| // Copyright (c) 2010 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. DO NOT EDIT! |
| |
| #include "webkit/glue/plugins/pepper_graphics_3d.h" |
| |
| #include "gpu/command_buffer/client/gles2_implementation.h" |
| #include "ppapi/c/dev/ppb_opengles_dev.h" |
| |
| namespace pepper { |
| |
| namespace { |
| |
| void ActiveTexture(GLenum texture) { |
| Graphics3D::GetCurrent()->impl()->ActiveTexture(texture); |
| } |
| void AttachShader(GLuint program, GLuint shader) { |
| Graphics3D::GetCurrent()->impl()->AttachShader(program, shader); |
| } |
| void BindAttribLocation(GLuint program, GLuint index, const char* name) { |
| Graphics3D::GetCurrent()->impl()->BindAttribLocation(program, index, name); |
| } |
| void BindBuffer(GLenum target, GLuint buffer) { |
| Graphics3D::GetCurrent()->impl()->BindBuffer(target, buffer); |
| } |
| void BindFramebuffer(GLenum target, GLuint framebuffer) { |
| Graphics3D::GetCurrent()->impl()->BindFramebuffer(target, framebuffer); |
| } |
| void BindRenderbuffer(GLenum target, GLuint renderbuffer) { |
| Graphics3D::GetCurrent()->impl()->BindRenderbuffer(target, renderbuffer); |
| } |
| void BindTexture(GLenum target, GLuint texture) { |
| Graphics3D::GetCurrent()->impl()->BindTexture(target, texture); |
| } |
| void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { |
| Graphics3D::GetCurrent()->impl()->BlendColor(red, green, blue, alpha); |
| } |
| void BlendEquation(GLenum mode) { |
| Graphics3D::GetCurrent()->impl()->BlendEquation(mode); |
| } |
| void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { |
| Graphics3D::GetCurrent()->impl()->BlendEquationSeparate(modeRGB, modeAlpha); |
| } |
| void BlendFunc(GLenum sfactor, GLenum dfactor) { |
| Graphics3D::GetCurrent()->impl()->BlendFunc(sfactor, dfactor); |
| } |
| void BlendFuncSeparate( |
| GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { |
| Graphics3D::GetCurrent()->impl()->BlendFuncSeparate( |
| srcRGB, dstRGB, srcAlpha, dstAlpha); |
| } |
| void BufferData( |
| GLenum target, GLsizeiptr size, const void* data, GLenum usage) { |
| Graphics3D::GetCurrent()->impl()->BufferData(target, size, data, usage); |
| } |
| void BufferSubData( |
| GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { |
| Graphics3D::GetCurrent()->impl()->BufferSubData(target, offset, size, data); |
| } |
| GLenum CheckFramebufferStatus(GLenum target) { |
| return Graphics3D::GetCurrent()->impl()->CheckFramebufferStatus(target); |
| } |
| void Clear(GLbitfield mask) { |
| Graphics3D::GetCurrent()->impl()->Clear(mask); |
| } |
| void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { |
| Graphics3D::GetCurrent()->impl()->ClearColor(red, green, blue, alpha); |
| } |
| void ClearDepthf(GLclampf depth) { |
| Graphics3D::GetCurrent()->impl()->ClearDepthf(depth); |
| } |
| void ClearStencil(GLint s) { |
| Graphics3D::GetCurrent()->impl()->ClearStencil(s); |
| } |
| void ColorMask( |
| GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { |
| Graphics3D::GetCurrent()->impl()->ColorMask(red, green, blue, alpha); |
| } |
| void CompileShader(GLuint shader) { |
| Graphics3D::GetCurrent()->impl()->CompileShader(shader); |
| } |
| void CompressedTexImage2D( |
| GLenum target, GLint level, GLenum internalformat, GLsizei width, |
| GLsizei height, GLint border, GLsizei imageSize, const void* data) { |
| Graphics3D::GetCurrent()->impl()->CompressedTexImage2D( |
| target, level, internalformat, width, height, border, imageSize, data); |
| } |
| void CompressedTexSubImage2D( |
| GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, |
| GLsizei height, GLenum format, GLsizei imageSize, const void* data) { |
| Graphics3D::GetCurrent()->impl()->CompressedTexSubImage2D( |
| target, level, xoffset, yoffset, width, height, format, imageSize, data); |
| } |
| void CopyTexImage2D( |
| GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, |
| GLsizei width, GLsizei height, GLint border) { |
| Graphics3D::GetCurrent()->impl()->CopyTexImage2D( |
| target, level, internalformat, x, y, width, height, border); |
| } |
| void CopyTexSubImage2D( |
| GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, |
| GLsizei width, GLsizei height) { |
| Graphics3D::GetCurrent()->impl()->CopyTexSubImage2D( |
| target, level, xoffset, yoffset, x, y, width, height); |
| } |
| GLuint CreateProgram() { |
| return Graphics3D::GetCurrent()->impl()->CreateProgram(); |
| } |
| GLuint CreateShader(GLenum type) { |
| return Graphics3D::GetCurrent()->impl()->CreateShader(type); |
| } |
| void CullFace(GLenum mode) { |
| Graphics3D::GetCurrent()->impl()->CullFace(mode); |
| } |
| void DeleteBuffers(GLsizei n, const GLuint* buffers) { |
| Graphics3D::GetCurrent()->impl()->DeleteBuffers(n, buffers); |
| } |
| void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { |
| Graphics3D::GetCurrent()->impl()->DeleteFramebuffers(n, framebuffers); |
| } |
| void DeleteProgram(GLuint program) { |
| Graphics3D::GetCurrent()->impl()->DeleteProgram(program); |
| } |
| void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { |
| Graphics3D::GetCurrent()->impl()->DeleteRenderbuffers(n, renderbuffers); |
| } |
| void DeleteShader(GLuint shader) { |
| Graphics3D::GetCurrent()->impl()->DeleteShader(shader); |
| } |
| void DeleteTextures(GLsizei n, const GLuint* textures) { |
| Graphics3D::GetCurrent()->impl()->DeleteTextures(n, textures); |
| } |
| void DepthFunc(GLenum func) { |
| Graphics3D::GetCurrent()->impl()->DepthFunc(func); |
| } |
| void DepthMask(GLboolean flag) { |
| Graphics3D::GetCurrent()->impl()->DepthMask(flag); |
| } |
| void DepthRangef(GLclampf zNear, GLclampf zFar) { |
| Graphics3D::GetCurrent()->impl()->DepthRangef(zNear, zFar); |
| } |
| void DetachShader(GLuint program, GLuint shader) { |
| Graphics3D::GetCurrent()->impl()->DetachShader(program, shader); |
| } |
| void Disable(GLenum cap) { |
| Graphics3D::GetCurrent()->impl()->Disable(cap); |
| } |
| void DisableVertexAttribArray(GLuint index) { |
| Graphics3D::GetCurrent()->impl()->DisableVertexAttribArray(index); |
| } |
| void DrawArrays(GLenum mode, GLint first, GLsizei count) { |
| Graphics3D::GetCurrent()->impl()->DrawArrays(mode, first, count); |
| } |
| void DrawElements( |
| GLenum mode, GLsizei count, GLenum type, const void* indices) { |
| Graphics3D::GetCurrent()->impl()->DrawElements(mode, count, type, indices); |
| } |
| void Enable(GLenum cap) { |
| Graphics3D::GetCurrent()->impl()->Enable(cap); |
| } |
| void EnableVertexAttribArray(GLuint index) { |
| Graphics3D::GetCurrent()->impl()->EnableVertexAttribArray(index); |
| } |
| void Finish() { |
| Graphics3D::GetCurrent()->impl()->Finish(); |
| } |
| void Flush() { |
| Graphics3D::GetCurrent()->impl()->Flush(); |
| } |
| void FramebufferRenderbuffer( |
| GLenum target, GLenum attachment, GLenum renderbuffertarget, |
| GLuint renderbuffer) { |
| Graphics3D::GetCurrent()->impl()->FramebufferRenderbuffer( |
| target, attachment, renderbuffertarget, renderbuffer); |
| } |
| void FramebufferTexture2D( |
| GLenum target, GLenum attachment, GLenum textarget, GLuint texture, |
| GLint level) { |
| Graphics3D::GetCurrent()->impl()->FramebufferTexture2D( |
| target, attachment, textarget, texture, level); |
| } |
| void FrontFace(GLenum mode) { |
| Graphics3D::GetCurrent()->impl()->FrontFace(mode); |
| } |
| void GenBuffers(GLsizei n, GLuint* buffers) { |
| Graphics3D::GetCurrent()->impl()->GenBuffers(n, buffers); |
| } |
| void GenerateMipmap(GLenum target) { |
| Graphics3D::GetCurrent()->impl()->GenerateMipmap(target); |
| } |
| void GenFramebuffers(GLsizei n, GLuint* framebuffers) { |
| Graphics3D::GetCurrent()->impl()->GenFramebuffers(n, framebuffers); |
| } |
| void GenRenderbuffers(GLsizei n, GLuint* renderbuffers) { |
| Graphics3D::GetCurrent()->impl()->GenRenderbuffers(n, renderbuffers); |
| } |
| void GenTextures(GLsizei n, GLuint* textures) { |
| Graphics3D::GetCurrent()->impl()->GenTextures(n, textures); |
| } |
| void GetActiveAttrib( |
| GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, |
| GLenum* type, char* name) { |
| Graphics3D::GetCurrent()->impl()->GetActiveAttrib( |
| program, index, bufsize, length, size, type, name); |
| } |
| void GetActiveUniform( |
| GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, |
| GLenum* type, char* name) { |
| Graphics3D::GetCurrent()->impl()->GetActiveUniform( |
| program, index, bufsize, length, size, type, name); |
| } |
| void GetAttachedShaders( |
| GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { |
| Graphics3D::GetCurrent()->impl()->GetAttachedShaders( |
| program, maxcount, count, shaders); |
| } |
| GLint GetAttribLocation(GLuint program, const char* name) { |
| return Graphics3D::GetCurrent()->impl()->GetAttribLocation(program, name); |
| } |
| void GetBooleanv(GLenum pname, GLboolean* params) { |
| Graphics3D::GetCurrent()->impl()->GetBooleanv(pname, params); |
| } |
| void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetBufferParameteriv( |
| target, pname, params); |
| } |
| GLenum GetError() { |
| return Graphics3D::GetCurrent()->impl()->GetError(); |
| } |
| void GetFloatv(GLenum pname, GLfloat* params) { |
| Graphics3D::GetCurrent()->impl()->GetFloatv(pname, params); |
| } |
| void GetFramebufferAttachmentParameteriv( |
| GLenum target, GLenum attachment, GLenum pname, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetFramebufferAttachmentParameteriv( |
| target, attachment, pname, params); |
| } |
| void GetIntegerv(GLenum pname, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetIntegerv(pname, params); |
| } |
| void GetProgramiv(GLuint program, GLenum pname, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetProgramiv(program, pname, params); |
| } |
| void GetProgramInfoLog( |
| GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { |
| Graphics3D::GetCurrent()->impl()->GetProgramInfoLog( |
| program, bufsize, length, infolog); |
| } |
| void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetRenderbufferParameteriv( |
| target, pname, params); |
| } |
| void GetShaderiv(GLuint shader, GLenum pname, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetShaderiv(shader, pname, params); |
| } |
| void GetShaderInfoLog( |
| GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { |
| Graphics3D::GetCurrent()->impl()->GetShaderInfoLog( |
| shader, bufsize, length, infolog); |
| } |
| void GetShaderPrecisionFormat( |
| GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { |
| Graphics3D::GetCurrent()->impl()->GetShaderPrecisionFormat( |
| shadertype, precisiontype, range, precision); |
| } |
| void GetShaderSource( |
| GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { |
| Graphics3D::GetCurrent()->impl()->GetShaderSource( |
| shader, bufsize, length, source); |
| } |
| const GLubyte* GetString(GLenum name) { |
| return Graphics3D::GetCurrent()->impl()->GetString(name); |
| } |
| void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { |
| Graphics3D::GetCurrent()->impl()->GetTexParameterfv(target, pname, params); |
| } |
| void GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetTexParameteriv(target, pname, params); |
| } |
| void GetUniformfv(GLuint program, GLint location, GLfloat* params) { |
| Graphics3D::GetCurrent()->impl()->GetUniformfv(program, location, params); |
| } |
| void GetUniformiv(GLuint program, GLint location, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetUniformiv(program, location, params); |
| } |
| GLint GetUniformLocation(GLuint program, const char* name) { |
| return Graphics3D::GetCurrent()->impl()->GetUniformLocation(program, name); |
| } |
| void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { |
| Graphics3D::GetCurrent()->impl()->GetVertexAttribfv(index, pname, params); |
| } |
| void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { |
| Graphics3D::GetCurrent()->impl()->GetVertexAttribiv(index, pname, params); |
| } |
| void GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { |
| Graphics3D::GetCurrent()->impl()->GetVertexAttribPointerv( |
| index, pname, pointer); |
| } |
| void Hint(GLenum target, GLenum mode) { |
| Graphics3D::GetCurrent()->impl()->Hint(target, mode); |
| } |
| GLboolean IsBuffer(GLuint buffer) { |
| return Graphics3D::GetCurrent()->impl()->IsBuffer(buffer); |
| } |
| GLboolean IsEnabled(GLenum cap) { |
| return Graphics3D::GetCurrent()->impl()->IsEnabled(cap); |
| } |
| GLboolean IsFramebuffer(GLuint framebuffer) { |
| return Graphics3D::GetCurrent()->impl()->IsFramebuffer(framebuffer); |
| } |
| GLboolean IsProgram(GLuint program) { |
| return Graphics3D::GetCurrent()->impl()->IsProgram(program); |
| } |
| GLboolean IsRenderbuffer(GLuint renderbuffer) { |
| return Graphics3D::GetCurrent()->impl()->IsRenderbuffer(renderbuffer); |
| } |
| GLboolean IsShader(GLuint shader) { |
| return Graphics3D::GetCurrent()->impl()->IsShader(shader); |
| } |
| GLboolean IsTexture(GLuint texture) { |
| return Graphics3D::GetCurrent()->impl()->IsTexture(texture); |
| } |
| void LineWidth(GLfloat width) { |
| Graphics3D::GetCurrent()->impl()->LineWidth(width); |
| } |
| void LinkProgram(GLuint program) { |
| Graphics3D::GetCurrent()->impl()->LinkProgram(program); |
| } |
| void PixelStorei(GLenum pname, GLint param) { |
| Graphics3D::GetCurrent()->impl()->PixelStorei(pname, param); |
| } |
| void PolygonOffset(GLfloat factor, GLfloat units) { |
| Graphics3D::GetCurrent()->impl()->PolygonOffset(factor, units); |
| } |
| void ReadPixels( |
| GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, |
| void* pixels) { |
| Graphics3D::GetCurrent()->impl()->ReadPixels( |
| x, y, width, height, format, type, pixels); |
| } |
| void ReleaseShaderCompiler() { |
| Graphics3D::GetCurrent()->impl()->ReleaseShaderCompiler(); |
| } |
| void RenderbufferStorage( |
| GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { |
| Graphics3D::GetCurrent()->impl()->RenderbufferStorage( |
| target, internalformat, width, height); |
| } |
| void SampleCoverage(GLclampf value, GLboolean invert) { |
| Graphics3D::GetCurrent()->impl()->SampleCoverage(value, invert); |
| } |
| void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { |
| Graphics3D::GetCurrent()->impl()->Scissor(x, y, width, height); |
| } |
| void ShaderBinary( |
| GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, |
| GLsizei length) { |
| Graphics3D::GetCurrent()->impl()->ShaderBinary( |
| n, shaders, binaryformat, binary, length); |
| } |
| void ShaderSource( |
| GLuint shader, GLsizei count, const char** str, const GLint* length) { |
| Graphics3D::GetCurrent()->impl()->ShaderSource(shader, count, str, length); |
| } |
| void StencilFunc(GLenum func, GLint ref, GLuint mask) { |
| Graphics3D::GetCurrent()->impl()->StencilFunc(func, ref, mask); |
| } |
| void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { |
| Graphics3D::GetCurrent()->impl()->StencilFuncSeparate(face, func, ref, mask); |
| } |
| void StencilMask(GLuint mask) { |
| Graphics3D::GetCurrent()->impl()->StencilMask(mask); |
| } |
| void StencilMaskSeparate(GLenum face, GLuint mask) { |
| Graphics3D::GetCurrent()->impl()->StencilMaskSeparate(face, mask); |
| } |
| void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { |
| Graphics3D::GetCurrent()->impl()->StencilOp(fail, zfail, zpass); |
| } |
| void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { |
| Graphics3D::GetCurrent()->impl()->StencilOpSeparate( |
| face, fail, zfail, zpass); |
| } |
| void TexImage2D( |
| GLenum target, GLint level, GLint internalformat, GLsizei width, |
| GLsizei height, GLint border, GLenum format, GLenum type, |
| const void* pixels) { |
| Graphics3D::GetCurrent()->impl()->TexImage2D( |
| target, level, internalformat, width, height, border, format, type, |
| pixels); |
| } |
| void TexParameterf(GLenum target, GLenum pname, GLfloat param) { |
| Graphics3D::GetCurrent()->impl()->TexParameterf(target, pname, param); |
| } |
| void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { |
| Graphics3D::GetCurrent()->impl()->TexParameterfv(target, pname, params); |
| } |
| void TexParameteri(GLenum target, GLenum pname, GLint param) { |
| Graphics3D::GetCurrent()->impl()->TexParameteri(target, pname, param); |
| } |
| void TexParameteriv(GLenum target, GLenum pname, const GLint* params) { |
| Graphics3D::GetCurrent()->impl()->TexParameteriv(target, pname, params); |
| } |
| void TexSubImage2D( |
| GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, |
| GLsizei height, GLenum format, GLenum type, const void* pixels) { |
| Graphics3D::GetCurrent()->impl()->TexSubImage2D( |
| target, level, xoffset, yoffset, width, height, format, type, pixels); |
| } |
| void Uniform1f(GLint location, GLfloat x) { |
| Graphics3D::GetCurrent()->impl()->Uniform1f(location, x); |
| } |
| void Uniform1fv(GLint location, GLsizei count, const GLfloat* v) { |
| Graphics3D::GetCurrent()->impl()->Uniform1fv(location, count, v); |
| } |
| void Uniform1i(GLint location, GLint x) { |
| Graphics3D::GetCurrent()->impl()->Uniform1i(location, x); |
| } |
| void Uniform1iv(GLint location, GLsizei count, const GLint* v) { |
| Graphics3D::GetCurrent()->impl()->Uniform1iv(location, count, v); |
| } |
| void Uniform2f(GLint location, GLfloat x, GLfloat y) { |
| Graphics3D::GetCurrent()->impl()->Uniform2f(location, x, y); |
| } |
| void Uniform2fv(GLint location, GLsizei count, const GLfloat* v) { |
| Graphics3D::GetCurrent()->impl()->Uniform2fv(location, count, v); |
| } |
| void Uniform2i(GLint location, GLint x, GLint y) { |
| Graphics3D::GetCurrent()->impl()->Uniform2i(location, x, y); |
| } |
| void Uniform2iv(GLint location, GLsizei count, const GLint* v) { |
| Graphics3D::GetCurrent()->impl()->Uniform2iv(location, count, v); |
| } |
| void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { |
| Graphics3D::GetCurrent()->impl()->Uniform3f(location, x, y, z); |
| } |
| void Uniform3fv(GLint location, GLsizei count, const GLfloat* v) { |
| Graphics3D::GetCurrent()->impl()->Uniform3fv(location, count, v); |
| } |
| void Uniform3i(GLint location, GLint x, GLint y, GLint z) { |
| Graphics3D::GetCurrent()->impl()->Uniform3i(location, x, y, z); |
| } |
| void Uniform3iv(GLint location, GLsizei count, const GLint* v) { |
| Graphics3D::GetCurrent()->impl()->Uniform3iv(location, count, v); |
| } |
| void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { |
| Graphics3D::GetCurrent()->impl()->Uniform4f(location, x, y, z, w); |
| } |
| void Uniform4fv(GLint location, GLsizei count, const GLfloat* v) { |
| Graphics3D::GetCurrent()->impl()->Uniform4fv(location, count, v); |
| } |
| void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { |
| Graphics3D::GetCurrent()->impl()->Uniform4i(location, x, y, z, w); |
| } |
| void Uniform4iv(GLint location, GLsizei count, const GLint* v) { |
| Graphics3D::GetCurrent()->impl()->Uniform4iv(location, count, v); |
| } |
| void UniformMatrix2fv( |
| GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
| Graphics3D::GetCurrent()->impl()->UniformMatrix2fv( |
| location, count, transpose, value); |
| } |
| void UniformMatrix3fv( |
| GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
| Graphics3D::GetCurrent()->impl()->UniformMatrix3fv( |
| location, count, transpose, value); |
| } |
| void UniformMatrix4fv( |
| GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { |
| Graphics3D::GetCurrent()->impl()->UniformMatrix4fv( |
| location, count, transpose, value); |
| } |
| void UseProgram(GLuint program) { |
| Graphics3D::GetCurrent()->impl()->UseProgram(program); |
| } |
| void ValidateProgram(GLuint program) { |
| Graphics3D::GetCurrent()->impl()->ValidateProgram(program); |
| } |
| void VertexAttrib1f(GLuint indx, GLfloat x) { |
| Graphics3D::GetCurrent()->impl()->VertexAttrib1f(indx, x); |
| } |
| void VertexAttrib1fv(GLuint indx, const GLfloat* values) { |
| Graphics3D::GetCurrent()->impl()->VertexAttrib1fv(indx, values); |
| } |
| void VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { |
| Graphics3D::GetCurrent()->impl()->VertexAttrib2f(indx, x, y); |
| } |
| void VertexAttrib2fv(GLuint indx, const GLfloat* values) { |
| Graphics3D::GetCurrent()->impl()->VertexAttrib2fv(indx, values); |
| } |
| void VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { |
| Graphics3D::GetCurrent()->impl()->VertexAttrib3f(indx, x, y, z); |
| } |
| void VertexAttrib3fv(GLuint indx, const GLfloat* values) { |
| Graphics3D::GetCurrent()->impl()->VertexAttrib3fv(indx, values); |
| } |
| void VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { |
| Graphics3D::GetCurrent()->impl()->VertexAttrib4f(indx, x, y, z, w); |
| } |
| void VertexAttrib4fv(GLuint indx, const GLfloat* values) { |
| Graphics3D::GetCurrent()->impl()->VertexAttrib4fv(indx, values); |
| } |
| void VertexAttribPointer( |
| GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, |
| const void* ptr) { |
| Graphics3D::GetCurrent()->impl()->VertexAttribPointer( |
| indx, size, type, normalized, stride, ptr); |
| } |
| void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { |
| Graphics3D::GetCurrent()->impl()->Viewport(x, y, width, height); |
| } |
| void SwapBuffers() { |
| Graphics3D::GetCurrent()->impl()->SwapBuffers(); |
| } |
| |
| const struct PPB_OpenGLES_Dev ppb_opengles = { |
| &ActiveTexture, |
| &AttachShader, |
| &BindAttribLocation, |
| &BindBuffer, |
| &BindFramebuffer, |
| &BindRenderbuffer, |
| &BindTexture, |
| &BlendColor, |
| &BlendEquation, |
| &BlendEquationSeparate, |
| &BlendFunc, |
| &BlendFuncSeparate, |
| &BufferData, |
| &BufferSubData, |
| &CheckFramebufferStatus, |
| &Clear, |
| &ClearColor, |
| &ClearDepthf, |
| &ClearStencil, |
| &ColorMask, |
| &CompileShader, |
| &CompressedTexImage2D, |
| &CompressedTexSubImage2D, |
| &CopyTexImage2D, |
| &CopyTexSubImage2D, |
| &CreateProgram, |
| &CreateShader, |
| &CullFace, |
| &DeleteBuffers, |
| &DeleteFramebuffers, |
| &DeleteProgram, |
| &DeleteRenderbuffers, |
| &DeleteShader, |
| &DeleteTextures, |
| &DepthFunc, |
| &DepthMask, |
| &DepthRangef, |
| &DetachShader, |
| &Disable, |
| &DisableVertexAttribArray, |
| &DrawArrays, |
| &DrawElements, |
| &Enable, |
| &EnableVertexAttribArray, |
| &Finish, |
| &Flush, |
| &FramebufferRenderbuffer, |
| &FramebufferTexture2D, |
| &FrontFace, |
| &GenBuffers, |
| &GenerateMipmap, |
| &GenFramebuffers, |
| &GenRenderbuffers, |
| &GenTextures, |
| &GetActiveAttrib, |
| &GetActiveUniform, |
| &GetAttachedShaders, |
| &GetAttribLocation, |
| &GetBooleanv, |
| &GetBufferParameteriv, |
| &GetError, |
| &GetFloatv, |
| &GetFramebufferAttachmentParameteriv, |
| &GetIntegerv, |
| &GetProgramiv, |
| &GetProgramInfoLog, |
| &GetRenderbufferParameteriv, |
| &GetShaderiv, |
| &GetShaderInfoLog, |
| &GetShaderPrecisionFormat, |
| &GetShaderSource, |
| &GetString, |
| &GetTexParameterfv, |
| &GetTexParameteriv, |
| &GetUniformfv, |
| &GetUniformiv, |
| &GetUniformLocation, |
| &GetVertexAttribfv, |
| &GetVertexAttribiv, |
| &GetVertexAttribPointerv, |
| &Hint, |
| &IsBuffer, |
| &IsEnabled, |
| &IsFramebuffer, |
| &IsProgram, |
| &IsRenderbuffer, |
| &IsShader, |
| &IsTexture, |
| &LineWidth, |
| &LinkProgram, |
| &PixelStorei, |
| &PolygonOffset, |
| &ReadPixels, |
| &ReleaseShaderCompiler, |
| &RenderbufferStorage, |
| &SampleCoverage, |
| &Scissor, |
| &ShaderBinary, |
| &ShaderSource, |
| &StencilFunc, |
| &StencilFuncSeparate, |
| &StencilMask, |
| &StencilMaskSeparate, |
| &StencilOp, |
| &StencilOpSeparate, |
| &TexImage2D, |
| &TexParameterf, |
| &TexParameterfv, |
| &TexParameteri, |
| &TexParameteriv, |
| &TexSubImage2D, |
| &Uniform1f, |
| &Uniform1fv, |
| &Uniform1i, |
| &Uniform1iv, |
| &Uniform2f, |
| &Uniform2fv, |
| &Uniform2i, |
| &Uniform2iv, |
| &Uniform3f, |
| &Uniform3fv, |
| &Uniform3i, |
| &Uniform3iv, |
| &Uniform4f, |
| &Uniform4fv, |
| &Uniform4i, |
| &Uniform4iv, |
| &UniformMatrix2fv, |
| &UniformMatrix3fv, |
| &UniformMatrix4fv, |
| &UseProgram, |
| &ValidateProgram, |
| &VertexAttrib1f, |
| &VertexAttrib1fv, |
| &VertexAttrib2f, |
| &VertexAttrib2fv, |
| &VertexAttrib3f, |
| &VertexAttrib3fv, |
| &VertexAttrib4f, |
| &VertexAttrib4fv, |
| &VertexAttribPointer, |
| &Viewport, |
| &SwapBuffers |
| }; |
| |
| } // namespace |
| |
| const PPB_OpenGLES_Dev* Graphics3D::GetOpenGLESInterface() { |
| return &ppb_opengles; |
| } |
| |
| } // namespace pepper |
| |