,7 +4174,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
return GL_FALSE;
}
GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader)
GLboolean IsShader(GLuint shader)
{
TRACE("(GLuint shader = %d)", shader);
......@@ -4196,7 +4193,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader)
return GL_FALSE;
}
GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture)
GLboolean IsTexture(GLuint texture)
{
TRACE("(GLuint texture = %d)", texture);
......@@ -4215,7 +4212,7 @@ GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture)
return GL_FALSE;
}
GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width)
void LineWidth(GLfloat width)
{
TRACE("(GLfloat width = %f)", width);
......@@ -4232,7 +4229,7 @@ GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width)
}
}
GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program)
void LinkProgram(GLuint program)
{
TRACE("(GLuint program = %d)", program);
......@@ -4258,7 +4255,7 @@ GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program)
}
}
GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
void PixelStorei(GLenum pname, GLint param)
{
TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
......@@ -4304,7 +4301,7 @@ GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
}
}
GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
void PolygonOffset(GLfloat factor, GLfloat units)
{
TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
......@@ -4316,8 +4313,8 @@ GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
}
}
GL_APICALL void GL_APIENTRY glReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei bufSize, GLvoid *data)
void ReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei bufSize, GLvoid *data)
{
TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
"GLenum format = 0x%X, GLenum type = 0x%X, GLsizei bufSize = 0x%d, GLvoid *data = %p)",
......@@ -4336,7 +4333,7 @@ GL_APICALL void GL_APIENTRY glReadnPixelsEXT(GLint x, GLint y, GLsizei width, GL
}
}
GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
{
TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
"GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = %p)",
......@@ -4355,14 +4352,14 @@ GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsize
}
}
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler(void)
void ReleaseShaderCompiler(void)
{
TRACE("()");
es2::Shader::releaseCompiler();
}
GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void RenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
TRACE("(GLenum target = 0x%X, GLsizei samples = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
target, samples, internalformat, width, height);
......@@ -4426,12 +4423,12 @@ GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target,
}
}
GL_APICALL void GL_APIENTRY glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
glRenderbufferStorageMultisampleANGLE(target, 0, internalformat, width, height);
}
GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert)
void SampleCoverage(GLclampf value, GLboolean invert)
{
TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
......@@ -4443,7 +4440,7 @@ GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert)
}
}
GL_APICALL void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition)
void SetFenceNV(GLuint fence, GLenum condition)
{
TRACE("(GLuint fence = %d, GLenum condition = 0x%X)", fence, condition);
......@@ -4467,7 +4464,7 @@ GL_APICALL void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition)
}
}
GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)", x, y, width, height);
......@@ -4484,7 +4481,7 @@ GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei h
}
}
GL_APICALL void GL_APIENTRY glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
void ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
{
TRACE("(GLsizei n = %d, const GLuint* shaders = %p, GLenum binaryformat = 0x%X, "
"const GLvoid* binary = %p, GLsizei length = %d)",
......@@ -4494,7 +4491,7 @@ GL_APICALL void GL_APIENTRY glShaderBinary(GLsizei n, const GLuint* shaders, GLe
return error(GL_INVALID_ENUM);
}
GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
{
TRACE("(GLuint shader = %d, GLsizei count = %d, const GLchar** string = %p, const GLint* length = %p)",
shader, count, string, length);
......@@ -4526,12 +4523,12 @@ GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const G
}
}
GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask)
void StencilFunc(GLenum func, GLint ref, GLuint mask)
{
glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
}
GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
TRACE("(GLenum face = 0x%X, GLenum func = 0x%X, GLint ref = %d, GLuint mask = %d)", face, func, ref, mask);
......@@ -4576,12 +4573,12 @@ GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLin
}
}
GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask)
void StencilMask(GLuint mask)
{
glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
}
GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
void StencilMaskSeparate(GLenum face, GLuint mask)
{
TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
......@@ -4611,12 +4608,12 @@ GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
}
}
GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
}
GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
face, fail, zfail, zpass);
......@@ -4692,7 +4689,7 @@ GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum
}
}
GLboolean GL_APIENTRY glTestFenceNV(GLuint fence)
GLboolean TestFenceNV(GLuint fence)
{
TRACE("(GLuint fence = %d)", fence);
......@@ -4713,8 +4710,8 @@ GLboolean GL_APIENTRY glTestFenceNV(GLuint fence)
return GL_TRUE;
}
GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type, const GLvoid* pixels)
void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, "
"GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const GLvoid* pixels = %p)",
......@@ -5435,7 +5432,7 @@ GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint inter
}
}
GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void TexParameterf(GLenum target, GLenum pname, GLfloat param)
{
TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
......@@ -5586,12 +5583,12 @@ GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat
}
}
GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
{
glTexParameterf(target, pname, *params);
}
GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param)
void TexParameteri(GLenum target, GLenum pname, GLint param)
{
TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint param = %d)", target, pname, param);
......@@ -5741,13 +5738,13 @@ GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint p
}
}
GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
void TexParameteriv(GLenum target, GLenum pname, const GLint* params)
{
glTexParameteri(target, pname, *params);
}
GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid* pixels)
void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid* pixels)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
"GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
......@@ -5813,12 +5810,12 @@ GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xo
}
}
GL_APICALL void GL_APIENTRY glUniform1f(GLint location, GLfloat x)
void Uniform1f(GLint location, GLfloat x)
{
glUniform1fv(location, 1, &x);
}
GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
void Uniform1fv(GLint location, GLsizei count, const GLfloat* v)
{
TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = %p)", location, count, v);
......@@ -5850,12 +5847,12 @@ GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GL
}
}
GL_APICALL void GL_APIENTRY glUniform1i(GLint location, GLint x)
void Uniform1i(GLint location, GLint x)
{
glUniform1iv(location, 1, &x);
}
GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v)
void Uniform1iv(GLint location, GLsizei count, const GLint* v)
{
TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = %p)", location, count, v);
......@@ -5887,14 +5884,14 @@ GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GL
}
}
GL_APICALL void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y)
void Uniform2f(GLint location, GLfloat x, GLfloat y)
{
GLfloat xy[2] = {x, y};
glUniform2fv(location, 1, (GLfloat*)&xy);
}
GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
void Uniform2fv(GLint location, GLsizei count, const GLfloat* v)
{
TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = %p)", location, count, v);
......@@ -5926,14 +5923,14 @@ GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GL
}
}
GL_APICALL void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y)
void Uniform2i(GLint location, GLint x, GLint y)
{
GLint xy[4] = {x, y};
glUniform2iv(location, 1, (GLint*)&xy);
}
GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v)
void Uniform2iv(GLint location, GLsizei count, const GLint* v)
{
TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = %p)", location, count, v);
......@@ -5965,14 +5962,14 @@ GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GL
}
}
GL_APICALL void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
{
GLfloat xyz[3] = {x, y, z};
glUniform3fv(location, 1, (GLfloat*)&xyz);
}
GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
void Uniform3fv(GLint location, GLsizei count, const GLfloat* v)
{
TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = %p)", location, count, v);
......@@ -6004,14 +6001,14 @@ GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GL
}
}
GL_APICALL void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z)
void Uniform3i(GLint location, GLint x, GLint y, GLint z)
{
GLint xyz[3] = {x, y, z};
glUniform3iv(location, 1, (GLint*)&xyz);
}
GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v)
void Uniform3iv(GLint location, GLsizei count, const GLint* v)
{
TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = %p)", location, count, v);
......@@ -6043,14 +6040,14 @@ GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GL
}
}
GL_APICALL void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GLfloat xyzw[4] = {x, y, z, w};
glUniform4fv(location, 1, (GLfloat*)&xyzw);
}
GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
void Uniform4fv(GLint location, GLsizei count, const GLfloat* v)
{
TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = %p)", location, count, v);
......@@ -6082,14 +6079,14 @@ GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GL
}
}
GL_APICALL void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
{
GLint xyzw[4] = {x, y, z, w};
glUniform4iv(location, 1, (GLint*)&xyzw);
}
GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v)
void Uniform4iv(GLint location, GLsizei count, const GLint* v)
{
TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = %p)", location, count, v);
......@@ -6121,7 +6118,7 @@ GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GL
}
}
GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = %p)",
location, count, transpose, value);
......@@ -6154,7 +6151,7 @@ GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GL
}
}
GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = %p)",
location, count, transpose, value);
......@@ -6187,7 +6184,7 @@ GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GL
}
}
GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = %p)",
location, count, transpose, value);
......@@ -6220,7 +6217,7 @@ GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GL
}
}
GL_APICALL void GL_APIENTRY glUseProgram(GLuint program)
void UseProgram(GLuint program)
{
TRACE("(GLuint program = %d)", program);
......@@ -6251,7 +6248,7 @@ GL_APICALL void GL_APIENTRY glUseProgram(GLuint program)
}
}
GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program)
void ValidateProgram(GLuint program)
{
TRACE("(GLuint program = %d)", program);
......@@ -6277,7 +6274,7 @@ GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program)
}
}
GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x)
void VertexAttrib1f(GLuint index, GLfloat x)
{
TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
......@@ -6295,7 +6292,7 @@ GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x)
}
}
GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat* values)
void VertexAttrib1fv(GLuint index, const GLfloat* values)
{
TRACE("(GLuint index = %d, const GLfloat* values = %p)", index, values);
......@@ -6313,7 +6310,7 @@ GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat* value
}
}
GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
{
TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
......@@ -6331,7 +6328,7 @@ GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
}
}
GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat* values)
void VertexAttrib2fv(GLuint index, const GLfloat* values)
{
TRACE("(GLuint index = %d, const GLfloat* values = %p)", index, values);
......@@ -6349,7 +6346,7 @@ GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat* value
}
}
GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f, GLfloat z = %f)", index, x, y, z);
......@@ -6367,7 +6364,7 @@ GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y,
}
}
GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat* values)
void VertexAttrib3fv(GLuint index, const GLfloat* values)
{
TRACE("(GLuint index = %d, const GLfloat* values = %p)", index, values);
......@@ -6385,7 +6382,7 @@ GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat* value
}
}
GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f, GLfloat z = %f, GLfloat w = %f)", index, x, y, z, w);
......@@ -6403,7 +6400,7 @@ GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y,
}
}
GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat* values)
void VertexAttrib4fv(GLuint index, const GLfloat* values)
{
TRACE("(GLuint index = %d, const GLfloat* values = %p)", index, values);
......@@ -6420,7 +6417,7 @@ GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat* value
}
}
GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
{
TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
"GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = %p)",
......@@ -6483,7 +6480,7 @@ GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint index, GLint size, GLen
}
}
GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)", x, y, width, height);
......@@ -6500,7 +6497,7 @@ GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei
}
}
GL_APICALL void GL_APIENTRY glBlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void BlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
TRACE("(GLint srcX0 = %d, GLint srcY0 = %d, GLint srcX1 = %d, GLint srcY1 = %d, "
"GLint dstX0 = %d, GLint dstY0 = %d, GLint dstX1 = %d, GLint dstY1 = %d, "
......@@ -6534,8 +6531,8 @@ GL_APICALL void GL_APIENTRY glBlitFramebufferNV(GLint srcX0, GLint srcY0, GLint
}
}
GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
void BlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
if(srcX1 - srcX0 != dstX1 - dstX0 || srcY1 - srcY0 != dstY1 - dstY0)
{
......@@ -6546,8 +6543,8 @@ GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLi
glBlitFramebufferNV(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
GL_APICALL void GL_APIENTRY glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type, const GLvoid* pixels)
void TexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
"GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
......@@ -6611,7 +6608,7 @@ GL_APICALL void GL_APIENTRY glTexImage3DOES(GLenum target, GLint level, GLenum i
}
}
GL_APICALL void GL_APIENTRY glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void TexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
"GLint zoffset = %d, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, "
......@@ -6654,7 +6651,7 @@ GL_APICALL void GL_APIENTRY glTexSubImage3DOES(GLenum target, GLint level, GLint
}
}
GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void CopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
"GLint zoffset = %d, GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
......@@ -6709,7 +6706,7 @@ GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES(GLenum target, GLint level, G
}
}
GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void CompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
"GLsizei height = %d, GLsizei depth = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = %p)",
......@@ -6777,7 +6774,7 @@ GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES(GLenum target, GLint level
}
}
GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void CompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
{
TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
"GLint zoffset = %d, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, "
......@@ -6834,7 +6831,7 @@ GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES(GLenum target, GLint le
}
}
GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void FramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
"GLuint texture = %d, GLint level = %d, GLint zoffset = %d)", target, attachment, textarget, texture, level, zoffset);
......@@ -6921,7 +6918,7 @@ GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES(GLenum target, GLenum atta
}
}
GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
void EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
{
if(egl::getClientVersion() == 1)
{
......@@ -6968,14 +6965,16 @@ GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglIma
}
}
GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
void EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
{
TRACE("(GLenum target = 0x%X, GLeglImageOES image = %p)", target, image);
UNIMPLEMENTED();
}
__eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname)
}
extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname)
{
struct Extension
{
......@@ -7031,10 +7030,3 @@ __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname)
return NULL;
}
void GL_APIENTRY Register(const char *licenseKey)
{
RegisterLicenseKey(licenseKey);
}
}
......@@ -25,6 +25,191 @@ class LibGLESv2exports
public:
LibGLESv2exports();
void (*glActiveTexture)(GLenum texture);
void (*glAttachShader)(GLuint program, GLuint shader);
void (*glBeginQueryEXT)(GLenum target, GLuint name);
void (*glBindAttribLocation)(GLuint program, GLuint index, const GLchar* name);
void (*glBindBuffer)(GLenum target, GLuint buffer);
void (*glBindFramebuffer)(GLenum target, GLuint framebuffer);
void (*glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
void (*glBindTexture)(GLenum target, GLuint texture);
void (*glBlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glBlendEquation)(GLenum mode);
void (*glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);
void (*glBlendFunc)(GLenum sfactor, GLenum dfactor);
void (*glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void (*glBufferData)(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void (*glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GLenum (*glCheckFramebufferStatus)(GLenum target);
void (*glClear)(GLbitfield mask);
void (*glClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glClearDepthf)(GLclampf depth);
void (*glClearStencil)(GLint s);
void (*glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (*glCompileShader)(GLuint shader);
void (*glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const GLvoid* data);
void (*glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize, const GLvoid* data);
void (*glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (*glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint (*glCreateProgram)(void);
GLuint (*glCreateShader)(GLenum type);
void (*glCullFace)(GLenum mode);
void (*glDeleteBuffers)(GLsizei n, const GLuint* buffers);
void (*glDeleteFencesNV)(GLsizei n, const GLuint* fences);
void (*glDeleteFramebuffers)(GLsizei n, const GLuint* framebuffers);
void (*glDeleteProgram)(GLuint program);
void (*glDeleteQueriesEXT)(GLsizei n, const GLuint *ids);
void (*glDeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers);
void (*glDeleteShader)(GLuint shader);
void (*glDeleteTextures)(GLsizei n, const GLuint* textures);
void (*glDepthFunc)(GLenum func);
void (*glDepthMask)(GLboolean flag);
void (*glDepthRangef)(GLclampf zNear, GLclampf zFar);
void (*glDetachShader)(GLuint program, GLuint shader);
void (*glDisable)(GLenum cap);
void (*glDisableVertexAttribArray)(GLuint index);
void (*glDrawArrays)(GLenum mode, GLint first, GLsizei count);
void (*glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
void (*glDrawArraysInstancedEXT)(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
void (*glDrawElementsInstancedEXT)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
void (*glVertexAttribDivisorEXT)(GLuint index, GLuint divisor);
void (*glDrawArraysInstancedANGLE)(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
void (*glDrawElementsInstancedANGLE)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
void (*glVertexAttribDivisorANGLE)(GLuint index, GLuint divisor);
void (*glEnable)(GLenum cap);
void (*glEnableVertexAttribArray)(GLuint index);
void (*glEndQueryEXT)(GLenum target);
void (*glFinishFenceNV)(GLuint fence);
void (*glFinish)(void);
void (*glFlush)(void);
void (*glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void (*glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void (*glFrontFace)(GLenum mode);
void (*glGenBuffers)(GLsizei n, GLuint* buffers);
void (*glGenerateMipmap)(GLenum target);
void (*glGenFencesNV)(GLsizei n, GLuint* fences);
void (*glGenFramebuffers)(GLsizei n, GLuint* framebuffers);
void (*glGenQueriesEXT)(GLsizei n, GLuint* ids);
void (*glGenRenderbuffers)(GLsizei n, GLuint* renderbuffers);
void (*glGenTextures)(GLsizei n, GLuint* textures);
void (*glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void (*glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void (*glGetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int (*glGetAttribLocation)(GLuint program, const GLchar* name);
void (*glGetBooleanv)(GLenum pname, GLboolean* params);
void (*glGetBufferParameteriv)(GLenum target, GLenum pname, GLint* params);
GLenum (*glGetError)(void);
void (*glGetFenceivNV)(GLuint fence, GLenum pname, GLint *params);
void (*glGetFloatv)(GLenum pname, GLfloat* params);
void (*glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params);
GLenum (*glGetGraphicsResetStatusEXT)(void);
void (*glGetIntegerv)(GLenum pname, GLint* params);
void (*glGetProgramiv)(GLuint program, GLenum pname, GLint* params);
void (*glGetProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void (*glGetQueryivEXT)(GLenum target, GLenum pname, GLint *params);
void (*glGetQueryObjectuivEXT)(GLuint name, GLenum pname, GLuint *params);
void (*glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params);
void (*glGetShaderiv)(GLuint shader, GLenum pname, GLint* params);
void (*glGetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void (*glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void (*glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
const GLubyte* (*glGetString)(GLenum name);
void (*glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params);
void (*glGetTexParameteriv)(GLenum target, GLenum pname, GLint* params);
void (*glGetnUniformfvEXT)(GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
void (*glGetUniformfv)(GLuint program, GLint location, GLfloat* params);
void (*glGetnUniformivEXT)(GLuint program, GLint location, GLsizei bufSize, GLint* params);
void (*glGetUniformiv)(GLuint program, GLint location, GLint* params);
int (*glGetUniformLocation)(GLuint program, const GLchar* name);
void (*glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params);
void (*glGetVertexAttribiv)(GLuint index, GLenum pname, GLint* params);
void (*glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid** pointer);
void (*glHint)(GLenum target, GLenum mode);
GLboolean (*glIsBuffer)(GLuint buffer);
GLboolean (*glIsEnabled)(GLenum cap);
GLboolean (*glIsFenceNV)(GLuint fence);
GLboolean (*glIsFramebuffer)(GLuint framebuffer);
GLboolean (*glIsProgram)(GLuint program);
GLboolean (*glIsQueryEXT)(GLuint name);
GLboolean (*glIsRenderbuffer)(GLuint renderbuffer);
GLboolean (*glIsShader)(GLuint shader);
GLboolean (*glIsTexture)(GLuint texture);
void (*glLineWidth)(GLfloat width);
void (*glLinkProgram)(GLuint program);
void (*glPixelStorei)(GLenum pname, GLint param);
void (*glPolygonOffset)(GLfloat factor, GLfloat units);
void (*glReadnPixelsEXT)(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
void (*glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void (*glReleaseShaderCompiler)(void);
void (*glRenderbufferStorageMultisampleANGLE)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
void (*glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (*glSampleCoverage)(GLclampf value, GLboolean invert);
void (*glSetFenceNV)(GLuint fence, GLenum condition);
void (*glScissor)(GLint x, GLint y, GLsizei width, GLsizei height);
void (*glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
void (*glShaderSource)(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length);
void (*glStencilFunc)(GLenum func, GLint ref, GLuint mask);
void (*glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask);
void (*glStencilMask)(GLuint mask);
void (*glStencilMaskSeparate)(GLenum face, GLuint mask);
void (*glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass);
void (*glStencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GLboolean (*glTestFenceNV)(GLuint fence);
void (*glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void (*glTexParameterf)(GLenum target, GLenum pname, GLfloat param);
void (*glTexParameterfv)(GLenum target, GLenum pname, const GLfloat* params);
void (*glTexParameteri)(GLenum target, GLenum pname, GLint param);
void (*glTexParameteriv)(GLenum target, GLenum pname, const GLint* params);
void (*glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid* pixels);
void (*glUniform1f)(GLint location, GLfloat x);
void (*glUniform1fv)(GLint location, GLsizei count, const GLfloat* v);
void (*glUniform1i)(GLint location, GLint x);
void (*glUniform1iv)(GLint location, GLsizei count, const GLint* v);
void (*glUniform2f)(GLint location, GLfloat x, GLfloat y);
void (*glUniform2fv)(GLint location, GLsizei count, const GLfloat* v);
void (*glUniform2i)(GLint location, GLint x, GLint y);
void (*glUniform2iv)(GLint location, GLsizei count, const GLint* v);
void (*glUniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z);
void (*glUniform3fv)(GLint location, GLsizei count, const GLfloat* v);
void (*glUniform3i)(GLint location, GLint x, GLint y, GLint z);
void (*glUniform3iv)(GLint location, GLsizei count, const GLint* v);
void (*glUniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glUniform4fv)(GLint location, GLsizei count, const GLfloat* v);
void (*glUniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w);
void (*glUniform4iv)(GLint location, GLsizei count, const GLint* v);
void (*glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUseProgram)(GLuint program);
void (*glValidateProgram)(GLuint program);
void (*glVertexAttrib1f)(GLuint index, GLfloat x);
void (*glVertexAttrib1fv)(GLuint index, const GLfloat* values);
void (*glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y);
void (*glVertexAttrib2fv)(GLuint index, const GLfloat* values);
void (*glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void (*glVertexAttrib3fv)(GLuint index, const GLfloat* values);
void (*glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glVertexAttrib4fv)(GLuint index, const GLfloat* values);
void (*glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
void (*glViewport)(GLint x, GLint y, GLsizei width, GLsizei height);
void (*glBlitFramebufferNV)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void (*glBlitFramebufferANGLE)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void (*glTexImage3DOES)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void (*glTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
void (*glCopyTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void (*glCompressedTexImage3DOES)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
void (*glCompressedTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
void (*glFramebufferTexture3DOES)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
void (*glEGLImageTargetTexture2DOES)(GLenum target, GLeglImageOES image);
void (*glEGLImageTargetRenderbufferStorageOES)(GLenum target, GLeglImageOES image);
egl::Context *(*es2CreateContext)(const egl::Config *config, const egl::Context *shareContext, int clientVersion);
__eglMustCastToProperFunctionPointerType (*es2GetProcAddress)(const char *procname);
egl::Image *(*createBackBuffer)(int width, int height, const egl::Config *config);
......
......@@ -20,6 +20,7 @@
#include "Common/Thread.hpp"
#include "Common/SharedLibrary.hpp"
#include "common/debug.h"
#include "Main/Register.hpp"
#if !defined(_MSC_VER)
#define CONSTRUCTOR __attribute__((constructor))
......@@ -150,6 +151,1094 @@ GLint getClientVersion()
}
}
namespace es2
{
void ActiveTexture(GLenum texture);
void AttachShader(GLuint program, GLuint shader);
void BeginQueryEXT(GLenum target, GLuint name);
void BindAttribLocation(GLuint program, GLuint index, const GLchar* name);
void BindBuffer(GLenum target, GLuint buffer);
void BindFramebuffer(GLenum target, GLuint framebuffer);
void BindRenderbuffer(GLenum target, GLuint renderbuffer);
void BindTexture(GLenum target, GLuint texture);
void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void BlendEquation(GLenum mode);
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void BlendFunc(GLenum sfactor, GLenum dfactor);
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void BufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GLenum CheckFramebufferStatus(GLenum target);
void Clear(GLbitfield mask);
void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void ClearDepthf(GLclampf depth);
void ClearStencil(GLint s);
void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void CompileShader(GLuint shader);
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const GLvoid* data);
void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize, const GLvoid* data);
void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint CreateProgram(void);
GLuint CreateShader(GLenum type);
void CullFace(GLenum mode);
void DeleteBuffers(GLsizei n, const GLuint* buffers);
void DeleteFencesNV(GLsizei n, const GLuint* fences);
void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
void DeleteProgram(GLuint program);
void DeleteQueriesEXT(GLsizei n, const GLuint *ids);
void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
void DeleteShader(GLuint shader);
void DeleteTextures(GLsizei n, const GLuint* textures);
void DepthFunc(GLenum func);
void DepthMask(GLboolean flag);
void DepthRangef(GLclampf zNear, GLclampf zFar);
void DetachShader(GLuint program, GLuint shader);
void Disable(GLenum cap);
void DisableVertexAttribArray(GLuint index);
void DrawArrays(GLenum mode, GLint first, GLsizei count);
void DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
void DrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
void DrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
void VertexAttribDivisorEXT(GLuint index, GLuint divisor);
void DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
void DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
void VertexAttribDivisorANGLE(GLuint index, GLuint divisor);
void Enable(GLenum cap);
void EnableVertexAttribArray(GLuint index);
void EndQueryEXT(GLenum target);
void FinishFenceNV(GLuint fence);
void Finish(void);
void Flush(void);
void FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void FrontFace(GLenum mode);
void GenBuffers(GLsizei n, GLuint* buffers);
void GenerateMipmap(GLenum target);
void GenFencesNV(GLsizei n, GLuint* fences);
void GenFramebuffers(GLsizei n, GLuint* framebuffers);
void GenQueriesEXT(GLsizei n, GLuint* ids);
void GenRenderbuffers(GLsizei n, GLuint* renderbuffers);
void GenTextures(GLsizei n, GLuint* textures);
void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int GetAttribLocation(GLuint program, const GLchar* name);
void GetBooleanv(GLenum pname, GLboolean* params);
void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
GLenum GetError(void);
void GetFenceivNV(GLuint fence, GLenum pname, GLint *params);
void GetFloatv(GLenum pname, GLfloat* params);
void GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
GLenum GetGraphicsResetStatusEXT(void);
void GetIntegerv(GLenum pname, GLint* params);
void GetProgramiv(GLuint program, GLenum pname, GLint* params);
void GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void GetQueryivEXT(GLenum target, GLenum pname, GLint *params);
void GetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params);
void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
void GetShaderiv(GLuint shader, GLenum pname, GLint* params);
void GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
const GLubyte* GetString(GLenum name);
void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
void GetTexParameteriv(GLenum target, GLenum pname, GLint* params);
void GetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
void GetUniformfv(GLuint program, GLint location, GLfloat* params);
void GetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params);
void GetUniformiv(GLuint program, GLint location, GLint* params);
int GetUniformLocation(GLuint program, const GLchar* name);
void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
void GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
void Hint(GLenum target, GLenum mode);
GLboolean IsBuffer(GLuint buffer);
GLboolean IsEnabled(GLenum cap);
GLboolean IsFenceNV(GLuint fence);
GLboolean IsFramebuffer(GLuint framebuffer);
GLboolean IsProgram(GLuint program);
GLboolean IsQueryEXT(GLuint name);
GLboolean IsRenderbuffer(GLuint renderbuffer);
GLboolean IsShader(GLuint shader);
GLboolean IsTexture(GLuint texture);
void LineWidth(GLfloat width);
void LinkProgram(GLuint program);
void PixelStorei(GLenum pname, GLint param);
void PolygonOffset(GLfloat factor, GLfloat units);
void ReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void ReleaseShaderCompiler(void);
void RenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
void RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void SampleCoverage(GLclampf value, GLboolean invert);
void SetFenceNV(GLuint fence, GLenum condition);
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
void ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length);
void StencilFunc(GLenum func, GLint ref, GLuint mask);
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void StencilMask(GLuint mask);
void StencilMaskSeparate(GLenum face, GLuint mask);
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GLboolean TestFenceNV(GLuint fence);
void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void TexParameterf(GLenum target, GLenum pname, GLfloat param);
void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
void TexParameteri(GLenum target, GLenum pname, GLint param);
void TexParameteriv(GLenum target, GLenum pname, const GLint* params);
void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid* pixels);
void Uniform1f(GLint location, GLfloat x);
void Uniform1fv(GLint location, GLsizei count, const GLfloat* v);
void Uniform1i(GLint location, GLint x);
void Uniform1iv(GLint location, GLsizei count, const GLint* v);
void Uniform2f(GLint location, GLfloat x, GLfloat y);
void Uniform2fv(GLint location, GLsizei count, const GLfloat* v);
void Uniform2i(GLint location, GLint x, GLint y);
void Uniform2iv(GLint location, GLsizei count, const GLint* v);
void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
void Uniform3fv(GLint location, GLsizei count, const GLfloat* v);
void Uniform3i(GLint location, GLint x, GLint y, GLint z);
void Uniform3iv(GLint location, GLsizei count, const GLint* v);
void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void Uniform4fv(GLint location, GLsizei count, const GLfloat* v);
void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
void Uniform4iv(GLint location, GLsizei count, const GLint* v);
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void UseProgram(GLuint program);
void ValidateProgram(GLuint program);
void VertexAttrib1f(GLuint index, GLfloat x);
void VertexAttrib1fv(GLuint index, const GLfloat* values);
void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
void VertexAttrib2fv(GLuint index, const GLfloat* values);
void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void VertexAttrib3fv(GLuint index, const GLfloat* values);
void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void VertexAttrib4fv(GLuint index, const GLfloat* values);
GL_APICALL void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
GL_APICALL void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void BlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
GL_APICALL void BlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
GL_APICALL void TexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void TexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
GL_APICALL void CopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void CompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
GL_APICALL void CompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
GL_APICALL void FramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
GL_APICALL void EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
GL_APICALL void EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image);
}
extern "C"
{
GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture)
{
return es2::ActiveTexture(texture);
}
GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
{
return es2::AttachShader(program, shader);
}
GL_APICALL void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint name)
{
return es2::BeginQueryEXT(target, name);
}
GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
{
return es2::BindAttribLocation(program, index, name);
}
GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
{
return es2::BindBuffer(target, buffer);
}
GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
{
return es2::BindFramebuffer(target, framebuffer);
}
GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
return es2::BindRenderbuffer(target, renderbuffer);
}
GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
{
return es2::BindTexture(target, texture);
}
GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
return es2::BlendColor(red, green, blue, alpha);
}
GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode)
{
return es2::BlendEquation(mode);
}
GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
return es2::BlendEquationSeparate(modeRGB, modeAlpha);
}
GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
{
return es2::BlendFunc(sfactor, dfactor);
}
GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
return es2::BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
{
return es2::BufferData(target, size, data, usage);
}
GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
{
return es2::BufferSubData(target, offset, size, data);
}
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
{
return es2::CheckFramebufferStatus(target);
}
GL_APICALL void GL_APIENTRY glClear(GLbitfield mask)
{
return es2::Clear(mask);
}
GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
return es2::ClearColor(red, green, blue, alpha);
}
GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth)
{
return es2::ClearDepthf(depth);
}
GL_APICALL void GL_APIENTRY glClearStencil(GLint s)
{
return es2::ClearStencil(s);
}
GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
return es2::ColorMask(red, green, blue, alpha);
}
GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader)
{
return es2::CompileShader(shader);
}
GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const GLvoid* data)
{
return es2::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize, const GLvoid* data)
{
return es2::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
return es2::CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
return es2::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
GL_APICALL GLuint GL_APIENTRY glCreateProgram(void)
{
return es2::CreateProgram();
}
GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type)
{
return es2::CreateShader(type);
}
GL_APICALL void GL_APIENTRY glCullFace(GLenum mode)
{
return es2::CullFace(mode);
}
GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers)
{
return es2::DeleteBuffers(n, buffers);
}
GL_APICALL void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint* fences)
{
return es2::DeleteFencesNV(n, fences);
}
GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
{
return es2::DeleteFramebuffers(n, framebuffers);
}
GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program)
{
return es2::DeleteProgram(program);
}
GL_APICALL void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids)
{
return es2::DeleteQueriesEXT(n, ids);
}
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
{
return es2::DeleteRenderbuffers(n, renderbuffers);
}
GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader)
{
return es2::DeleteShader(shader);
}
GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures)
{
return es2::DeleteTextures(n, textures);
}
GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func)
{
return es2::DepthFunc(func);
}
GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag)
{
return es2::DepthMask(flag);
}
GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar)
{
return es2::DepthRangef(zNear, zFar);
}
GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
{
return es2::DetachShader(program, shader);
}
GL_APICALL void GL_APIENTRY glDisable(GLenum cap)
{
return es2::Disable(cap);
}
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
{
return es2::DisableVertexAttribArray(index);
}
GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
return es2::DrawArrays(mode, first, count);
}
GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
{
return es2::DrawElements(mode, count, type, indices);
}
GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
{
return es2::DrawArraysInstancedEXT(mode, first, count, instanceCount);
}
GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
{
return es2::DrawElementsInstancedEXT(mode, count, type, indices, instanceCount);
}
GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT(GLuint index, GLuint divisor)
{
return es2::VertexAttribDivisorEXT(index, divisor);
}
GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
{
return es2::DrawArraysInstancedANGLE(mode, first, count, instanceCount);
}
GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
{
return es2::DrawElementsInstancedANGLE(mode, count, type, indices, instanceCount);
}
GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor)
{
return es2::VertexAttribDivisorANGLE(index, divisor);
}
GL_APICALL void GL_APIENTRY glEnable(GLenum cap)
{
return es2::Enable(cap);
}
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
{
return es2::EnableVertexAttribArray(index);
}
GL_APICALL void GL_APIENTRY glEndQueryEXT(GLenum target)
{
return es2::EndQueryEXT(target);
}
GL_APICALL void GL_APIENTRY glFinishFenceNV(GLuint fence)
{
return es2::FinishFenceNV(fence);
}
GL_APICALL void GL_APIENTRY glFinish(void)
{
return es2::Finish();
}
GL_APICALL void GL_APIENTRY glFlush(void)
{
return es2::Flush();
}
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
return es2::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
return es2::FramebufferTexture2D(target, attachment, textarget, texture, level);
}
GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode)
{
return es2::FrontFace(mode);
}
GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers)
{
return es2::GenBuffers(n, buffers);
}
GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target)
{
return es2::GenerateMipmap(target);
}
GL_APICALL void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint* fences)
{
return es2::GenFencesNV(n, fences);
}
GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers)
{
return es2::GenFramebuffers(n, framebuffers);
}
GL_APICALL void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint* ids)
{
return es2::GenQueriesEXT(n, ids);
}
GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
{
return es2::GenRenderbuffers(n, renderbuffers);
}
GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures)
{
return es2::GenTextures(n, textures);
}
GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
return es2::GetActiveAttrib(program, index, bufsize, length, size, type, name);
}
GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
{
return es2::GetActiveUniform(program, index, bufsize, length, size, type, name);
}
GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
{
return es2::GetAttachedShaders(program, maxcount, count, shaders);
}
GL_APICALL int GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar* name)
{
return es2::GetAttribLocation(program, name);
}
GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params)
{
return es2::GetBooleanv(pname, params);
}
GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
return es2::GetBufferParameteriv(target, pname, params);
}
GL_APICALL GLenum GL_APIENTRY glGetError(void)
{
return es2::GetError();
}
GL_APICALL void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params)
{
return es2::GetFenceivNV(fence, pname, params);
}
GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params)
{
return es2::GetFloatv(pname, params);
}
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
{
return es2::GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT(void)
{
return es2::GetGraphicsResetStatusEXT();
}
GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params)
{
return es2::GetIntegerv(pname, params);
}
GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params)
{
return es2::GetProgramiv(program, pname, params);
}
GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
return es2::GetProgramInfoLog(program, bufsize, length, infolog);
}
GL_APICALL void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params)
{
return es2::GetQueryivEXT(target, pname, params);
}
GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params)
{
return es2::GetQueryObjectuivEXT(name, pname, params);
}
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
return es2::GetRenderbufferParameteriv(target, pname, params);
}
GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
{
return es2::GetShaderiv(shader, pname, params);
}
GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
return es2::GetShaderInfoLog(shader, bufsize, length, infolog);
}
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
{
return es2::GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}
GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
{
return es2::GetShaderSource(shader, bufsize, length, source);
}
GL_APICALL const GLubyte* GL_APIENTRY glGetString(GLenum name)
{
return es2::GetString(name);
}
GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
{
return es2::GetTexParameterfv(target, pname, params);
}
GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
{
return es2::GetTexParameteriv(target, pname, params);
}
GL_APICALL void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params)
{
return es2::GetnUniformfvEXT(program, location, bufSize, params);
}
GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params)
{
return es2::GetUniformfv(program, location, params);
}
GL_APICALL void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params)
{
return es2::GetnUniformivEXT(program, location, bufSize, params);
}
GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params)
{
return es2::GetUniformiv(program, location, params);
}
GL_APICALL int GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* name)
{
return es2::GetUniformLocation(program, name);
}
GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
{
return es2::GetVertexAttribfv(index, pname, params);
}
GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
{
return es2::GetVertexAttribiv(index, pname, params);
}
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
{
return es2::GetVertexAttribPointerv(index, pname, pointer);
}
GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode)
{
return es2::Hint(target, mode);
}
GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
{
return es2::IsBuffer(buffer);
}
GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
{
return es2::IsEnabled(cap);
}
GL_APICALL GLboolean GL_APIENTRY glIsFenceNV(GLuint fence)
{
return es2::IsFenceNV(fence);
}
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
{
return es2::IsFramebuffer(framebuffer);
}
GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program)
{
return es2::IsProgram(program);
}
GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT(GLuint name)
{
return es2::IsQueryEXT(name);
}
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
{
return es2::IsRenderbuffer(renderbuffer);
}
GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader)
{
return es2::IsShader(shader);
}
GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture)
{
return es2::IsTexture(texture);
}
GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width)
{
return es2::LineWidth(width);
}
GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program)
{
return es2::LinkProgram(program);
}
GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
{
return es2::PixelStorei(pname, param);
}
GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
{
return es2::PolygonOffset(factor, units);
}
GL_APICALL void GL_APIENTRY glReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei bufSize, GLvoid *data)
{
return es2::ReadnPixelsEXT(x, y, width, height, format, type, bufSize, data);
}
GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
{
return es2::ReadPixels(x, y, width, height, format, type, pixels);
}
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler(void)
{
return es2::ReleaseShaderCompiler();
}
GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
return es2::RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height);
}
GL_APICALL void GL_APIENTRY glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
return es2::RenderbufferStorage(target, internalformat, width, height);
}
GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert)
{
return es2::SampleCoverage(value, invert);
}
GL_APICALL void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition)
{
return es2::SetFenceNV(fence, condition);
}
GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
return es2::Scissor(x, y, width, height);
}
GL_APICALL void GL_APIENTRY glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
{
return es2::ShaderBinary(n, shaders, binaryformat, binary, length);
}
GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
{
return es2::ShaderSource(shader, count, string, length);
}
GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
return es2::StencilFunc(func, ref, mask);
}
GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
return es2::StencilFuncSeparate(face, func, ref, mask);
}
GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask)
{
return es2::StencilMask(mask);
}
GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
{
return es2::StencilMaskSeparate(face, mask);
}
GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
return es2::StencilOp(fail, zfail, zpass);
}
GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
return es2::StencilOpSeparate(face, fail, zfail, zpass);
}
GLboolean GL_APIENTRY glTestFenceNV(GLuint fence)
{
return es2::TestFenceNV(fence);
}
GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
return es2::TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
return es2::TexParameterf(target, pname, param);
}
GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
{
return es2::TexParameterfv(target, pname, params);
}
GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param)
{
return es2::TexParameteri(target, pname, param);
}
GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
{
return es2::TexParameteriv(target, pname, params);
}
GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid* pixels)
{
return es2::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
GL_APICALL void GL_APIENTRY glUniform1f(GLint location, GLfloat x)
{
return es2::Uniform1f(location, x);
}
GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
{
return es2::Uniform1fv(location, count, v);
}
GL_APICALL void GL_APIENTRY glUniform1i(GLint location, GLint x)
{
return es2::Uniform1i(location, x);
}
GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v)
{
return es2::Uniform1iv(location, count, v);
}
GL_APICALL void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y)
{
return es2::Uniform2f(location, x, y);
}
GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
{
return es2::Uniform2fv(location, count, v);
}
GL_APICALL void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y)
{
return es2::Uniform2i(location, x, y);
}
GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v)
{
return es2::Uniform2iv(location, count, v);
}
GL_APICALL void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
{
return es2::Uniform3f(location, x, y, z);
}
GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
{
return es2::Uniform3fv(location, count, v);
}
GL_APICALL void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z)
{
return es2::Uniform3i(location, x, y, z);
}
GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v)
{
return es2::Uniform3iv(location, count, v);
}
GL_APICALL void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
return es2::Uniform4f(location, x, y, z, w);
}
GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
{
return es2::Uniform4fv(location, count, v);
}
GL_APICALL void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
{
return es2::Uniform4i(location, x, y, z, w);
}
GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v)
{
return es2::Uniform4iv(location, count, v);
}
GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
return es2::UniformMatrix2fv(location, count, transpose, value);
}
GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
return es2::UniformMatrix3fv(location, count, transpose, value);
}
GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
return es2::UniformMatrix4fv(location, count, transpose, value);
}
GL_APICALL void GL_APIENTRY glUseProgram(GLuint program)
{
return es2::UseProgram(program);
}
GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program)
{
return es2::ValidateProgram(program);
}
GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x)
{
return es2::VertexAttrib1f(index, x);
}
GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat* values)
{
return es2::VertexAttrib1fv(index, values);
}
GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
{
return es2::VertexAttrib2f(index, x, y);
}
GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat* values)
{
return es2::VertexAttrib2fv(index, values);
}
GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
return es2::VertexAttrib3f(index, x, y, z);
}
GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat* values)
{
return es2::VertexAttrib3fv(index, values);
}
GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
return es2::VertexAttrib4f(index, x, y, z, w);
}
GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat* values)
{
return es2::VertexAttrib4fv(index, values);
}
GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
{
return es2::VertexAttribPointer(index, size, type, normalized, stride, ptr);
}
GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
return es2::Viewport(x, y, width, height);
}
GL_APICALL void GL_APIENTRY glBlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
return es2::BlitFramebufferNV(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
return es2::BlitFramebufferANGLE(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
GL_APICALL void GL_APIENTRY glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
return es2::TexImage3DOES(target, level, internalformat, width, height, depth, border, format, type, pixels);
}
GL_APICALL void GL_APIENTRY glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
{
return es2::TexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}
GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
return es2::CopyTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
{
return es2::CompressedTexImage3DOES(target, level,internalformat, width, height, depth, border, imageSize, data);
}
GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
{
return es2::CompressedTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}
GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
return es2::FramebufferTexture3DOES(target, attachment, textarget, texture, level, zoffset);
}
GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
{
return es2::EGLImageTargetTexture2DOES(target, image);
}
GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
{
return es2::EGLImageTargetRenderbufferStorageOES(target, image);
}
void GL_APIENTRY Register(const char *licenseKey)
{
RegisterLicenseKey(licenseKey);
}
}
egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion);
extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname);
egl::Image *createBackBuffer(int width, int height, const egl::Config *config);
......@@ -158,6 +1247,184 @@ sw::FrameBuffer *createFrameBuffer(EGLNativeDisplayType display, EGLNativeWindow
LibGLESv2exports::LibGLESv2exports()
{
this->glActiveTexture = es2::ActiveTexture;
this->glAttachShader = es2::AttachShader;
this->glBeginQueryEXT = es2::BeginQueryEXT;
this->glBindAttribLocation = es2::BindAttribLocation;
this->glBindBuffer = es2::BindBuffer;
this->glBindFramebuffer = es2::BindFramebuffer;
this->glBindRenderbuffer = es2::BindRenderbuffer;
this->glBindTexture = es2::BindTexture;
this->glBlendColor = es2::BlendColor;
this->glBlendEquation = es2::BlendEquation;
this->glBlendEquationSeparate = es2::BlendEquationSeparate;
this->glBlendFunc = es2::BlendFunc;
this->glBlendFuncSeparate = es2::BlendFuncSeparate;
this->glBufferData = es2::BufferData;
this->glBufferSubData = es2::BufferSubData;
this->glCheckFramebufferStatus = es2::CheckFramebufferStatus;
this->glClear = es2::Clear;
this->glClearColor = es2::ClearColor;
this->glClearDepthf = es2::ClearDepthf;
this->glClearStencil = es2::ClearStencil;
this->glColorMask = es2::ColorMask;
this->glCompileShader = es2::CompileShader;
this->glCompressedTexImage2D = es2::CompressedTexImage2D;
this->glCompressedTexSubImage2D = es2::CompressedTexSubImage2D;
this->glCopyTexImage2D = es2::CopyTexImage2D;
this->glCopyTexSubImage2D = es2::CopyTexSubImage2D;
this->glCreateProgram = es2::CreateProgram;
this->glCreateShader = es2::CreateShader;
this->glCullFace = es2::CullFace;
this->glDeleteBuffers = es2::DeleteBuffers;
this->glDeleteFencesNV = es2::DeleteFencesNV;
this->glDeleteFramebuffers = es2::DeleteFramebuffers;
this->glDeleteProgram = es2::DeleteProgram;
this->glDeleteQueriesEXT = es2::DeleteQueriesEXT;
this->glDeleteRenderbuffers = es2::DeleteRenderbuffers;
this->glDeleteShader = es2::DeleteShader;
this->glDeleteTextures = es2::DeleteTextures;
this->glDepthFunc = es2::DepthFunc;
this->glDepthMask = es2::DepthMask;
this->glDepthRangef = es2::DepthRangef;
this->glDetachShader = es2::DetachShader;
this->glDisable = es2::Disable;
this->glDisableVertexAttribArray = es2::DisableVertexAttribArray;
this->glDrawArrays = es2::DrawArrays;
this->glDrawElements = es2::DrawElements;
this->glDrawArraysInstancedEXT = es2::DrawArraysInstancedEXT;
this->glDrawElementsInstancedEXT = es2::DrawElementsInstancedEXT;
this->glVertexAttribDivisorEXT = es2::VertexAttribDivisorEXT;
this->glDrawArraysInstancedANGLE = es2::DrawArraysInstancedANGLE;
this->glDrawElementsInstancedANGLE = es2::DrawElementsInstancedANGLE;
this->glVertexAttribDivisorANGLE = es2::VertexAttribDivisorANGLE;
this->glEnable = es2::Enable;
this->glEnableVertexAttribArray = es2::EnableVertexAttribArray;
this->glEndQueryEXT = es2::EndQueryEXT;
this->glFinishFenceNV = es2::FinishFenceNV;
this->glFinish = es2::Finish;
this->glFlush = es2::Flush;
this->glFramebufferRenderbuffer = es2::FramebufferRenderbuffer;
this->glFramebufferTexture2D = es2::FramebufferTexture2D;
this->glFrontFace = es2::FrontFace;
this->glGenBuffers = es2::GenBuffers;
this->glGenerateMipmap = es2::GenerateMipmap;
this->glGenFencesNV = es2::GenFencesNV;
this->glGenFramebuffers = es2::GenFramebuffers;
this->glGenQueriesEXT = es2::GenQueriesEXT;
this->glGenRenderbuffers = es2::GenRenderbuffers;
this->glGenTextures = es2::GenTextures;
this->glGetActiveAttrib = es2::GetActiveAttrib;
this->glGetActiveUniform = es2::GetActiveUniform;
this->glGetAttachedShaders = es2::GetAttachedShaders;
this->glGetAttribLocation = es2::GetAttribLocation;
this->glGetBooleanv = es2::GetBooleanv;
this->glGetBufferParameteriv = es2::GetBufferParameteriv;
this->glGetError = es2::GetError;
this->glGetFenceivNV = es2::GetFenceivNV;
this->glGetFloatv = es2::GetFloatv;
this->glGetFramebufferAttachmentParameteriv = es2::GetFramebufferAttachmentParameteriv;
this->glGetGraphicsResetStatusEXT = es2::GetGraphicsResetStatusEXT;
this->glGetIntegerv = es2::GetIntegerv;
this->glGetProgramiv = es2::GetProgramiv;
this->glGetProgramInfoLog = es2::GetProgramInfoLog;
this->glGetQueryivEXT = es2::GetQueryivEXT;
this->glGetQueryObjectuivEXT = es2::GetQueryObjectuivEXT;
this->glGetRenderbufferParameteriv = es2::GetRenderbufferParameteriv;
this->glGetShaderiv = es2::GetShaderiv;
this->glGetShaderInfoLog = es2::GetShaderInfoLog;
this->glGetShaderPrecisionFormat = es2::GetShaderPrecisionFormat;
this->glGetShaderSource = es2::GetShaderSource;
this->glGetString = es2::GetString;
this->glGetTexParameterfv = es2::GetTexParameterfv;
this->glGetTexParameteriv = es2::GetTexParameteriv;
this->glGetnUniformfvEXT = es2::GetnUniformfvEXT;
this->glGetUniformfv = es2::GetUniformfv;
this->glGetnUniformivEXT = es2::GetnUniformivEXT;
this->glGetUniformiv = es2::GetUniformiv;
this->glGetUniformLocation = es2::GetUniformLocation;
this->glGetVertexAttribfv = es2::GetVertexAttribfv;
this->glGetVertexAttribiv = es2::GetVertexAttribiv;
this->glGetVertexAttribPointerv = es2::GetVertexAttribPointerv;
this->glHint = es2::Hint;
this->glIsBuffer = es2::IsBuffer;
this->glIsEnabled = es2::IsEnabled;
this->glIsFenceNV = es2::IsFenceNV;
this->glIsFramebuffer = es2::IsFramebuffer;
this->glIsProgram = es2::IsProgram;
this->glIsQueryEXT = es2::IsQueryEXT;
this->glIsRenderbuffer = es2::IsRenderbuffer;
this->glIsShader = es2::IsShader;
this->glIsTexture = es2::IsTexture;
this->glLineWidth = es2::LineWidth;
this->glLinkProgram = es2::LinkProgram;
this->glPixelStorei = es2::PixelStorei;
this->glPolygonOffset = es2::PolygonOffset;
this->glReadnPixelsEXT = es2::ReadnPixelsEXT;
this->glReadPixels = es2::ReadPixels;
this->glReleaseShaderCompiler = es2::ReleaseShaderCompiler;
this->glRenderbufferStorageMultisampleANGLE = es2::RenderbufferStorageMultisampleANGLE;
this->glRenderbufferStorage = es2::RenderbufferStorage;
this->glSampleCoverage = es2::SampleCoverage;
this->glSetFenceNV = es2::SetFenceNV;
this->glScissor = es2::Scissor;
this->glShaderBinary = es2::ShaderBinary;
this->glShaderSource = es2::ShaderSource;
this->glStencilFunc = es2::StencilFunc;
this->glStencilFuncSeparate = es2::StencilFuncSeparate;
this->glStencilMask = es2::StencilMask;
this->glStencilMaskSeparate = es2::StencilMaskSeparate;
this->glStencilOp = es2::StencilOp;
this->glStencilOpSeparate = es2::StencilOpSeparate;
this->glTestFenceNV = es2::TestFenceNV;
this->glTexImage2D = es2::TexImage2D;
this->glTexParameterf = es2::TexParameterf;
this->glTexParameterfv = es2::TexParameterfv;
this->glTexParameteri = es2::TexParameteri;
this->glTexParameteriv = es2::TexParameteriv;
this->glTexSubImage2D = es2::TexSubImage2D;
this->glUniform1f = es2::Uniform1f;
this->glUniform1fv = es2::Uniform1fv;
this->glUniform1i = es2::Uniform1i;
this->glUniform1iv = es2::Uniform1iv;
this->glUniform2f = es2::Uniform2f;
this->glUniform2fv = es2::Uniform2fv;
this->glUniform2i = es2::Uniform2i;
this->glUniform2iv = es2::Uniform2iv;
this->glUniform3f = es2::Uniform3f;
this->glUniform3fv = es2::Uniform3fv;
this->glUniform3i = es2::Uniform3i;
this->glUniform3iv = es2::Uniform3iv;
this->glUniform4f = es2::Uniform4f;
this->glUniform4fv = es2::Uniform4fv;
this->glUniform4i = es2::Uniform4i;
this->glUniform4iv = es2::Uniform4iv;
this->glUniformMatrix2fv = es2::UniformMatrix2fv;
this->glUniformMatrix3fv = es2::UniformMatrix3fv;
this->glUniformMatrix4fv = es2::UniformMatrix4fv;
this->glUseProgram = es2::UseProgram;
this->glValidateProgram = es2::ValidateProgram;
this->glVertexAttrib1f = es2::VertexAttrib1f;
this->glVertexAttrib1fv = es2::VertexAttrib1fv;
this->glVertexAttrib2f = es2::VertexAttrib2f;
this->glVertexAttrib2fv = es2::VertexAttrib2fv;
this->glVertexAttrib3f = es2::VertexAttrib3f;
this->glVertexAttrib3fv = es2::VertexAttrib3fv;
this->glVertexAttrib4f = es2::VertexAttrib4f;
this->glVertexAttrib4fv = es2::VertexAttrib4fv;
this->glVertexAttribPointer = es2::VertexAttribPointer;
this->glViewport = es2::Viewport;
this->glBlitFramebufferNV = es2::BlitFramebufferNV;
this->glBlitFramebufferANGLE = es2::BlitFramebufferANGLE;
this->glTexImage3DOES = es2::TexImage3DOES;
this->glTexSubImage3DOES = es2::TexSubImage3DOES;
this->glCopyTexSubImage3DOES = es2::CopyTexSubImage3DOES;
this->glCompressedTexImage3DOES = es2::CompressedTexImage3DOES;
this->glCompressedTexSubImage3DOES = es2::CompressedTexSubImage3DOES;
this->glFramebufferTexture3DOES = es2::FramebufferTexture3DOES;
this->glEGLImageTargetTexture2DOES = es2::EGLImageTargetTexture2DOES;
this->glEGLImageTargetRenderbufferStorageOES = es2::EGLImageTargetRenderbufferStorageOES;
this->es2CreateContext = ::es2CreateContext;
this->es2GetProcAddress = ::es2GetProcAddress;
this->createBackBuffer = ::createBackBuffer;
......
......@@ -404,7 +404,7 @@ EGLContext Display::createContext(EGLConfig configHandle, const egl::Context *sh
mContextSet.insert(context);
return success(context);;
return success(context);
}
void Display::destroySurface(egl::Surface *surface)
......
......@@ -314,7 +314,7 @@ namespace sw
draw->vertexRoutine = vertexRoutine;
draw->setupRoutine = setupRoutine;
draw->pixelRoutine = pixelRoutine;
draw->vertexPointer = (VertexProcessor::RoutinePointer)vertexRoutine->getEntry();;
draw->vertexPointer = (VertexProcessor::RoutinePointer)vertexRoutine->getEntry();
draw->setupPointer = (SetupProcessor::RoutinePointer)setupRoutine->getEntry();
draw->pixelPointer = (PixelProcessor::RoutinePointer)pixelRoutine->getEntry();
draw->setupPrimitives = setupPrimitives;
......
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