// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // This file is auto-generated from // gpu/command_buffer/build_gles2_cmd_buffer.py // DO NOT EDIT! #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); }