This source file includes following definitions.
- glActiveTexture
- glAttachShader
- glBindAttribLocation
- glBindBuffer
- glBindFramebuffer
- glBindRenderbuffer
- glBindTexture
- glBlendColor
- glBlendEquation
- glBlendEquationSeparate
- glBlendFunc
- glBlendFuncSeparate
- glBufferData
- glBufferSubData
- glCheckFramebufferStatus
- glClear
- glClearColor
- glClearDepthf
- glClearStencil
- glColorMask
- glCompileShader
- glCompressedTexImage2D
- glCompressedTexSubImage2D
- glCopyTexImage2D
- glCopyTexSubImage2D
- glCreateProgram
- glCreateShader
- glCullFace
- glDeleteBuffers
- glDeleteFramebuffers
- glDeleteProgram
- glDeleteRenderbuffers
- glDeleteShader
- glDeleteTextures
- glDepthFunc
- glDepthMask
- glDepthRangef
- glDetachShader
- glDisable
- glDisableVertexAttribArray
- glDrawArrays
- glDrawElements
- glEnable
- glEnableVertexAttribArray
- glFinish
- glFlush
- glFramebufferRenderbuffer
- glFramebufferTexture2D
- glFrontFace
- glGenBuffers
- glGenerateMipmap
- glGenFramebuffers
- glGenRenderbuffers
- glGenTextures
- glGetActiveAttrib
- glGetActiveUniform
- glGetAttachedShaders
- glGetAttribLocation
- glGetBooleanv
- glGetBufferParameteriv
- glGetError
- glGetFloatv
- glGetFramebufferAttachmentParameteriv
- glGetIntegerv
- glGetProgramiv
- glGetProgramInfoLog
- glGetRenderbufferParameteriv
- glGetShaderiv
- glGetShaderInfoLog
- glGetShaderPrecisionFormat
- glGetShaderSource
- glGetString
- glGetTexParameterfv
- glGetTexParameteriv
- glGetUniformfv
- glGetUniformiv
- glGetUniformLocation
- glGetVertexAttribfv
- glGetVertexAttribiv
- glGetVertexAttribPointerv
- glHint
- glIsBuffer
- glIsEnabled
- glIsFramebuffer
- glIsProgram
- glIsRenderbuffer
- glIsShader
- glIsTexture
- glLineWidth
- glLinkProgram
- glPixelStorei
- glPolygonOffset
- glReadPixels
- glReleaseShaderCompiler
- glRenderbufferStorage
- glSampleCoverage
- glScissor
- glShaderBinary
- glShaderSource
- glStencilFunc
- glStencilFuncSeparate
- glStencilMask
- glStencilMaskSeparate
- glStencilOp
- glStencilOpSeparate
- glTexImage2D
- glTexParameterf
- glTexParameterfv
- glTexParameteri
- glTexParameteriv
- glTexSubImage2D
- glUniform1f
- glUniform1fv
- glUniform1i
- glUniform1iv
- glUniform2f
- glUniform2fv
- glUniform2i
- glUniform2iv
- glUniform3f
- glUniform3fv
- glUniform3i
- glUniform3iv
- glUniform4f
- glUniform4fv
- glUniform4i
- glUniform4iv
- glUniformMatrix2fv
- glUniformMatrix3fv
- glUniformMatrix4fv
- glUseProgram
- glValidateProgram
- glVertexAttrib1f
- glVertexAttrib1fv
- glVertexAttrib2f
- glVertexAttrib2fv
- glVertexAttrib3f
- glVertexAttrib3fv
- glVertexAttrib4f
- glVertexAttrib4fv
- glVertexAttribPointer
- glViewport
- glBlitFramebufferEXT
- glRenderbufferStorageMultisampleEXT
- glGenQueriesEXT
- glDeleteQueriesEXT
- glIsQueryEXT
- glBeginQueryEXT
- glEndQueryEXT
- glGetQueryivEXT
- glGetQueryObjectuivEXT
- glEnableFeatureCHROMIUM
- glMapBufferSubDataCHROMIUM
- glUnmapBufferSubDataCHROMIUM
- glMapTexSubImage2DCHROMIUM
- glUnmapTexSubImage2DCHROMIUM
- glDrawArraysInstancedANGLE
- glDrawElementsInstancedANGLE
- glVertexAttribDivisorANGLE
- glDrawBuffersEXT
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
void GL_APIENTRY glActiveTexture(GLenum texture) {
glGetInterfacePPAPI()->ActiveTexture(glGetCurrentContextPPAPI(), texture);
}
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) {
glGetInterfacePPAPI()->AttachShader(
glGetCurrentContextPPAPI(), program, shader);
}
void GL_APIENTRY
glBindAttribLocation(GLuint program, GLuint index, const char* name) {
glGetInterfacePPAPI()->BindAttribLocation(
glGetCurrentContextPPAPI(), program, index, name);
}
void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) {
glGetInterfacePPAPI()->BindBuffer(glGetCurrentContextPPAPI(), target, buffer);
}
void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) {
glGetInterfacePPAPI()->BindFramebuffer(
glGetCurrentContextPPAPI(), target, framebuffer);
}
void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) {
glGetInterfacePPAPI()->BindRenderbuffer(
glGetCurrentContextPPAPI(), target, renderbuffer);
}
void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) {
glGetInterfacePPAPI()->BindTexture(
glGetCurrentContextPPAPI(), target, texture);
}
void GL_APIENTRY
glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
glGetInterfacePPAPI()->BlendColor(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glBlendEquation(GLenum mode) {
glGetInterfacePPAPI()->BlendEquation(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
glGetInterfacePPAPI()->BlendEquationSeparate(
glGetCurrentContextPPAPI(), modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) {
glGetInterfacePPAPI()->BlendFunc(
glGetCurrentContextPPAPI(), sfactor, dfactor);
}
void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha) {
glGetInterfacePPAPI()->BlendFuncSeparate(
glGetCurrentContextPPAPI(), srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GL_APIENTRY
glBufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage) {
glGetInterfacePPAPI()->BufferData(
glGetCurrentContextPPAPI(), target, size, data, usage);
}
void GL_APIENTRY glBufferSubData(GLenum target,
GLintptr offset,
GLsizeiptr size,
const void* data) {
glGetInterfacePPAPI()->BufferSubData(
glGetCurrentContextPPAPI(), target, offset, size, data);
}
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) {
return glGetInterfacePPAPI()->CheckFramebufferStatus(
glGetCurrentContextPPAPI(), target);
}
void GL_APIENTRY glClear(GLbitfield mask) {
glGetInterfacePPAPI()->Clear(glGetCurrentContextPPAPI(), mask);
}
void GL_APIENTRY
glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
glGetInterfacePPAPI()->ClearColor(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glClearDepthf(GLclampf depth) {
glGetInterfacePPAPI()->ClearDepthf(glGetCurrentContextPPAPI(), depth);
}
void GL_APIENTRY glClearStencil(GLint s) {
glGetInterfacePPAPI()->ClearStencil(glGetCurrentContextPPAPI(), s);
}
void GL_APIENTRY
glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
glGetInterfacePPAPI()->ColorMask(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glCompileShader(GLuint shader) {
glGetInterfacePPAPI()->CompileShader(glGetCurrentContextPPAPI(), shader);
}
void GL_APIENTRY glCompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void* data) {
glGetInterfacePPAPI()->CompressedTexImage2D(glGetCurrentContextPPAPI(),
target,
level,
internalformat,
width,
height,
border,
imageSize,
data);
}
void GL_APIENTRY glCompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void* data) {
glGetInterfacePPAPI()->CompressedTexSubImage2D(glGetCurrentContextPPAPI(),
target,
level,
xoffset,
yoffset,
width,
height,
format,
imageSize,
data);
}
void GL_APIENTRY glCopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border) {
glGetInterfacePPAPI()->CopyTexImage2D(glGetCurrentContextPPAPI(),
target,
level,
internalformat,
x,
y,
width,
height,
border);
}
void GL_APIENTRY glCopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
glGetInterfacePPAPI()->CopyTexSubImage2D(glGetCurrentContextPPAPI(),
target,
level,
xoffset,
yoffset,
x,
y,
width,
height);
}
GLuint GL_APIENTRY glCreateProgram() {
return glGetInterfacePPAPI()->CreateProgram(glGetCurrentContextPPAPI());
}
GLuint GL_APIENTRY glCreateShader(GLenum type) {
return glGetInterfacePPAPI()->CreateShader(glGetCurrentContextPPAPI(), type);
}
void GL_APIENTRY glCullFace(GLenum mode) {
glGetInterfacePPAPI()->CullFace(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) {
glGetInterfacePPAPI()->DeleteBuffers(glGetCurrentContextPPAPI(), n, buffers);
}
void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
glGetInterfacePPAPI()->DeleteFramebuffers(
glGetCurrentContextPPAPI(), n, framebuffers);
}
void GL_APIENTRY glDeleteProgram(GLuint program) {
glGetInterfacePPAPI()->DeleteProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
glGetInterfacePPAPI()->DeleteRenderbuffers(
glGetCurrentContextPPAPI(), n, renderbuffers);
}
void GL_APIENTRY glDeleteShader(GLuint shader) {
glGetInterfacePPAPI()->DeleteShader(glGetCurrentContextPPAPI(), shader);
}
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) {
glGetInterfacePPAPI()->DeleteTextures(
glGetCurrentContextPPAPI(), n, textures);
}
void GL_APIENTRY glDepthFunc(GLenum func) {
glGetInterfacePPAPI()->DepthFunc(glGetCurrentContextPPAPI(), func);
}
void GL_APIENTRY glDepthMask(GLboolean flag) {
glGetInterfacePPAPI()->DepthMask(glGetCurrentContextPPAPI(), flag);
}
void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) {
glGetInterfacePPAPI()->DepthRangef(glGetCurrentContextPPAPI(), zNear, zFar);
}
void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) {
glGetInterfacePPAPI()->DetachShader(
glGetCurrentContextPPAPI(), program, shader);
}
void GL_APIENTRY glDisable(GLenum cap) {
glGetInterfacePPAPI()->Disable(glGetCurrentContextPPAPI(), cap);
}
void GL_APIENTRY glDisableVertexAttribArray(GLuint index) {
glGetInterfacePPAPI()->DisableVertexAttribArray(glGetCurrentContextPPAPI(),
index);
}
void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
glGetInterfacePPAPI()->DrawArrays(
glGetCurrentContextPPAPI(), mode, first, count);
}
void GL_APIENTRY
glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices) {
glGetInterfacePPAPI()->DrawElements(
glGetCurrentContextPPAPI(), mode, count, type, indices);
}
void GL_APIENTRY glEnable(GLenum cap) {
glGetInterfacePPAPI()->Enable(glGetCurrentContextPPAPI(), cap);
}
void GL_APIENTRY glEnableVertexAttribArray(GLuint index) {
glGetInterfacePPAPI()->EnableVertexAttribArray(glGetCurrentContextPPAPI(),
index);
}
void GL_APIENTRY glFinish() {
glGetInterfacePPAPI()->Finish(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glFlush() {
glGetInterfacePPAPI()->Flush(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glFramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer) {
glGetInterfacePPAPI()->FramebufferRenderbuffer(glGetCurrentContextPPAPI(),
target,
attachment,
renderbuffertarget,
renderbuffer);
}
void GL_APIENTRY glFramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level) {
glGetInterfacePPAPI()->FramebufferTexture2D(glGetCurrentContextPPAPI(),
target,
attachment,
textarget,
texture,
level);
}
void GL_APIENTRY glFrontFace(GLenum mode) {
glGetInterfacePPAPI()->FrontFace(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) {
glGetInterfacePPAPI()->GenBuffers(glGetCurrentContextPPAPI(), n, buffers);
}
void GL_APIENTRY glGenerateMipmap(GLenum target) {
glGetInterfacePPAPI()->GenerateMipmap(glGetCurrentContextPPAPI(), target);
}
void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) {
glGetInterfacePPAPI()->GenFramebuffers(
glGetCurrentContextPPAPI(), n, framebuffers);
}
void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
glGetInterfacePPAPI()->GenRenderbuffers(
glGetCurrentContextPPAPI(), n, renderbuffers);
}
void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) {
glGetInterfacePPAPI()->GenTextures(glGetCurrentContextPPAPI(), n, textures);
}
void GL_APIENTRY glGetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLint* size,
GLenum* type,
char* name) {
glGetInterfacePPAPI()->GetActiveAttrib(glGetCurrentContextPPAPI(),
program,
index,
bufsize,
length,
size,
type,
name);
}
void GL_APIENTRY glGetActiveUniform(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLint* size,
GLenum* type,
char* name) {
glGetInterfacePPAPI()->GetActiveUniform(glGetCurrentContextPPAPI(),
program,
index,
bufsize,
length,
size,
type,
name);
}
void GL_APIENTRY glGetAttachedShaders(GLuint program,
GLsizei maxcount,
GLsizei* count,
GLuint* shaders) {
glGetInterfacePPAPI()->GetAttachedShaders(
glGetCurrentContextPPAPI(), program, maxcount, count, shaders);
}
GLint GL_APIENTRY glGetAttribLocation(GLuint program, const char* name) {
return glGetInterfacePPAPI()->GetAttribLocation(
glGetCurrentContextPPAPI(), program, name);
}
void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) {
glGetInterfacePPAPI()->GetBooleanv(glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY
glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetBufferParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
GLenum GL_APIENTRY glGetError() {
return glGetInterfacePPAPI()->GetError(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetFloatv(glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint* params) {
glGetInterfacePPAPI()->GetFramebufferAttachmentParameteriv(
glGetCurrentContextPPAPI(), target, attachment, pname, params);
}
void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetIntegerv(glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetProgramiv(
glGetCurrentContextPPAPI(), program, pname, params);
}
void GL_APIENTRY glGetProgramInfoLog(GLuint program,
GLsizei bufsize,
GLsizei* length,
char* infolog) {
glGetInterfacePPAPI()->GetProgramInfoLog(
glGetCurrentContextPPAPI(), program, bufsize, length, infolog);
}
void GL_APIENTRY
glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetRenderbufferParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetShaderiv(
glGetCurrentContextPPAPI(), shader, pname, params);
}
void GL_APIENTRY glGetShaderInfoLog(GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* infolog) {
glGetInterfacePPAPI()->GetShaderInfoLog(
glGetCurrentContextPPAPI(), shader, bufsize, length, infolog);
}
void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint* range,
GLint* precision) {
glGetInterfacePPAPI()->GetShaderPrecisionFormat(
glGetCurrentContextPPAPI(), shadertype, precisiontype, range, precision);
}
void GL_APIENTRY glGetShaderSource(GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* source) {
glGetInterfacePPAPI()->GetShaderSource(
glGetCurrentContextPPAPI(), shader, bufsize, length, source);
}
const GLubyte* GL_APIENTRY glGetString(GLenum name) {
return glGetInterfacePPAPI()->GetString(glGetCurrentContextPPAPI(), name);
}
void GL_APIENTRY
glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetTexParameterfv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY
glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetTexParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY
glGetUniformfv(GLuint program, GLint location, GLfloat* params) {
glGetInterfacePPAPI()->GetUniformfv(
glGetCurrentContextPPAPI(), program, location, params);
}
void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params) {
glGetInterfacePPAPI()->GetUniformiv(
glGetCurrentContextPPAPI(), program, location, params);
}
GLint GL_APIENTRY glGetUniformLocation(GLuint program, const char* name) {
return glGetInterfacePPAPI()->GetUniformLocation(
glGetCurrentContextPPAPI(), program, name);
}
void GL_APIENTRY
glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetVertexAttribfv(
glGetCurrentContextPPAPI(), index, pname, params);
}
void GL_APIENTRY
glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetVertexAttribiv(
glGetCurrentContextPPAPI(), index, pname, params);
}
void GL_APIENTRY
glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) {
glGetInterfacePPAPI()->GetVertexAttribPointerv(
glGetCurrentContextPPAPI(), index, pname, pointer);
}
void GL_APIENTRY glHint(GLenum target, GLenum mode) {
glGetInterfacePPAPI()->Hint(glGetCurrentContextPPAPI(), target, mode);
}
GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) {
return glGetInterfacePPAPI()->IsBuffer(glGetCurrentContextPPAPI(), buffer);
}
GLboolean GL_APIENTRY glIsEnabled(GLenum cap) {
return glGetInterfacePPAPI()->IsEnabled(glGetCurrentContextPPAPI(), cap);
}
GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) {
return glGetInterfacePPAPI()->IsFramebuffer(glGetCurrentContextPPAPI(),
framebuffer);
}
GLboolean GL_APIENTRY glIsProgram(GLuint program) {
return glGetInterfacePPAPI()->IsProgram(glGetCurrentContextPPAPI(), program);
}
GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) {
return glGetInterfacePPAPI()->IsRenderbuffer(glGetCurrentContextPPAPI(),
renderbuffer);
}
GLboolean GL_APIENTRY glIsShader(GLuint shader) {
return glGetInterfacePPAPI()->IsShader(glGetCurrentContextPPAPI(), shader);
}
GLboolean GL_APIENTRY glIsTexture(GLuint texture) {
return glGetInterfacePPAPI()->IsTexture(glGetCurrentContextPPAPI(), texture);
}
void GL_APIENTRY glLineWidth(GLfloat width) {
glGetInterfacePPAPI()->LineWidth(glGetCurrentContextPPAPI(), width);
}
void GL_APIENTRY glLinkProgram(GLuint program) {
glGetInterfacePPAPI()->LinkProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) {
glGetInterfacePPAPI()->PixelStorei(glGetCurrentContextPPAPI(), pname, param);
}
void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) {
glGetInterfacePPAPI()->PolygonOffset(
glGetCurrentContextPPAPI(), factor, units);
}
void GL_APIENTRY glReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void* pixels) {
glGetInterfacePPAPI()->ReadPixels(
glGetCurrentContextPPAPI(), x, y, width, height, format, type, pixels);
}
void GL_APIENTRY glReleaseShaderCompiler() {
glGetInterfacePPAPI()->ReleaseShaderCompiler(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glRenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height) {
glGetInterfacePPAPI()->RenderbufferStorage(
glGetCurrentContextPPAPI(), target, internalformat, width, height);
}
void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert) {
glGetInterfacePPAPI()->SampleCoverage(
glGetCurrentContextPPAPI(), value, invert);
}
void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->Scissor(
glGetCurrentContextPPAPI(), x, y, width, height);
}
void GL_APIENTRY glShaderBinary(GLsizei n,
const GLuint* shaders,
GLenum binaryformat,
const void* binary,
GLsizei length) {
glGetInterfacePPAPI()->ShaderBinary(
glGetCurrentContextPPAPI(), n, shaders, binaryformat, binary, length);
}
void GL_APIENTRY glShaderSource(GLuint shader,
GLsizei count,
const char** str,
const GLint* length) {
glGetInterfacePPAPI()->ShaderSource(
glGetCurrentContextPPAPI(), shader, count, str, length);
}
void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) {
glGetInterfacePPAPI()->StencilFunc(
glGetCurrentContextPPAPI(), func, ref, mask);
}
void GL_APIENTRY
glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) {
glGetInterfacePPAPI()->StencilFuncSeparate(
glGetCurrentContextPPAPI(), face, func, ref, mask);
}
void GL_APIENTRY glStencilMask(GLuint mask) {
glGetInterfacePPAPI()->StencilMask(glGetCurrentContextPPAPI(), mask);
}
void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) {
glGetInterfacePPAPI()->StencilMaskSeparate(
glGetCurrentContextPPAPI(), face, mask);
}
void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
glGetInterfacePPAPI()->StencilOp(
glGetCurrentContextPPAPI(), fail, zfail, zpass);
}
void GL_APIENTRY
glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) {
glGetInterfacePPAPI()->StencilOpSeparate(
glGetCurrentContextPPAPI(), face, fail, zfail, zpass);
}
void GL_APIENTRY glTexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void* pixels) {
glGetInterfacePPAPI()->TexImage2D(glGetCurrentContextPPAPI(),
target,
level,
internalformat,
width,
height,
border,
format,
type,
pixels);
}
void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) {
glGetInterfacePPAPI()->TexParameterf(
glGetCurrentContextPPAPI(), target, pname, param);
}
void GL_APIENTRY
glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) {
glGetInterfacePPAPI()->TexParameterfv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) {
glGetInterfacePPAPI()->TexParameteri(
glGetCurrentContextPPAPI(), target, pname, param);
}
void GL_APIENTRY
glTexParameteriv(GLenum target, GLenum pname, const GLint* params) {
glGetInterfacePPAPI()->TexParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void* pixels) {
glGetInterfacePPAPI()->TexSubImage2D(glGetCurrentContextPPAPI(),
target,
level,
xoffset,
yoffset,
width,
height,
format,
type,
pixels);
}
void GL_APIENTRY glUniform1f(GLint location, GLfloat x) {
glGetInterfacePPAPI()->Uniform1f(glGetCurrentContextPPAPI(), location, x);
}
void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform1fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform1i(GLint location, GLint x) {
glGetInterfacePPAPI()->Uniform1i(glGetCurrentContextPPAPI(), location, x);
}
void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform1iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y) {
glGetInterfacePPAPI()->Uniform2f(glGetCurrentContextPPAPI(), location, x, y);
}
void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform2fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) {
glGetInterfacePPAPI()->Uniform2i(glGetCurrentContextPPAPI(), location, x, y);
}
void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform2iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) {
glGetInterfacePPAPI()->Uniform3f(
glGetCurrentContextPPAPI(), location, x, y, z);
}
void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform3fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z) {
glGetInterfacePPAPI()->Uniform3i(
glGetCurrentContextPPAPI(), location, x, y, z);
}
void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform3iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY
glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
glGetInterfacePPAPI()->Uniform4f(
glGetCurrentContextPPAPI(), location, x, y, z, w);
}
void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform4fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY
glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {
glGetInterfacePPAPI()->Uniform4i(
glGetCurrentContextPPAPI(), location, x, y, z, w);
}
void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform4iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix2fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix3fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix4fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUseProgram(GLuint program) {
glGetInterfacePPAPI()->UseProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glValidateProgram(GLuint program) {
glGetInterfacePPAPI()->ValidateProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x) {
glGetInterfacePPAPI()->VertexAttrib1f(glGetCurrentContextPPAPI(), indx, x);
}
void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib1fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
glGetInterfacePPAPI()->VertexAttrib2f(glGetCurrentContextPPAPI(), indx, x, y);
}
void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib2fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY
glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
glGetInterfacePPAPI()->VertexAttrib3f(
glGetCurrentContextPPAPI(), indx, x, y, z);
}
void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib3fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY
glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
glGetInterfacePPAPI()->VertexAttrib4f(
glGetCurrentContextPPAPI(), indx, x, y, z, w);
}
void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib4fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttribPointer(GLuint indx,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void* ptr) {
glGetInterfacePPAPI()->VertexAttribPointer(
glGetCurrentContextPPAPI(), indx, size, type, normalized, stride, ptr);
}
void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->Viewport(
glGetCurrentContextPPAPI(), x, y, width, height);
}
void GL_APIENTRY glBlitFramebufferEXT(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter) {
const struct PPB_OpenGLES2FramebufferBlit* ext =
glGetFramebufferBlitInterfacePPAPI();
if (ext)
ext->BlitFramebufferEXT(glGetCurrentContextPPAPI(),
srcX0,
srcY0,
srcX1,
srcY1,
dstX0,
dstY0,
dstX1,
dstY1,
mask,
filter);
}
void GL_APIENTRY glRenderbufferStorageMultisampleEXT(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) {
const struct PPB_OpenGLES2FramebufferMultisample* ext =
glGetFramebufferMultisampleInterfacePPAPI();
if (ext)
ext->RenderbufferStorageMultisampleEXT(glGetCurrentContextPPAPI(),
target,
samples,
internalformat,
width,
height);
}
void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint* queries) {
const struct PPB_OpenGLES2Query* ext = glGetQueryInterfacePPAPI();
if (ext)
ext->GenQueriesEXT(glGetCurrentContextPPAPI(), n, queries);
}
void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint* queries) {
const struct PPB_OpenGLES2Query* ext = glGetQueryInterfacePPAPI();
if (ext)
ext->DeleteQueriesEXT(glGetCurrentContextPPAPI(), n, queries);
}
GLboolean GL_APIENTRY glIsQueryEXT(GLuint id) {
const struct PPB_OpenGLES2Query* ext = glGetQueryInterfacePPAPI();
if (ext)
return ext->IsQueryEXT(glGetCurrentContextPPAPI(), id);
return 0;
}
void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint id) {
const struct PPB_OpenGLES2Query* ext = glGetQueryInterfacePPAPI();
if (ext)
ext->BeginQueryEXT(glGetCurrentContextPPAPI(), target, id);
}
void GL_APIENTRY glEndQueryEXT(GLenum target) {
const struct PPB_OpenGLES2Query* ext = glGetQueryInterfacePPAPI();
if (ext)
ext->EndQueryEXT(glGetCurrentContextPPAPI(), target);
}
void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint* params) {
const struct PPB_OpenGLES2Query* ext = glGetQueryInterfacePPAPI();
if (ext)
ext->GetQueryivEXT(glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY
glGetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint* params) {
const struct PPB_OpenGLES2Query* ext = glGetQueryInterfacePPAPI();
if (ext)
ext->GetQueryObjectuivEXT(glGetCurrentContextPPAPI(), id, pname, params);
}
GLboolean GL_APIENTRY glEnableFeatureCHROMIUM(const char* feature) {
const struct PPB_OpenGLES2ChromiumEnableFeature* ext =
glGetChromiumEnableFeatureInterfacePPAPI();
if (ext)
return ext->EnableFeatureCHROMIUM(glGetCurrentContextPPAPI(), feature);
return 0;
}
void* GL_APIENTRY glMapBufferSubDataCHROMIUM(GLuint target,
GLintptr offset,
GLsizeiptr size,
GLenum access) {
const struct PPB_OpenGLES2ChromiumMapSub* ext =
glGetChromiumMapSubInterfacePPAPI();
if (ext)
return ext->MapBufferSubDataCHROMIUM(
glGetCurrentContextPPAPI(), target, offset, size, access);
return 0;
}
void GL_APIENTRY glUnmapBufferSubDataCHROMIUM(const void* mem) {
const struct PPB_OpenGLES2ChromiumMapSub* ext =
glGetChromiumMapSubInterfacePPAPI();
if (ext)
ext->UnmapBufferSubDataCHROMIUM(glGetCurrentContextPPAPI(), mem);
}
void* GL_APIENTRY glMapTexSubImage2DCHROMIUM(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLenum access) {
const struct PPB_OpenGLES2ChromiumMapSub* ext =
glGetChromiumMapSubInterfacePPAPI();
if (ext)
return ext->MapTexSubImage2DCHROMIUM(glGetCurrentContextPPAPI(),
target,
level,
xoffset,
yoffset,
width,
height,
format,
type,
access);
return 0;
}
void GL_APIENTRY glUnmapTexSubImage2DCHROMIUM(const void* mem) {
const struct PPB_OpenGLES2ChromiumMapSub* ext =
glGetChromiumMapSubInterfacePPAPI();
if (ext)
ext->UnmapTexSubImage2DCHROMIUM(glGetCurrentContextPPAPI(), mem);
}
void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount) {
const struct PPB_OpenGLES2InstancedArrays* ext =
glGetInstancedArraysInterfacePPAPI();
if (ext)
ext->DrawArraysInstancedANGLE(
glGetCurrentContextPPAPI(), mode, first, count, primcount);
}
void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode,
GLsizei count,
GLenum type,
const void* indices,
GLsizei primcount) {
const struct PPB_OpenGLES2InstancedArrays* ext =
glGetInstancedArraysInterfacePPAPI();
if (ext)
ext->DrawElementsInstancedANGLE(
glGetCurrentContextPPAPI(), mode, count, type, indices, primcount);
}
void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor) {
const struct PPB_OpenGLES2InstancedArrays* ext =
glGetInstancedArraysInterfacePPAPI();
if (ext)
ext->VertexAttribDivisorANGLE(glGetCurrentContextPPAPI(), index, divisor);
}
void GL_APIENTRY glDrawBuffersEXT(GLsizei count, const GLenum* bufs) {
const struct PPB_OpenGLES2DrawBuffers_Dev* ext =
glGetDrawBuffersInterfacePPAPI();
if (ext)
ext->DrawBuffersEXT(glGetCurrentContextPPAPI(), count, bufs);
}