This source file includes following definitions.
- IsBoundGraphics
- ActiveTexture
- AttachShader
- BindAttribLocation
- BindBuffer
- BindFramebuffer
- BindRenderbuffer
- BindTexture
- BlendColor
- BlendEquation
- BlendEquationSeparate
- BlendFunc
- BlendFuncSeparate
- BufferData
- BufferSubData
- CheckFramebufferStatus
- Clear
- ClearColor
- ClearDepthf
- ClearStencil
- ColorMask
- CompileShader
- CompressedTexImage2D
- CompressedTexSubImage2D
- CopyTexImage2D
- CopyTexSubImage2D
- CreateProgram
- CreateShader
- CullFace
- DeleteBuffers
- DeleteFramebuffers
- DeleteProgram
- DeleteRenderbuffers
- DeleteShader
- DeleteTextures
- DepthFunc
- DepthMask
- DepthRangef
- DetachShader
- Disable
- DisableVertexAttribArray
- DrawArrays
- DrawElements
- Enable
- EnableVertexAttribArray
- Finish
- Flush
- FramebufferRenderbuffer
- FramebufferTexture2D
- FrontFace
- GenBuffers
- GenerateMipmap
- GenFramebuffers
- GenRenderbuffers
- GenTextures
- GetActiveAttrib
- GetActiveUniform
- GetAttachedShaders
- GetAttribLocation
- GetBooleanv
- GetBufferParameteriv
- GetError
- GetFloatv
- GetFramebufferAttachmentParameteriv
- GetIntegerv
- GetProgramiv
- GetProgramInfoLog
- GetRenderbufferParameteriv
- GetShaderiv
- GetShaderInfoLog
- GetShaderPrecisionFormat
- GetShaderSource
- GetString
- GetTexParameterfv
- GetTexParameteriv
- GetUniformfv
- GetUniformiv
- GetUniformLocation
- GetVertexAttribfv
- GetVertexAttribiv
- GetVertexAttribPointerv
- Hint
- IsBuffer
- IsEnabled
- IsFramebuffer
- IsProgram
- IsRenderbuffer
- IsShader
- IsTexture
- LineWidth
- LinkProgram
- PixelStorei
- PolygonOffset
- ReadPixels
- ReleaseShaderCompiler
- RenderbufferStorage
- SampleCoverage
- Scissor
- ShaderBinary
- ShaderSource
- StencilFunc
- StencilFuncSeparate
- StencilMask
- StencilMaskSeparate
- StencilOp
- StencilOpSeparate
- TexImage2D
- TexParameterf
- TexParameterfv
- TexParameteri
- TexParameteriv
- TexSubImage2D
- Uniform1f
- Uniform1fv
- Uniform1i
- Uniform1iv
- Uniform2f
- Uniform2fv
- Uniform2i
- Uniform2iv
- Uniform3f
- Uniform3fv
- Uniform3i
- Uniform3iv
- Uniform4f
- Uniform4fv
- Uniform4i
- Uniform4iv
- UniformMatrix2fv
- UniformMatrix3fv
- UniformMatrix4fv
- UseProgram
- ValidateProgram
- VertexAttrib1f
- VertexAttrib1fv
- VertexAttrib2f
- VertexAttrib2fv
- VertexAttrib3f
- VertexAttrib3fv
- VertexAttrib4f
- VertexAttrib4fv
- VertexAttribPointer
- Viewport
- GetPPB_OpenGLES2_Thunk
#include "base/logging.h"
#include "mojo/examples/pepper_container_app/graphics_3d_resource.h"
#include "mojo/examples/pepper_container_app/thunk.h"
#include "mojo/public/c/gles2/gles2.h"
#include "ppapi/thunk/enter.h"
#include "ppapi/thunk/ppb_graphics_3d_api.h"
namespace mojo {
namespace examples {
namespace {
typedef ppapi::thunk::EnterResource<ppapi::thunk::PPB_Graphics3D_API> Enter3D;
bool IsBoundGraphics(Enter3D* enter) {
return enter->succeeded() &&
static_cast<Graphics3DResource*>(enter->object())->IsBoundGraphics();
}
void ActiveTexture(PP_Resource context_id, GLenum texture) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glActiveTexture(texture);
}
}
void AttachShader(PP_Resource context_id, GLuint program, GLuint shader) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glAttachShader(program, shader);
}
}
void BindAttribLocation(PP_Resource context_id,
GLuint program,
GLuint index,
const char* name) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBindAttribLocation(program, index, name);
}
}
void BindBuffer(PP_Resource context_id, GLenum target, GLuint buffer) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBindBuffer(target, buffer);
}
}
void BindFramebuffer(PP_Resource context_id,
GLenum target,
GLuint framebuffer) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBindFramebuffer(target, framebuffer);
}
}
void BindRenderbuffer(PP_Resource context_id,
GLenum target,
GLuint renderbuffer) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBindRenderbuffer(target, renderbuffer);
}
}
void BindTexture(PP_Resource context_id, GLenum target, GLuint texture) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBindTexture(target, texture);
}
}
void BlendColor(PP_Resource context_id,
GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBlendColor(red, green, blue, alpha);
}
}
void BlendEquation(PP_Resource context_id, GLenum mode) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBlendEquation(mode);
}
}
void BlendEquationSeparate(PP_Resource context_id,
GLenum modeRGB,
GLenum modeAlpha) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBlendEquationSeparate(modeRGB, modeAlpha);
}
}
void BlendFunc(PP_Resource context_id, GLenum sfactor, GLenum dfactor) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBlendFunc(sfactor, dfactor);
}
}
void BlendFuncSeparate(PP_Resource context_id,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
}
void BufferData(PP_Resource context_id,
GLenum target,
GLsizeiptr size,
const void* data,
GLenum usage) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBufferData(target, size, data, usage);
}
}
void BufferSubData(PP_Resource context_id,
GLenum target,
GLintptr offset,
GLsizeiptr size,
const void* data) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glBufferSubData(target, offset, size, data);
}
}
GLenum CheckFramebufferStatus(PP_Resource context_id, GLenum target) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glCheckFramebufferStatus(target);
} else {
return 0;
}
}
void Clear(PP_Resource context_id, GLbitfield mask) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glClear(mask);
}
}
void ClearColor(PP_Resource context_id,
GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glClearColor(red, green, blue, alpha);
}
}
void ClearDepthf(PP_Resource context_id, GLclampf depth) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glClearDepthf(depth);
}
}
void ClearStencil(PP_Resource context_id, GLint s) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glClearStencil(s);
}
}
void ColorMask(PP_Resource context_id,
GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glColorMask(red, green, blue, alpha);
}
}
void CompileShader(PP_Resource context_id, GLuint shader) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glCompileShader(shader);
}
}
void CompressedTexImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void* data) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glCompressedTexImage2D(
target, level, internalformat, width, height, border, imageSize, data);
}
}
void CompressedTexSubImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void* data) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glCompressedTexSubImage2D(target,
level,
xoffset,
yoffset,
width,
height,
format,
imageSize,
data);
}
}
void CopyTexImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glCopyTexImage2D(
target, level, internalformat, x, y, width, height, border);
}
}
void CopyTexSubImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
}
GLuint CreateProgram(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glCreateProgram();
} else {
return 0;
}
}
GLuint CreateShader(PP_Resource context_id, GLenum type) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glCreateShader(type);
} else {
return 0;
}
}
void CullFace(PP_Resource context_id, GLenum mode) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glCullFace(mode);
}
}
void DeleteBuffers(PP_Resource context_id, GLsizei n, const GLuint* buffers) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDeleteBuffers(n, buffers);
}
}
void DeleteFramebuffers(PP_Resource context_id,
GLsizei n,
const GLuint* framebuffers) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDeleteFramebuffers(n, framebuffers);
}
}
void DeleteProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDeleteProgram(program);
}
}
void DeleteRenderbuffers(PP_Resource context_id,
GLsizei n,
const GLuint* renderbuffers) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDeleteRenderbuffers(n, renderbuffers);
}
}
void DeleteShader(PP_Resource context_id, GLuint shader) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDeleteShader(shader);
}
}
void DeleteTextures(PP_Resource context_id, GLsizei n, const GLuint* textures) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDeleteTextures(n, textures);
}
}
void DepthFunc(PP_Resource context_id, GLenum func) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDepthFunc(func);
}
}
void DepthMask(PP_Resource context_id, GLboolean flag) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDepthMask(flag);
}
}
void DepthRangef(PP_Resource context_id, GLclampf zNear, GLclampf zFar) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDepthRangef(zNear, zFar);
}
}
void DetachShader(PP_Resource context_id, GLuint program, GLuint shader) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDetachShader(program, shader);
}
}
void Disable(PP_Resource context_id, GLenum cap) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDisable(cap);
}
}
void DisableVertexAttribArray(PP_Resource context_id, GLuint index) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDisableVertexAttribArray(index);
}
}
void DrawArrays(PP_Resource context_id,
GLenum mode,
GLint first,
GLsizei count) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDrawArrays(mode, first, count);
}
}
void DrawElements(PP_Resource context_id,
GLenum mode,
GLsizei count,
GLenum type,
const void* indices) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glDrawElements(mode, count, type, indices);
}
}
void Enable(PP_Resource context_id, GLenum cap) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glEnable(cap);
}
}
void EnableVertexAttribArray(PP_Resource context_id, GLuint index) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glEnableVertexAttribArray(index);
}
}
void Finish(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glFinish();
}
}
void Flush(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glFlush();
}
}
void FramebufferRenderbuffer(PP_Resource context_id,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glFramebufferRenderbuffer(
target, attachment, renderbuffertarget, renderbuffer);
}
}
void FramebufferTexture2D(PP_Resource context_id,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glFramebufferTexture2D(target, attachment, textarget, texture, level);
}
}
void FrontFace(PP_Resource context_id, GLenum mode) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glFrontFace(mode);
}
}
void GenBuffers(PP_Resource context_id, GLsizei n, GLuint* buffers) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGenBuffers(n, buffers);
}
}
void GenerateMipmap(PP_Resource context_id, GLenum target) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGenerateMipmap(target);
}
}
void GenFramebuffers(PP_Resource context_id, GLsizei n, GLuint* framebuffers) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGenFramebuffers(n, framebuffers);
}
}
void GenRenderbuffers(PP_Resource context_id,
GLsizei n,
GLuint* renderbuffers) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGenRenderbuffers(n, renderbuffers);
}
}
void GenTextures(PP_Resource context_id, GLsizei n, GLuint* textures) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGenTextures(n, textures);
}
}
void GetActiveAttrib(PP_Resource context_id,
GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLint* size,
GLenum* type,
char* name) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetActiveAttrib(program, index, bufsize, length, size, type, name);
}
}
void GetActiveUniform(PP_Resource context_id,
GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLint* size,
GLenum* type,
char* name) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetActiveUniform(program, index, bufsize, length, size, type, name);
}
}
void GetAttachedShaders(PP_Resource context_id,
GLuint program,
GLsizei maxcount,
GLsizei* count,
GLuint* shaders) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetAttachedShaders(program, maxcount, count, shaders);
}
}
GLint GetAttribLocation(PP_Resource context_id,
GLuint program,
const char* name) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glGetAttribLocation(program, name);
} else {
return -1;
}
}
void GetBooleanv(PP_Resource context_id, GLenum pname, GLboolean* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetBooleanv(pname, params);
}
}
void GetBufferParameteriv(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetBufferParameteriv(target, pname, params);
}
}
GLenum GetError(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glGetError();
} else {
return 0;
}
}
void GetFloatv(PP_Resource context_id, GLenum pname, GLfloat* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetFloatv(pname, params);
}
}
void GetFramebufferAttachmentParameteriv(PP_Resource context_id,
GLenum target,
GLenum attachment,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}
}
void GetIntegerv(PP_Resource context_id, GLenum pname, GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetIntegerv(pname, params);
}
}
void GetProgramiv(PP_Resource context_id,
GLuint program,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetProgramiv(program, pname, params);
}
}
void GetProgramInfoLog(PP_Resource context_id,
GLuint program,
GLsizei bufsize,
GLsizei* length,
char* infolog) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetProgramInfoLog(program, bufsize, length, infolog);
}
}
void GetRenderbufferParameteriv(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetRenderbufferParameteriv(target, pname, params);
}
}
void GetShaderiv(PP_Resource context_id,
GLuint shader,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetShaderiv(shader, pname, params);
}
}
void GetShaderInfoLog(PP_Resource context_id,
GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* infolog) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetShaderInfoLog(shader, bufsize, length, infolog);
}
}
void GetShaderPrecisionFormat(PP_Resource context_id,
GLenum shadertype,
GLenum precisiontype,
GLint* range,
GLint* precision) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}
}
void GetShaderSource(PP_Resource context_id,
GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* source) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetShaderSource(shader, bufsize, length, source);
}
}
const GLubyte* GetString(PP_Resource context_id, GLenum name) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glGetString(name);
} else {
return NULL;
}
}
void GetTexParameterfv(PP_Resource context_id,
GLenum target,
GLenum pname,
GLfloat* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetTexParameterfv(target, pname, params);
}
}
void GetTexParameteriv(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetTexParameteriv(target, pname, params);
}
}
void GetUniformfv(PP_Resource context_id,
GLuint program,
GLint location,
GLfloat* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetUniformfv(program, location, params);
}
}
void GetUniformiv(PP_Resource context_id,
GLuint program,
GLint location,
GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetUniformiv(program, location, params);
}
}
GLint GetUniformLocation(PP_Resource context_id,
GLuint program,
const char* name) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glGetUniformLocation(program, name);
} else {
return -1;
}
}
void GetVertexAttribfv(PP_Resource context_id,
GLuint index,
GLenum pname,
GLfloat* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetVertexAttribfv(index, pname, params);
}
}
void GetVertexAttribiv(PP_Resource context_id,
GLuint index,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetVertexAttribiv(index, pname, params);
}
}
void GetVertexAttribPointerv(PP_Resource context_id,
GLuint index,
GLenum pname,
void** pointer) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glGetVertexAttribPointerv(index, pname, pointer);
}
}
void Hint(PP_Resource context_id, GLenum target, GLenum mode) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glHint(target, mode);
}
}
GLboolean IsBuffer(PP_Resource context_id, GLuint buffer) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glIsBuffer(buffer);
} else {
return GL_FALSE;
}
}
GLboolean IsEnabled(PP_Resource context_id, GLenum cap) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glIsEnabled(cap);
} else {
return GL_FALSE;
}
}
GLboolean IsFramebuffer(PP_Resource context_id, GLuint framebuffer) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glIsFramebuffer(framebuffer);
} else {
return GL_FALSE;
}
}
GLboolean IsProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glIsProgram(program);
} else {
return GL_FALSE;
}
}
GLboolean IsRenderbuffer(PP_Resource context_id, GLuint renderbuffer) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glIsRenderbuffer(renderbuffer);
} else {
return GL_FALSE;
}
}
GLboolean IsShader(PP_Resource context_id, GLuint shader) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glIsShader(shader);
} else {
return GL_FALSE;
}
}
GLboolean IsTexture(PP_Resource context_id, GLuint texture) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
return glIsTexture(texture);
} else {
return GL_FALSE;
}
}
void LineWidth(PP_Resource context_id, GLfloat width) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glLineWidth(width);
}
}
void LinkProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glLinkProgram(program);
}
}
void PixelStorei(PP_Resource context_id, GLenum pname, GLint param) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glPixelStorei(pname, param);
}
}
void PolygonOffset(PP_Resource context_id, GLfloat factor, GLfloat units) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glPolygonOffset(factor, units);
}
}
void ReadPixels(PP_Resource context_id,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void* pixels) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glReadPixels(x, y, width, height, format, type, pixels);
}
}
void ReleaseShaderCompiler(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glReleaseShaderCompiler();
}
}
void RenderbufferStorage(PP_Resource context_id,
GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glRenderbufferStorage(target, internalformat, width, height);
}
}
void SampleCoverage(PP_Resource context_id, GLclampf value, GLboolean invert) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glSampleCoverage(value, invert);
}
}
void Scissor(PP_Resource context_id,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glScissor(x, y, width, height);
}
}
void ShaderBinary(PP_Resource context_id,
GLsizei n,
const GLuint* shaders,
GLenum binaryformat,
const void* binary,
GLsizei length) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glShaderBinary(n, shaders, binaryformat, binary, length);
}
}
void ShaderSource(PP_Resource context_id,
GLuint shader,
GLsizei count,
const char** str,
const GLint* length) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glShaderSource(shader, count, str, length);
}
}
void StencilFunc(PP_Resource context_id, GLenum func, GLint ref, GLuint mask) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glStencilFunc(func, ref, mask);
}
}
void StencilFuncSeparate(PP_Resource context_id,
GLenum face,
GLenum func,
GLint ref,
GLuint mask) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glStencilFuncSeparate(face, func, ref, mask);
}
}
void StencilMask(PP_Resource context_id, GLuint mask) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glStencilMask(mask);
}
}
void StencilMaskSeparate(PP_Resource context_id, GLenum face, GLuint mask) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glStencilMaskSeparate(face, mask);
}
}
void StencilOp(PP_Resource context_id,
GLenum fail,
GLenum zfail,
GLenum zpass) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glStencilOp(fail, zfail, zpass);
}
}
void StencilOpSeparate(PP_Resource context_id,
GLenum face,
GLenum fail,
GLenum zfail,
GLenum zpass) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glStencilOpSeparate(face, fail, zfail, zpass);
}
}
void TexImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void* pixels) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glTexImage2D(target,
level,
internalformat,
width,
height,
border,
format,
type,
pixels);
}
}
void TexParameterf(PP_Resource context_id,
GLenum target,
GLenum pname,
GLfloat param) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glTexParameterf(target, pname, param);
}
}
void TexParameterfv(PP_Resource context_id,
GLenum target,
GLenum pname,
const GLfloat* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glTexParameterfv(target, pname, params);
}
}
void TexParameteri(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint param) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glTexParameteri(target, pname, param);
}
}
void TexParameteriv(PP_Resource context_id,
GLenum target,
GLenum pname,
const GLint* params) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glTexParameteriv(target, pname, params);
}
}
void TexSubImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void* pixels) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glTexSubImage2D(
target, level, xoffset, yoffset, width, height, format, type, pixels);
}
}
void Uniform1f(PP_Resource context_id, GLint location, GLfloat x) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform1f(location, x);
}
}
void Uniform1fv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLfloat* v) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform1fv(location, count, v);
}
}
void Uniform1i(PP_Resource context_id, GLint location, GLint x) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform1i(location, x);
}
}
void Uniform1iv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLint* v) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform1iv(location, count, v);
}
}
void Uniform2f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform2f(location, x, y);
}
}
void Uniform2fv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLfloat* v) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform2fv(location, count, v);
}
}
void Uniform2i(PP_Resource context_id, GLint location, GLint x, GLint y) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform2i(location, x, y);
}
}
void Uniform2iv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLint* v) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform2iv(location, count, v);
}
}
void Uniform3f(PP_Resource context_id,
GLint location,
GLfloat x,
GLfloat y,
GLfloat z) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform3f(location, x, y, z);
}
}
void Uniform3fv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLfloat* v) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform3fv(location, count, v);
}
}
void Uniform3i(PP_Resource context_id,
GLint location,
GLint x,
GLint y,
GLint z) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform3i(location, x, y, z);
}
}
void Uniform3iv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLint* v) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform3iv(location, count, v);
}
}
void Uniform4f(PP_Resource context_id,
GLint location,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform4f(location, x, y, z, w);
}
}
void Uniform4fv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLfloat* v) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform4fv(location, count, v);
}
}
void Uniform4i(PP_Resource context_id,
GLint location,
GLint x,
GLint y,
GLint z,
GLint w) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform4i(location, x, y, z, w);
}
}
void Uniform4iv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLint* v) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniform4iv(location, count, v);
}
}
void UniformMatrix2fv(PP_Resource context_id,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniformMatrix2fv(location, count, transpose, value);
}
}
void UniformMatrix3fv(PP_Resource context_id,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniformMatrix3fv(location, count, transpose, value);
}
}
void UniformMatrix4fv(PP_Resource context_id,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUniformMatrix4fv(location, count, transpose, value);
}
}
void UseProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glUseProgram(program);
}
}
void ValidateProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glValidateProgram(program);
}
}
void VertexAttrib1f(PP_Resource context_id, GLuint indx, GLfloat x) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttrib1f(indx, x);
}
}
void VertexAttrib1fv(PP_Resource context_id,
GLuint indx,
const GLfloat* values) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttrib1fv(indx, values);
}
}
void VertexAttrib2f(PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttrib2f(indx, x, y);
}
}
void VertexAttrib2fv(PP_Resource context_id,
GLuint indx,
const GLfloat* values) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttrib2fv(indx, values);
}
}
void VertexAttrib3f(PP_Resource context_id,
GLuint indx,
GLfloat x,
GLfloat y,
GLfloat z) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttrib3f(indx, x, y, z);
}
}
void VertexAttrib3fv(PP_Resource context_id,
GLuint indx,
const GLfloat* values) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttrib3fv(indx, values);
}
}
void VertexAttrib4f(PP_Resource context_id,
GLuint indx,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttrib4f(indx, x, y, z, w);
}
}
void VertexAttrib4fv(PP_Resource context_id,
GLuint indx,
const GLfloat* values) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttrib4fv(indx, values);
}
}
void VertexAttribPointer(PP_Resource context_id,
GLuint indx,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void* ptr) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
}
}
void Viewport(PP_Resource context_id,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (IsBoundGraphics(&enter)) {
glViewport(x, y, width, height);
}
}
}
const PPB_OpenGLES2* GetPPB_OpenGLES2_Thunk() {
static const struct PPB_OpenGLES2 ppb_opengles2 = {
&ActiveTexture, &AttachShader,
&BindAttribLocation, &BindBuffer,
&BindFramebuffer, &BindRenderbuffer,
&BindTexture, &BlendColor,
&BlendEquation, &BlendEquationSeparate,
&BlendFunc, &BlendFuncSeparate,
&BufferData, &BufferSubData,
&CheckFramebufferStatus, &Clear,
&ClearColor, &ClearDepthf,
&ClearStencil, &ColorMask,
&CompileShader, &CompressedTexImage2D,
&CompressedTexSubImage2D, &CopyTexImage2D,
&CopyTexSubImage2D, &CreateProgram,
&CreateShader, &CullFace,
&DeleteBuffers, &DeleteFramebuffers,
&DeleteProgram, &DeleteRenderbuffers,
&DeleteShader, &DeleteTextures,
&DepthFunc, &DepthMask,
&DepthRangef, &DetachShader,
&Disable, &DisableVertexAttribArray,
&DrawArrays, &DrawElements,
&Enable, &EnableVertexAttribArray,
&Finish, &Flush,
&FramebufferRenderbuffer, &FramebufferTexture2D,
&FrontFace, &GenBuffers,
&GenerateMipmap, &GenFramebuffers,
&GenRenderbuffers, &GenTextures,
&GetActiveAttrib, &GetActiveUniform,
&GetAttachedShaders, &GetAttribLocation,
&GetBooleanv, &GetBufferParameteriv,
&GetError, &GetFloatv,
&GetFramebufferAttachmentParameteriv, &GetIntegerv,
&GetProgramiv, &GetProgramInfoLog,
&GetRenderbufferParameteriv, &GetShaderiv,
&GetShaderInfoLog, &GetShaderPrecisionFormat,
&GetShaderSource, &GetString,
&GetTexParameterfv, &GetTexParameteriv,
&GetUniformfv, &GetUniformiv,
&GetUniformLocation, &GetVertexAttribfv,
&GetVertexAttribiv, &GetVertexAttribPointerv,
&Hint, &IsBuffer,
&IsEnabled, &IsFramebuffer,
&IsProgram, &IsRenderbuffer,
&IsShader, &IsTexture,
&LineWidth, &LinkProgram,
&PixelStorei, &PolygonOffset,
&ReadPixels, &ReleaseShaderCompiler,
&RenderbufferStorage, &SampleCoverage,
&Scissor, &ShaderBinary,
&ShaderSource, &StencilFunc,
&StencilFuncSeparate, &StencilMask,
&StencilMaskSeparate, &StencilOp,
&StencilOpSeparate, &TexImage2D,
&TexParameterf, &TexParameterfv,
&TexParameteri, &TexParameteriv,
&TexSubImage2D, &Uniform1f,
&Uniform1fv, &Uniform1i,
&Uniform1iv, &Uniform2f,
&Uniform2fv, &Uniform2i,
&Uniform2iv, &Uniform3f,
&Uniform3fv, &Uniform3i,
&Uniform3iv, &Uniform4f,
&Uniform4fv, &Uniform4i,
&Uniform4iv, &UniformMatrix2fv,
&UniformMatrix3fv, &UniformMatrix4fv,
&UseProgram, &ValidateProgram,
&VertexAttrib1f, &VertexAttrib1fv,
&VertexAttrib2f, &VertexAttrib2fv,
&VertexAttrib3f, &VertexAttrib3fv,
&VertexAttrib4f, &VertexAttrib4fv,
&VertexAttribPointer, &Viewport};
return &ppb_opengles2;
}
}
}