// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // entry_points.cpp: GL entry points exports and definition #include "main.h" #include "libEGL/main.h" namespace es2 { void ActiveTexture(GLenum texture); void AttachShader(GLuint program, GLuint shader); void BeginQueryEXT(GLenum target, GLuint name); void BindAttribLocation(GLuint program, GLuint index, const GLchar* name); void BindBuffer(GLenum target, GLuint buffer); void BindFramebuffer(GLenum target, GLuint framebuffer); void BindRenderbuffer(GLenum target, GLuint renderbuffer); void BindTexture(GLenum target, GLuint texture); void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void BlendEquation(GLenum mode); void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void BlendFunc(GLenum sfactor, GLenum dfactor); void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void BufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); GLenum CheckFramebufferStatus(GLenum target); void Clear(GLbitfield mask); void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void ClearDepthf(GLclampf depth); void ClearStencil(GLint s); void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void CompileShader(GLuint shader); void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint CreateProgram(void); GLuint CreateShader(GLenum type); void CullFace(GLenum mode); void DeleteBuffers(GLsizei n, const GLuint* buffers); void DeleteFencesNV(GLsizei n, const GLuint* fences); void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers); void DeleteProgram(GLuint program); void DeleteQueriesEXT(GLsizei n, const GLuint *ids); void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); void DeleteShader(GLuint shader); void DeleteTextures(GLsizei n, const GLuint* textures); void DepthFunc(GLenum func); void DepthMask(GLboolean flag); void DepthRangef(GLclampf zNear, GLclampf zFar); void DetachShader(GLuint program, GLuint shader); void Disable(GLenum cap); void DisableVertexAttribArray(GLuint index); void DrawArrays(GLenum mode, GLint first, GLsizei count); void DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); void DrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); void DrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); void VertexAttribDivisorEXT(GLuint index, GLuint divisor); void DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); void DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); void VertexAttribDivisorANGLE(GLuint index, GLuint divisor); void Enable(GLenum cap); void EnableVertexAttribArray(GLuint index); void EndQueryEXT(GLenum target); void FinishFenceNV(GLuint fence); void Finish(void); void Flush(void); void FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void FrontFace(GLenum mode); void GenBuffers(GLsizei n, GLuint* buffers); void GenerateMipmap(GLenum target); void GenFencesNV(GLsizei n, GLuint* fences); void GenFramebuffers(GLsizei n, GLuint* framebuffers); void GenQueriesEXT(GLsizei n, GLuint* ids); void GenRenderbuffers(GLsizei n, GLuint* renderbuffers); void GenTextures(GLsizei n, GLuint* textures); void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); int GetAttribLocation(GLuint program, const GLchar* name); void GetBooleanv(GLenum pname, GLboolean* params); void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params); GLenum GetError(void); void GetFenceivNV(GLuint fence, GLenum pname, GLint *params); void GetFloatv(GLenum pname, GLfloat* params); void GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); GLenum GetGraphicsResetStatusEXT(void); void GetIntegerv(GLenum pname, GLint* params); void GetProgramiv(GLuint program, GLenum pname, GLint* params); void GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); void GetQueryivEXT(GLenum target, GLenum pname, GLint *params); void GetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params); void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); void GetShaderiv(GLuint shader, GLenum pname, GLint* params); void GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); void GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); const GLubyte* GetString(GLenum name); void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); void GetTexParameteriv(GLenum target, GLenum pname, GLint* params); void GetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params); void GetUniformfv(GLuint program, GLint location, GLfloat* params); void GetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params); void GetUniformiv(GLuint program, GLint location, GLint* params); int GetUniformLocation(GLuint program, const GLchar* name); void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params); void GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); void Hint(GLenum target, GLenum mode); GLboolean IsBuffer(GLuint buffer); GLboolean IsEnabled(GLenum cap); GLboolean IsFenceNV(GLuint fence); GLboolean IsFramebuffer(GLuint framebuffer); GLboolean IsProgram(GLuint program); GLboolean IsQueryEXT(GLuint name); GLboolean IsRenderbuffer(GLuint renderbuffer); GLboolean IsShader(GLuint shader); GLboolean IsTexture(GLuint texture); void LineWidth(GLfloat width); void LinkProgram(GLuint program); void PixelStorei(GLenum pname, GLint param); void PolygonOffset(GLfloat factor, GLfloat units); void ReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data); void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void ReleaseShaderCompiler(void); void RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void RenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void SampleCoverage(GLclampf value, GLboolean invert); void SetFenceNV(GLuint fence, GLenum condition); void Scissor(GLint x, GLint y, GLsizei width, GLsizei height); void ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); void ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length); void StencilFunc(GLenum func, GLint ref, GLuint mask); void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void StencilMask(GLuint mask); void StencilMaskSeparate(GLenum face, GLuint mask); void StencilOp(GLenum fail, GLenum zfail, GLenum zpass); void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); GLboolean TestFenceNV(GLuint fence); void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void TexParameterf(GLenum target, GLenum pname, GLfloat param); void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params); void TexParameteri(GLenum target, GLenum pname, GLint param); void TexParameteriv(GLenum target, GLenum pname, const GLint* params); void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); void Uniform1f(GLint location, GLfloat x); void Uniform1fv(GLint location, GLsizei count, const GLfloat* v); void Uniform1i(GLint location, GLint x); void Uniform1iv(GLint location, GLsizei count, const GLint* v); void Uniform2f(GLint location, GLfloat x, GLfloat y); void Uniform2fv(GLint location, GLsizei count, const GLfloat* v); void Uniform2i(GLint location, GLint x, GLint y); void Uniform2iv(GLint location, GLsizei count, const GLint* v); void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); void Uniform3fv(GLint location, GLsizei count, const GLfloat* v); void Uniform3i(GLint location, GLint x, GLint y, GLint z); void Uniform3iv(GLint location, GLsizei count, const GLint* v); void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void Uniform4fv(GLint location, GLsizei count, const GLfloat* v); void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); void Uniform4iv(GLint location, GLsizei count, const GLint* v); void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void UseProgram(GLuint program); void ValidateProgram(GLuint program); void VertexAttrib1f(GLuint index, GLfloat x); void VertexAttrib1fv(GLuint index, const GLfloat* values); void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); void VertexAttrib2fv(GLuint index, const GLfloat* values); void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); void VertexAttrib3fv(GLuint index, const GLfloat* values); void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void VertexAttrib4fv(GLuint index, const GLfloat* values); GL_APICALL void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); GL_APICALL void Viewport(GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL void BlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GL_APICALL void BlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GL_APICALL void TexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels); GL_APICALL void TexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); GL_APICALL void CopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL void CompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); GL_APICALL void CompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); GL_APICALL void FramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); GL_APICALL void EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image); GL_APICALL void EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image); GL_APICALL GLboolean IsRenderbufferOES(GLuint renderbuffer); GL_APICALL void BindRenderbufferOES(GLenum target, GLuint renderbuffer); GL_APICALL void DeleteRenderbuffersOES(GLsizei n, const GLuint* renderbuffers); GL_APICALL void GenRenderbuffersOES(GLsizei n, GLuint* renderbuffers); GL_APICALL void RenderbufferStorageOES(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint* params); GL_APICALL GLboolean IsFramebufferOES(GLuint framebuffer); GL_APICALL void BindFramebufferOES(GLenum target, GLuint framebuffer); GL_APICALL void DeleteFramebuffersOES(GLsizei n, const GLuint* framebuffers); GL_APICALL void GenFramebuffersOES(GLsizei n, GLuint* framebuffers); GL_APICALL GLenum CheckFramebufferStatusOES(GLenum target); GL_APICALL void FramebufferRenderbufferOES(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GL_APICALL void FramebufferTexture2DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GL_APICALL void GetFramebufferAttachmentParameterivOES(GLenum target, GLenum attachment, GLenum pname, GLint* params); GL_APICALL void GenerateMipmapOES(GLenum target); GL_APICALL void DrawBuffersEXT(GLsizei n, const GLenum *bufs); } extern "C" { GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture) { return es2::ActiveTexture(texture); } GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) { return es2::AttachShader(program, shader); } GL_APICALL void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint name) { return es2::BeginQueryEXT(target, name); } GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar* name) { return es2::BindAttribLocation(program, index, name); } GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) { return es2::BindBuffer(target, buffer); } GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) { return es2::BindFramebuffer(target, framebuffer); } GL_APICALL void GL_APIENTRY glBindFramebufferOES(GLenum target, GLuint framebuffer) { return es2::BindFramebuffer(target, framebuffer); } GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) { return es2::BindRenderbuffer(target, renderbuffer); } GL_APICALL void GL_APIENTRY glBindRenderbufferOES(GLenum target, GLuint renderbuffer) { return es2::BindRenderbuffer(target, renderbuffer); } GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) { return es2::BindTexture(target, texture); } GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { return es2::BlendColor(red, green, blue, alpha); } GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode) { return es2::BlendEquation(mode); } GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { return es2::BlendEquationSeparate(modeRGB, modeAlpha); } GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) { return es2::BlendFunc(sfactor, dfactor); } GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { return es2::BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { return es2::BufferData(target, size, data, usage); } GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { return es2::BufferSubData(target, offset, size, data); } GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) { return es2::CheckFramebufferStatus(target); } GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatusOES(GLenum target) { return es2::CheckFramebufferStatus(target); } GL_APICALL void GL_APIENTRY glClear(GLbitfield mask) { return es2::Clear(mask); } GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { return es2::ClearColor(red, green, blue, alpha); } GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth) { return es2::ClearDepthf(depth); } GL_APICALL void GL_APIENTRY glClearStencil(GLint s) { return es2::ClearStencil(s); } GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { return es2::ColorMask(red, green, blue, alpha); } GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader) { return es2::CompileShader(shader); } GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) { return es2::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) { return es2::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { return es2::CopyTexImage2D(target, level, internalformat, x, y, width, height, border); } GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { return es2::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } GL_APICALL GLuint GL_APIENTRY glCreateProgram(void) { return es2::CreateProgram(); } GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type) { return es2::CreateShader(type); } GL_APICALL void GL_APIENTRY glCullFace(GLenum mode) { return es2::CullFace(mode); } GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) { return es2::DeleteBuffers(n, buffers); } GL_APICALL void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint* fences) { return es2::DeleteFencesNV(n, fences); } GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { return es2::DeleteFramebuffers(n, framebuffers); } GL_APICALL void GL_APIENTRY glDeleteFramebuffersOES(GLsizei n, const GLuint* framebuffers) { return es2::DeleteFramebuffers(n, framebuffers); } GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program) { return es2::DeleteProgram(program); } GL_APICALL void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids) { return es2::DeleteQueriesEXT(n, ids); } GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { return es2::DeleteRenderbuffers(n, renderbuffers); } GL_APICALL void GL_APIENTRY glDeleteRenderbuffersOES(GLsizei n, const GLuint* renderbuffers) { return es2::DeleteRenderbuffers(n, renderbuffers); } GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader) { return es2::DeleteShader(shader); } GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) { return es2::DeleteTextures(n, textures); } GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func) { return es2::DepthFunc(func); } GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag) { return es2::DepthMask(flag); } GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) { return es2::DepthRangef(zNear, zFar); } GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) { return es2::DetachShader(program, shader); } GL_APICALL void GL_APIENTRY glDisable(GLenum cap) { return es2::Disable(cap); } GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index) { return es2::DisableVertexAttribArray(index); } GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) { return es2::DrawArrays(mode, first, count); } GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) { return es2::DrawElements(mode, count, type, indices); } GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) { return es2::DrawArraysInstancedEXT(mode, first, count, instanceCount); } GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) { return es2::DrawElementsInstancedEXT(mode, count, type, indices, instanceCount); } GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT(GLuint index, GLuint divisor) { return es2::VertexAttribDivisorEXT(index, divisor); } GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) { return es2::DrawArraysInstancedANGLE(mode, first, count, instanceCount); } GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) { return es2::DrawElementsInstancedANGLE(mode, count, type, indices, instanceCount); } GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor) { return es2::VertexAttribDivisorANGLE(index, divisor); } GL_APICALL void GL_APIENTRY glEnable(GLenum cap) { return es2::Enable(cap); } GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index) { return es2::EnableVertexAttribArray(index); } GL_APICALL void GL_APIENTRY glEndQueryEXT(GLenum target) { return es2::EndQueryEXT(target); } GL_APICALL void GL_APIENTRY glFinishFenceNV(GLuint fence) { return es2::FinishFenceNV(fence); } GL_APICALL void GL_APIENTRY glFinish(void) { return es2::Finish(); } GL_APICALL void GL_APIENTRY glFlush(void) { return es2::Flush(); } GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { return es2::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } GL_APICALL void GL_APIENTRY glFramebufferRenderbufferOES(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { return es2::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { return es2::FramebufferTexture2D(target, attachment, textarget, texture, level); } GL_APICALL void GL_APIENTRY glFramebufferTexture2DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { return es2::FramebufferTexture2D(target, attachment, textarget, texture, level); } GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode) { return es2::FrontFace(mode); } GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) { return es2::GenBuffers(n, buffers); } GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target) { return es2::GenerateMipmap(target); } GL_APICALL void GL_APIENTRY glGenerateMipmapOES(GLenum target) { return es2::GenerateMipmap(target); } GL_APICALL void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint* fences) { return es2::GenFencesNV(n, fences); } GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) { return es2::GenFramebuffers(n, framebuffers); } GL_APICALL void GL_APIENTRY glGenFramebuffersOES(GLsizei n, GLuint* framebuffers) { return es2::GenFramebuffers(n, framebuffers); } GL_APICALL void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint* ids) { return es2::GenQueriesEXT(n, ids); } GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { return es2::GenRenderbuffers(n, renderbuffers); } GL_APICALL void GL_APIENTRY glGenRenderbuffersOES(GLsizei n, GLuint* renderbuffers) { return es2::GenRenderbuffers(n, renderbuffers); } GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) { return es2::GenTextures(n, textures); } GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { return es2::GetActiveAttrib(program, index, bufsize, length, size, type, name); } GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { return es2::GetActiveUniform(program, index, bufsize, length, size, type, name); } GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { return es2::GetAttachedShaders(program, maxcount, count, shaders); } GL_APICALL int GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar* name) { return es2::GetAttribLocation(program, name); } GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) { return es2::GetBooleanv(pname, params); } GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { return es2::GetBufferParameteriv(target, pname, params); } GL_APICALL GLenum GL_APIENTRY glGetError(void) { return es2::GetError(); } GL_APICALL void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params) { return es2::GetFenceivNV(fence, pname, params); } GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params) { return es2::GetFloatv(pname, params); } GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { return es2::GetFramebufferAttachmentParameteriv(target, attachment, pname, params); } GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameterivOES(GLenum target, GLenum attachment, GLenum pname, GLint* params) { return es2::GetFramebufferAttachmentParameteriv(target, attachment, pname, params); } GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT(void) { return es2::GetGraphicsResetStatusEXT(); } GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params) { return es2::GetIntegerv(pname, params); } GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) { return es2::GetProgramiv(program, pname, params); } GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) { return es2::GetProgramInfoLog(program, bufsize, length, infolog); } GL_APICALL void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params) { return es2::GetQueryivEXT(target, pname, params); } GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params) { return es2::GetQueryObjectuivEXT(name, pname, params); } GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { return es2::GetRenderbufferParameteriv(target, pname, params); } GL_APICALL void GL_APIENTRY glGetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint* params) { return es2::GetRenderbufferParameteriv(target, pname, params); } GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { return es2::GetShaderiv(shader, pname, params); } GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) { return es2::GetShaderInfoLog(shader, bufsize, length, infolog); } GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { return es2::GetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { return es2::GetShaderSource(shader, bufsize, length, source); } GL_APICALL const GLubyte* GL_APIENTRY glGetString(GLenum name) { return es2::GetString(name); } GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { return es2::GetTexParameterfv(target, pname, params); } GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) { return es2::GetTexParameteriv(target, pname, params); } GL_APICALL void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params) { return es2::GetnUniformfvEXT(program, location, bufSize, params); } GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params) { return es2::GetUniformfv(program, location, params); } GL_APICALL void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params) { return es2::GetnUniformivEXT(program, location, bufSize, params); } GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params) { return es2::GetUniformiv(program, location, params); } GL_APICALL int GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* name) { return es2::GetUniformLocation(program, name); } GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { return es2::GetVertexAttribfv(index, pname, params); } GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { return es2::GetVertexAttribiv(index, pname, params); } GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer) { return es2::GetVertexAttribPointerv(index, pname, pointer); } GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode) { return es2::Hint(target, mode); } GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) { return es2::IsBuffer(buffer); } GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap) { return es2::IsEnabled(cap); } GL_APICALL GLboolean GL_APIENTRY glIsFenceNV(GLuint fence) { return es2::IsFenceNV(fence); } GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) { return es2::IsFramebuffer(framebuffer); } GL_APICALL GLboolean GL_APIENTRY glIsFramebufferOES(GLuint framebuffer) { return es2::IsFramebuffer(framebuffer); } GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program) { return es2::IsProgram(program); } GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT(GLuint name) { return es2::IsQueryEXT(name); } GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) { return es2::IsRenderbuffer(renderbuffer); } GL_APICALL GLboolean GL_APIENTRY glIsRenderbufferOES(GLuint renderbuffer) { return es2::IsRenderbuffer(renderbuffer); } GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader) { return es2::IsShader(shader); } GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture) { return es2::IsTexture(texture); } GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width) { return es2::LineWidth(width); } GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program) { return es2::LinkProgram(program); } GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) { return es2::PixelStorei(pname, param); } GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) { return es2::PolygonOffset(factor, units); } GL_APICALL void GL_APIENTRY glReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data) { return es2::ReadnPixelsEXT(x, y, width, height, format, type, bufSize, data); } GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { return es2::ReadPixels(x, y, width, height, format, type, pixels); } GL_APICALL void GL_APIENTRY glReleaseShaderCompiler(void) { return es2::ReleaseShaderCompiler(); } GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { return es2::RenderbufferStorageMultisample(target, samples, internalformat, width, height); } GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { return es2::RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height); } GL_APICALL void GL_APIENTRY glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { return es2::RenderbufferStorage(target, internalformat, width, height); } GL_APICALL void GL_APIENTRY glRenderbufferStorageOES(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { return es2::RenderbufferStorage(target, internalformat, width, height); } GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert) { return es2::SampleCoverage(value, invert); } GL_APICALL void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition) { return es2::SetFenceNV(fence, condition); } GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { return es2::Scissor(x, y, width, height); } GL_APICALL void GL_APIENTRY glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { return es2::ShaderBinary(n, shaders, binaryformat, binary, length); } GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length) { return es2::ShaderSource(shader, count, string, length); } GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) { return es2::StencilFunc(func, ref, mask); } GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { return es2::StencilFuncSeparate(face, func, ref, mask); } GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask) { return es2::StencilMask(mask); } GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) { return es2::StencilMaskSeparate(face, mask); } GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { return es2::StencilOp(fail, zfail, zpass); } GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { return es2::StencilOpSeparate(face, fail, zfail, zpass); } GLboolean GL_APIENTRY glTestFenceNV(GLuint fence) { return es2::TestFenceNV(fence); } GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { return es2::TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) { return es2::TexParameterf(target, pname, param); } GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { return es2::TexParameterfv(target, pname, params); } GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) { return es2::TexParameteri(target, pname, param); } GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint* params) { return es2::TexParameteriv(target, pname, params); } GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) { return es2::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } GL_APICALL void GL_APIENTRY glUniform1f(GLint location, GLfloat x) { return es2::Uniform1f(location, x); } GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v) { return es2::Uniform1fv(location, count, v); } GL_APICALL void GL_APIENTRY glUniform1i(GLint location, GLint x) { return es2::Uniform1i(location, x); } GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v) { return es2::Uniform1iv(location, count, v); } GL_APICALL void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y) { return es2::Uniform2f(location, x, y); } GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v) { return es2::Uniform2fv(location, count, v); } GL_APICALL void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) { return es2::Uniform2i(location, x, y); } GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v) { return es2::Uniform2iv(location, count, v); } GL_APICALL void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { return es2::Uniform3f(location, x, y, z); } GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v) { return es2::Uniform3fv(location, count, v); } GL_APICALL void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z) { return es2::Uniform3i(location, x, y, z); } GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v) { return es2::Uniform3iv(location, count, v); } GL_APICALL void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { return es2::Uniform4f(location, x, y, z, w); } GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v) { return es2::Uniform4fv(location, count, v); } GL_APICALL void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { return es2::Uniform4i(location, x, y, z, w); } GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) { return es2::Uniform4iv(location, count, v); } GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { return es2::UniformMatrix2fv(location, count, transpose, value); } GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { return es2::UniformMatrix3fv(location, count, transpose, value); } GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { return es2::UniformMatrix4fv(location, count, transpose, value); } GL_APICALL void GL_APIENTRY glUseProgram(GLuint program) { return es2::UseProgram(program); } GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program) { return es2::ValidateProgram(program); } GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x) { return es2::VertexAttrib1f(index, x); } GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat* values) { return es2::VertexAttrib1fv(index, values); } GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) { return es2::VertexAttrib2f(index, x, y); } GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat* values) { return es2::VertexAttrib2fv(index, values); } GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) { return es2::VertexAttrib3f(index, x, y, z); } GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat* values) { return es2::VertexAttrib3fv(index, values); } GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { return es2::VertexAttrib4f(index, x, y, z, w); } GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat* values) { return es2::VertexAttrib4fv(index, values); } GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) { return es2::VertexAttribPointer(index, size, type, normalized, stride, ptr); } GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { return es2::Viewport(x, y, width, height); } GL_APICALL void GL_APIENTRY glBlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { return es2::BlitFramebufferNV(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { return es2::BlitFramebufferANGLE(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } GL_APICALL void GL_APIENTRY glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { return es2::TexImage3DOES(target, level, internalformat, width, height, depth, border, format, type, pixels); } GL_APICALL void GL_APIENTRY glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) { return es2::TexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { return es2::CopyTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, x, y, width, height); } GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) { return es2::CompressedTexImage3DOES(target, level,internalformat, width, height, depth, border, imageSize, data); } GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) { return es2::CompressedTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) { return es2::FramebufferTexture3DOES(target, attachment, textarget, texture, level, zoffset); } GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image) { return es2::EGLImageTargetTexture2DOES(target, image); } GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image) { return es2::EGLImageTargetRenderbufferStorageOES(target, image); } GL_APICALL void GL_APIENTRY glDrawBuffersEXT(GLsizei n, const GLenum *bufs) { return es2::DrawBuffersEXT(n, bufs); } void GL_APIENTRY Register(const char *licenseKey) { // Nothing to do, SwiftShader is open-source } } egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config); extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname); egl::Image *createBackBuffer(int width, int height, sw::Format format, int multiSampleDepth); egl::Image *createBackBufferFromClientBuffer(const egl::ClientBuffer& clientBuffer); egl::Image *createDepthStencil(int width, int height, sw::Format format, int multiSampleDepth); sw::FrameBuffer *createFrameBuffer(void *nativeDisplay, EGLNativeWindowType window, int width, int height); LibGLESv2exports::LibGLESv2exports() { this->glActiveTexture = es2::ActiveTexture; this->glAttachShader = es2::AttachShader; this->glBeginQueryEXT = es2::BeginQueryEXT; this->glBindAttribLocation = es2::BindAttribLocation; this->glBindBuffer = es2::BindBuffer; this->glBindFramebuffer = es2::BindFramebuffer; this->glBindRenderbuffer = es2::BindRenderbuffer; this->glBindTexture = es2::BindTexture; this->glBlendColor = es2::BlendColor; this->glBlendEquation = es2::BlendEquation; this->glBlendEquationSeparate = es2::BlendEquationSeparate; this->glBlendFunc = es2::BlendFunc; this->glBlendFuncSeparate = es2::BlendFuncSeparate; this->glBufferData = es2::BufferData; this->glBufferSubData = es2::BufferSubData; this->glCheckFramebufferStatus = es2::CheckFramebufferStatus; this->glClear = es2::Clear; this->glClearColor = es2::ClearColor; this->glClearDepthf = es2::ClearDepthf; this->glClearStencil = es2::ClearStencil; this->glColorMask = es2::ColorMask; this->glCompileShader = es2::CompileShader; this->glCompressedTexImage2D = es2::CompressedTexImage2D; this->glCompressedTexSubImage2D = es2::CompressedTexSubImage2D; this->glCopyTexImage2D = es2::CopyTexImage2D; this->glCopyTexSubImage2D = es2::CopyTexSubImage2D; this->glCreateProgram = es2::CreateProgram; this->glCreateShader = es2::CreateShader; this->glCullFace = es2::CullFace; this->glDeleteBuffers = es2::DeleteBuffers; this->glDeleteFencesNV = es2::DeleteFencesNV; this->glDeleteFramebuffers = es2::DeleteFramebuffers; this->glDeleteProgram = es2::DeleteProgram; this->glDeleteQueriesEXT = es2::DeleteQueriesEXT; this->glDeleteRenderbuffers = es2::DeleteRenderbuffers; this->glDeleteShader = es2::DeleteShader; this->glDeleteTextures = es2::DeleteTextures; this->glDepthFunc = es2::DepthFunc; this->glDepthMask = es2::DepthMask; this->glDepthRangef = es2::DepthRangef; this->glDetachShader = es2::DetachShader; this->glDisable = es2::Disable; this->glDisableVertexAttribArray = es2::DisableVertexAttribArray; this->glDrawArrays = es2::DrawArrays; this->glDrawElements = es2::DrawElements; this->glDrawArraysInstancedEXT = es2::DrawArraysInstancedEXT; this->glDrawElementsInstancedEXT = es2::DrawElementsInstancedEXT; this->glVertexAttribDivisorEXT = es2::VertexAttribDivisorEXT; this->glDrawArraysInstancedANGLE = es2::DrawArraysInstancedANGLE; this->glDrawElementsInstancedANGLE = es2::DrawElementsInstancedANGLE; this->glVertexAttribDivisorANGLE = es2::VertexAttribDivisorANGLE; this->glEnable = es2::Enable; this->glEnableVertexAttribArray = es2::EnableVertexAttribArray; this->glEndQueryEXT = es2::EndQueryEXT; this->glFinishFenceNV = es2::FinishFenceNV; this->glFinish = es2::Finish; this->glFlush = es2::Flush; this->glFramebufferRenderbuffer = es2::FramebufferRenderbuffer; this->glFramebufferTexture2D = es2::FramebufferTexture2D; this->glFrontFace = es2::FrontFace; this->glGenBuffers = es2::GenBuffers; this->glGenerateMipmap = es2::GenerateMipmap; this->glGenFencesNV = es2::GenFencesNV; this->glGenFramebuffers = es2::GenFramebuffers; this->glGenQueriesEXT = es2::GenQueriesEXT; this->glGenRenderbuffers = es2::GenRenderbuffers; this->glGenTextures = es2::GenTextures; this->glGetActiveAttrib = es2::GetActiveAttrib; this->glGetActiveUniform = es2::GetActiveUniform; this->glGetAttachedShaders = es2::GetAttachedShaders; this->glGetAttribLocation = es2::GetAttribLocation; this->glGetBooleanv = es2::GetBooleanv; this->glGetBufferParameteriv = es2::GetBufferParameteriv; this->glGetError = es2::GetError; this->glGetFenceivNV = es2::GetFenceivNV; this->glGetFloatv = es2::GetFloatv; this->glGetFramebufferAttachmentParameteriv = es2::GetFramebufferAttachmentParameteriv; this->glGetGraphicsResetStatusEXT = es2::GetGraphicsResetStatusEXT; this->glGetIntegerv = es2::GetIntegerv; this->glGetProgramiv = es2::GetProgramiv; this->glGetProgramInfoLog = es2::GetProgramInfoLog; this->glGetQueryivEXT = es2::GetQueryivEXT; this->glGetQueryObjectuivEXT = es2::GetQueryObjectuivEXT; this->glGetRenderbufferParameteriv = es2::GetRenderbufferParameteriv; this->glGetShaderiv = es2::GetShaderiv; this->glGetShaderInfoLog = es2::GetShaderInfoLog; this->glGetShaderPrecisionFormat = es2::GetShaderPrecisionFormat; this->glGetShaderSource = es2::GetShaderSource; this->glGetString = es2::GetString; this->glGetTexParameterfv = es2::GetTexParameterfv; this->glGetTexParameteriv = es2::GetTexParameteriv; this->glGetnUniformfvEXT = es2::GetnUniformfvEXT; this->glGetUniformfv = es2::GetUniformfv; this->glGetnUniformivEXT = es2::GetnUniformivEXT; this->glGetUniformiv = es2::GetUniformiv; this->glGetUniformLocation = es2::GetUniformLocation; this->glGetVertexAttribfv = es2::GetVertexAttribfv; this->glGetVertexAttribiv = es2::GetVertexAttribiv; this->glGetVertexAttribPointerv = es2::GetVertexAttribPointerv; this->glHint = es2::Hint; this->glIsBuffer = es2::IsBuffer; this->glIsEnabled = es2::IsEnabled; this->glIsFenceNV = es2::IsFenceNV; this->glIsFramebuffer = es2::IsFramebuffer; this->glIsProgram = es2::IsProgram; this->glIsQueryEXT = es2::IsQueryEXT; this->glIsRenderbuffer = es2::IsRenderbuffer; this->glIsShader = es2::IsShader; this->glIsTexture = es2::IsTexture; this->glLineWidth = es2::LineWidth; this->glLinkProgram = es2::LinkProgram; this->glPixelStorei = es2::PixelStorei; this->glPolygonOffset = es2::PolygonOffset; this->glReadnPixelsEXT = es2::ReadnPixelsEXT; this->glReadPixels = es2::ReadPixels; this->glReleaseShaderCompiler = es2::ReleaseShaderCompiler; this->glRenderbufferStorageMultisample = es2::RenderbufferStorageMultisample; this->glRenderbufferStorageMultisampleANGLE = es2::RenderbufferStorageMultisampleANGLE; this->glRenderbufferStorage = es2::RenderbufferStorage; this->glSampleCoverage = es2::SampleCoverage; this->glSetFenceNV = es2::SetFenceNV; this->glScissor = es2::Scissor; this->glShaderBinary = es2::ShaderBinary; this->glShaderSource = es2::ShaderSource; this->glStencilFunc = es2::StencilFunc; this->glStencilFuncSeparate = es2::StencilFuncSeparate; this->glStencilMask = es2::StencilMask; this->glStencilMaskSeparate = es2::StencilMaskSeparate; this->glStencilOp = es2::StencilOp; this->glStencilOpSeparate = es2::StencilOpSeparate; this->glTestFenceNV = es2::TestFenceNV; this->glTexImage2D = es2::TexImage2D; this->glTexParameterf = es2::TexParameterf; this->glTexParameterfv = es2::TexParameterfv; this->glTexParameteri = es2::TexParameteri; this->glTexParameteriv = es2::TexParameteriv; this->glTexSubImage2D = es2::TexSubImage2D; this->glUniform1f = es2::Uniform1f; this->glUniform1fv = es2::Uniform1fv; this->glUniform1i = es2::Uniform1i; this->glUniform1iv = es2::Uniform1iv; this->glUniform2f = es2::Uniform2f; this->glUniform2fv = es2::Uniform2fv; this->glUniform2i = es2::Uniform2i; this->glUniform2iv = es2::Uniform2iv; this->glUniform3f = es2::Uniform3f; this->glUniform3fv = es2::Uniform3fv; this->glUniform3i = es2::Uniform3i; this->glUniform3iv = es2::Uniform3iv; this->glUniform4f = es2::Uniform4f; this->glUniform4fv = es2::Uniform4fv; this->glUniform4i = es2::Uniform4i; this->glUniform4iv = es2::Uniform4iv; this->glUniformMatrix2fv = es2::UniformMatrix2fv; this->glUniformMatrix3fv = es2::UniformMatrix3fv; this->glUniformMatrix4fv = es2::UniformMatrix4fv; this->glUseProgram = es2::UseProgram; this->glValidateProgram = es2::ValidateProgram; this->glVertexAttrib1f = es2::VertexAttrib1f; this->glVertexAttrib1fv = es2::VertexAttrib1fv; this->glVertexAttrib2f = es2::VertexAttrib2f; this->glVertexAttrib2fv = es2::VertexAttrib2fv; this->glVertexAttrib3f = es2::VertexAttrib3f; this->glVertexAttrib3fv = es2::VertexAttrib3fv; this->glVertexAttrib4f = es2::VertexAttrib4f; this->glVertexAttrib4fv = es2::VertexAttrib4fv; this->glVertexAttribPointer = es2::VertexAttribPointer; this->glViewport = es2::Viewport; this->glBlitFramebufferNV = es2::BlitFramebufferNV; this->glBlitFramebufferANGLE = es2::BlitFramebufferANGLE; this->glTexImage3DOES = es2::TexImage3DOES; this->glTexSubImage3DOES = es2::TexSubImage3DOES; this->glCopyTexSubImage3DOES = es2::CopyTexSubImage3DOES; this->glCompressedTexImage3DOES = es2::CompressedTexImage3DOES; this->glCompressedTexSubImage3DOES = es2::CompressedTexSubImage3DOES; this->glFramebufferTexture3DOES = es2::FramebufferTexture3DOES; this->glEGLImageTargetTexture2DOES = es2::EGLImageTargetTexture2DOES; this->glEGLImageTargetRenderbufferStorageOES = es2::EGLImageTargetRenderbufferStorageOES; this->glIsRenderbufferOES = es2::IsRenderbufferOES; this->glBindRenderbufferOES = es2::BindRenderbufferOES; this->glDeleteRenderbuffersOES = es2::DeleteRenderbuffersOES; this->glGenRenderbuffersOES = es2::GenRenderbuffersOES; this->glRenderbufferStorageOES = es2::RenderbufferStorageOES; this->glGetRenderbufferParameterivOES = es2::GetRenderbufferParameterivOES; this->glIsFramebufferOES = es2::IsFramebufferOES; this->glBindFramebufferOES = es2::BindFramebufferOES; this->glDeleteFramebuffersOES = es2::DeleteFramebuffersOES; this->glGenFramebuffersOES = es2::GenFramebuffersOES; this->glCheckFramebufferStatusOES = es2::CheckFramebufferStatusOES; this->glFramebufferRenderbufferOES = es2::FramebufferRenderbufferOES; this->glFramebufferTexture2DOES = es2::FramebufferTexture2DOES; this->glGetFramebufferAttachmentParameterivOES = es2::GetFramebufferAttachmentParameterivOES; this->glGenerateMipmapOES = es2::GenerateMipmapOES; this->glDrawBuffersEXT = es2::DrawBuffersEXT; this->es2CreateContext = ::es2CreateContext; this->es2GetProcAddress = ::es2GetProcAddress; this->createBackBuffer = ::createBackBuffer; this->createBackBufferFromClientBuffer = ::createBackBufferFromClientBuffer; this->createDepthStencil = ::createDepthStencil; this->createFrameBuffer = ::createFrameBuffer; } extern "C" GL_APICALL LibGLESv2exports *libGLESv2_swiftshader() { static LibGLESv2exports libGLESv2; return &libGLESv2; } LibEGL libEGL; LibGLES_CM libGLES_CM;