blob: b1b456ac2099f1766d72e28629bac2c085f394f4 [file] [log] [blame]
// Generated Code - DO NOT EDIT !!
// generated by 'emugen'
#ifndef GUARD_gl2_encoder_context_t
#define GUARD_gl2_encoder_context_t
#include "IOStream.h"
#include "gl2_client_context.h"
#include <string.h>
#include "glUtils.h"
#include "GL2EncoderUtils.h"
struct gl2_encoder_context_t : public gl2_client_context_t {
IOStream *m_stream;
gl2_encoder_context_t(IOStream *stream);
};
extern "C" {
void glActiveTexture_enc(void *self , GLenum texture);
void glAttachShader_enc(void *self , GLuint program, GLuint shader);
void glBindAttribLocation_enc(void *self , GLuint program, GLuint index, const GLchar* name);
void glBindBuffer_enc(void *self , GLenum target, GLuint buffer);
void glBindFramebuffer_enc(void *self , GLenum target, GLuint framebuffer);
void glBindRenderbuffer_enc(void *self , GLenum target, GLuint renderbuffer);
void glBindTexture_enc(void *self , GLenum target, GLuint texture);
void glBlendColor_enc(void *self , GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glBlendEquation_enc(void *self , GLenum mode);
void glBlendEquationSeparate_enc(void *self , GLenum modeRGB, GLenum modeAlpha);
void glBlendFunc_enc(void *self , GLenum sfactor, GLenum dfactor);
void glBlendFuncSeparate_enc(void *self , GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void glBufferData_enc(void *self , GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void glBufferSubData_enc(void *self , GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GLenum glCheckFramebufferStatus_enc(void *self , GLenum target);
void glClear_enc(void *self , GLbitfield mask);
void glClearColor_enc(void *self , GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glClearDepthf_enc(void *self , GLclampf depth);
void glClearStencil_enc(void *self , GLint s);
void glColorMask_enc(void *self , GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glCompileShader_enc(void *self , GLuint shader);
void glCompressedTexImage2D_enc(void *self , GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
void glCompressedTexSubImage2D_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
void glCopyTexImage2D_enc(void *self , GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void glCopyTexSubImage2D_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint glCreateProgram_enc(void *self );
GLuint glCreateShader_enc(void *self , GLenum type);
void glCullFace_enc(void *self , GLenum mode);
void glDeleteBuffers_enc(void *self , GLsizei n, const GLuint* buffers);
void glDeleteFramebuffers_enc(void *self , GLsizei n, const GLuint* framebuffers);
void glDeleteProgram_enc(void *self , GLuint program);
void glDeleteRenderbuffers_enc(void *self , GLsizei n, const GLuint* renderbuffers);
void glDeleteShader_enc(void *self , GLuint shader);
void glDeleteTextures_enc(void *self , GLsizei n, const GLuint* textures);
void glDepthFunc_enc(void *self , GLenum func);
void glDepthMask_enc(void *self , GLboolean flag);
void glDepthRangef_enc(void *self , GLclampf zNear, GLclampf zFar);
void glDetachShader_enc(void *self , GLuint program, GLuint shader);
void glDisable_enc(void *self , GLenum cap);
void glDisableVertexAttribArray_enc(void *self , GLuint index);
void glDrawArrays_enc(void *self , GLenum mode, GLint first, GLsizei count);
void glDrawElements_enc(void *self , GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
void glEnable_enc(void *self , GLenum cap);
void glEnableVertexAttribArray_enc(void *self , GLuint index);
void glFinish_enc(void *self );
void glFlush_enc(void *self );
void glFramebufferRenderbuffer_enc(void *self , GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTexture2D_enc(void *self , GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFrontFace_enc(void *self , GLenum mode);
void glGenBuffers_enc(void *self , GLsizei n, GLuint* buffers);
void glGenerateMipmap_enc(void *self , GLenum target);
void glGenFramebuffers_enc(void *self , GLsizei n, GLuint* framebuffers);
void glGenRenderbuffers_enc(void *self , GLsizei n, GLuint* renderbuffers);
void glGenTextures_enc(void *self , GLsizei n, GLuint* textures);
void glGetActiveAttrib_enc(void *self , GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void glGetActiveUniform_enc(void *self , GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void glGetAttachedShaders_enc(void *self , GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int glGetAttribLocation_enc(void *self , GLuint program, const GLchar* name);
void glGetBooleanv_enc(void *self , GLenum pname, GLboolean* params);
void glGetBufferParameteriv_enc(void *self , GLenum target, GLenum pname, GLint* params);
GLenum glGetError_enc(void *self );
void glGetFloatv_enc(void *self , GLenum pname, GLfloat* params);
void glGetFramebufferAttachmentParameteriv_enc(void *self , GLenum target, GLenum attachment, GLenum pname, GLint* params);
void glGetIntegerv_enc(void *self , GLenum pname, GLint* params);
void glGetProgramiv_enc(void *self , GLuint program, GLenum pname, GLint* params);
void glGetProgramInfoLog_enc(void *self , GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void glGetRenderbufferParameteriv_enc(void *self , GLenum target, GLenum pname, GLint* params);
void glGetShaderiv_enc(void *self , GLuint shader, GLenum pname, GLint* params);
void glGetShaderInfoLog_enc(void *self , GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void glGetShaderPrecisionFormat_enc(void *self , GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void glGetShaderSource_enc(void *self , GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
const GLubyte* glGetString_enc(void *self , GLenum name);
void glGetTexParameterfv_enc(void *self , GLenum target, GLenum pname, GLfloat* params);
void glGetTexParameteriv_enc(void *self , GLenum target, GLenum pname, GLint* params);
void glGetUniformfv_enc(void *self , GLuint program, GLint location, GLfloat* params);
void glGetUniformiv_enc(void *self , GLuint program, GLint location, GLint* params);
int glGetUniformLocation_enc(void *self , GLuint program, const GLchar* name);
void glGetVertexAttribfv_enc(void *self , GLuint index, GLenum pname, GLfloat* params);
void glGetVertexAttribiv_enc(void *self , GLuint index, GLenum pname, GLint* params);
void glGetVertexAttribPointerv_enc(void *self , GLuint index, GLenum pname, GLvoid** pointer);
void glHint_enc(void *self , GLenum target, GLenum mode);
GLboolean glIsBuffer_enc(void *self , GLuint buffer);
GLboolean glIsEnabled_enc(void *self , GLenum cap);
GLboolean glIsFramebuffer_enc(void *self , GLuint framebuffer);
GLboolean glIsProgram_enc(void *self , GLuint program);
GLboolean glIsRenderbuffer_enc(void *self , GLuint renderbuffer);
GLboolean glIsShader_enc(void *self , GLuint shader);
GLboolean glIsTexture_enc(void *self , GLuint texture);
void glLineWidth_enc(void *self , GLfloat width);
void glLinkProgram_enc(void *self , GLuint program);
void glPixelStorei_enc(void *self , GLenum pname, GLint param);
void glPolygonOffset_enc(void *self , GLfloat factor, GLfloat units);
void glReadPixels_enc(void *self , GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void glReleaseShaderCompiler_enc(void *self );
void glRenderbufferStorage_enc(void *self , GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glSampleCoverage_enc(void *self , GLclampf value, GLboolean invert);
void glScissor_enc(void *self , GLint x, GLint y, GLsizei width, GLsizei height);
void glShaderBinary_enc(void *self , GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
void glShaderSource_enc(void *self , GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
void glStencilFunc_enc(void *self , GLenum func, GLint ref, GLuint mask);
void glStencilFuncSeparate_enc(void *self , GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMask_enc(void *self , GLuint mask);
void glStencilMaskSeparate_enc(void *self , GLenum face, GLuint mask);
void glStencilOp_enc(void *self , GLenum fail, GLenum zfail, GLenum zpass);
void glStencilOpSeparate_enc(void *self , GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void glTexImage2D_enc(void *self , GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void glTexParameterf_enc(void *self , GLenum target, GLenum pname, GLfloat param);
void glTexParameterfv_enc(void *self , GLenum target, GLenum pname, const GLfloat* params);
void glTexParameteri_enc(void *self , GLenum target, GLenum pname, GLint param);
void glTexParameteriv_enc(void *self , GLenum target, GLenum pname, const GLint* params);
void glTexSubImage2D_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
void glUniform1f_enc(void *self , GLint location, GLfloat x);
void glUniform1fv_enc(void *self , GLint location, GLsizei count, const GLfloat* v);
void glUniform1i_enc(void *self , GLint location, GLint x);
void glUniform1iv_enc(void *self , GLint location, GLsizei count, const GLint* v);
void glUniform2f_enc(void *self , GLint location, GLfloat x, GLfloat y);
void glUniform2fv_enc(void *self , GLint location, GLsizei count, const GLfloat* v);
void glUniform2i_enc(void *self , GLint location, GLint x, GLint y);
void glUniform2iv_enc(void *self , GLint location, GLsizei count, const GLint* v);
void glUniform3f_enc(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z);
void glUniform3fv_enc(void *self , GLint location, GLsizei count, const GLfloat* v);
void glUniform3i_enc(void *self , GLint location, GLint x, GLint y, GLint z);
void glUniform3iv_enc(void *self , GLint location, GLsizei count, const GLint* v);
void glUniform4f_enc(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glUniform4fv_enc(void *self , GLint location, GLsizei count, const GLfloat* v);
void glUniform4i_enc(void *self , GLint location, GLint x, GLint y, GLint z, GLint w);
void glUniform4iv_enc(void *self , GLint location, GLsizei count, const GLint* v);
void glUniformMatrix2fv_enc(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix3fv_enc(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix4fv_enc(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUseProgram_enc(void *self , GLuint program);
void glValidateProgram_enc(void *self , GLuint program);
void glVertexAttrib1f_enc(void *self , GLuint indx, GLfloat x);
void glVertexAttrib1fv_enc(void *self , GLuint indx, const GLfloat* values);
void glVertexAttrib2f_enc(void *self , GLuint indx, GLfloat x, GLfloat y);
void glVertexAttrib2fv_enc(void *self , GLuint indx, const GLfloat* values);
void glVertexAttrib3f_enc(void *self , GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fv_enc(void *self , GLuint indx, const GLfloat* values);
void glVertexAttrib4f_enc(void *self , GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fv_enc(void *self , GLuint indx, const GLfloat* values);
void glVertexAttribPointer_enc(void *self , GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
void glViewport_enc(void *self , GLint x, GLint y, GLsizei width, GLsizei height);
void glEGLImageTargetTexture2DOES_enc(void *self , GLenum target, GLeglImageOES image);
void glEGLImageTargetRenderbufferStorageOES_enc(void *self , GLenum target, GLeglImageOES image);
void glGetProgramBinaryOES_enc(void *self , GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary);
void glProgramBinaryOES_enc(void *self , GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length);
void* glMapBufferOES_enc(void *self , GLenum target, GLenum access);
GLboolean glUnmapBufferOES_enc(void *self , GLenum target);
void glTexImage3DOES_enc(void *self , GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void glTexSubImage3DOES_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels);
void glCopyTexSubImage3DOES_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void glCompressedTexImage3DOES_enc(void *self , GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
void glCompressedTexSubImage3DOES_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
void glFramebufferTexture3DOES_enc(void *self , GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
void glBindVertexArrayOES_enc(void *self , GLuint array);
void glDeleteVertexArraysOES_enc(void *self , GLsizei n, const GLuint* arrays);
void glGenVertexArraysOES_enc(void *self , GLsizei n, GLuint* arrays);
GLboolean glIsVertexArrayOES_enc(void *self , GLuint array);
void glDiscardFramebufferEXT_enc(void *self , GLenum target, GLsizei numAttachments, const GLenum* attachments);
void glMultiDrawArraysEXT_enc(void *self , GLenum mode, GLint* first, GLsizei* count, GLsizei primcount);
void glMultiDrawElementsEXT_enc(void *self , GLenum mode, const GLsizei* count, GLenum type, const GLvoid** indices, GLsizei primcount);
void glGetPerfMonitorGroupsAMD_enc(void *self , GLint* numGroups, GLsizei groupsSize, GLuint* groups);
void glGetPerfMonitorCountersAMD_enc(void *self , GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters);
void glGetPerfMonitorGroupStringAMD_enc(void *self , GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString);
void glGetPerfMonitorCounterStringAMD_enc(void *self , GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString);
void glGetPerfMonitorCounterInfoAMD_enc(void *self , GLuint group, GLuint counter, GLenum pname, GLvoid* data);
void glGenPerfMonitorsAMD_enc(void *self , GLsizei n, GLuint* monitors);
void glDeletePerfMonitorsAMD_enc(void *self , GLsizei n, GLuint* monitors);
void glSelectPerfMonitorCountersAMD_enc(void *self , GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList);
void glBeginPerfMonitorAMD_enc(void *self , GLuint monitor);
void glEndPerfMonitorAMD_enc(void *self , GLuint monitor);
void glGetPerfMonitorCounterDataAMD_enc(void *self , GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten);
void glRenderbufferStorageMultisampleIMG_enc(void *self , GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
void glFramebufferTexture2DMultisampleIMG_enc(void *self , GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples);
void glDeleteFencesNV_enc(void *self , GLsizei n, const GLuint* fences);
void glGenFencesNV_enc(void *self , GLsizei n, GLuint* fences);
GLboolean glIsFenceNV_enc(void *self , GLuint fence);
GLboolean glTestFenceNV_enc(void *self , GLuint fence);
void glGetFenceivNV_enc(void *self , GLuint fence, GLenum pname, GLint* params);
void glFinishFenceNV_enc(void *self , GLuint fence);
void glSetFenceNV_enc(void *self , GLuint fence, GLenum condition);
void glCoverageMaskNV_enc(void *self , GLboolean mask);
void glCoverageOperationNV_enc(void *self , GLenum operation);
void glGetDriverControlsQCOM_enc(void *self , GLint* num, GLsizei size, GLuint* driverControls);
void glGetDriverControlStringQCOM_enc(void *self , GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString);
void glEnableDriverControlQCOM_enc(void *self , GLuint driverControl);
void glDisableDriverControlQCOM_enc(void *self , GLuint driverControl);
void glExtGetTexturesQCOM_enc(void *self , GLuint* textures, GLint maxTextures, GLint* numTextures);
void glExtGetBuffersQCOM_enc(void *self , GLuint* buffers, GLint maxBuffers, GLint* numBuffers);
void glExtGetRenderbuffersQCOM_enc(void *self , GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);
void glExtGetFramebuffersQCOM_enc(void *self , GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);
void glExtGetTexLevelParameterivQCOM_enc(void *self , GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);
void glExtTexObjectStateOverrideiQCOM_enc(void *self , GLenum target, GLenum pname, GLint param);
void glExtGetTexSubImageQCOM_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* texels);
void glExtGetBufferPointervQCOM_enc(void *self , GLenum target, GLvoidptr* params);
void glExtGetShadersQCOM_enc(void *self , GLuint* shaders, GLint maxShaders, GLint* numShaders);
void glExtGetProgramsQCOM_enc(void *self , GLuint* programs, GLint maxPrograms, GLint* numPrograms);
GLboolean glExtIsProgramBinaryQCOM_enc(void *self , GLuint program);
void glExtGetProgramBinarySourceQCOM_enc(void *self , GLuint program, GLenum shadertype, GLchar* source, GLint* length);
void glStartTilingQCOM_enc(void *self , GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask);
void glEndTilingQCOM_enc(void *self , GLbitfield preserveMask);
void glVertexAttribPointerData_enc(void *self , GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen);
void glVertexAttribPointerOffset_enc(void *self , GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset);
void glDrawElementsOffset_enc(void *self , GLenum mode, GLsizei count, GLenum type, GLuint offset);
void glDrawElementsData_enc(void *self , GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen);
void glGetCompressedTextureFormats_enc(void *self , int count, GLint* formats);
void glShaderString_enc(void *self , GLuint shader, const GLchar* string, GLsizei len);
int glFinishRoundTrip_enc(void *self );
};
#endif