opengl: Remove accessor functions from encoders.

These functions are not necessary since all the fields are
public members of structures. Also gets us closer to the state
of the real emugen output, which isn't matched yet due to other
differences.

Change-Id: Iea092beca7e3a819c286fe3d84897e6a170747f8
diff --git a/system/GLESv2_enc/GL2Encoder.cpp b/system/GLESv2_enc/GL2Encoder.cpp
index eb253cb..3b2100e 100644
--- a/system/GLESv2_enc/GL2Encoder.cpp
+++ b/system/GLESv2_enc/GL2Encoder.cpp
@@ -48,74 +48,79 @@
     m_error = GL_NO_ERROR;
     m_num_compressedTextureFormats = 0;
     m_compressedTextureFormats = NULL;
+
     //overrides
-    m_glFlush_enc = set_glFlush(s_glFlush);
-    m_glPixelStorei_enc = set_glPixelStorei(s_glPixelStorei);
-    m_glGetString_enc = set_glGetString(s_glGetString);
-    m_glBindBuffer_enc = set_glBindBuffer(s_glBindBuffer);
-    m_glBufferData_enc = set_glBufferData(s_glBufferData);
-    m_glBufferSubData_enc = set_glBufferSubData(s_glBufferSubData);
-    m_glDeleteBuffers_enc = set_glDeleteBuffers(s_glDeleteBuffers);
-    m_glDrawArrays_enc = set_glDrawArrays(s_glDrawArrays);
-    m_glDrawElements_enc = set_glDrawElements(s_glDrawElements);
-    m_glGetIntegerv_enc = set_glGetIntegerv(s_glGetIntegerv);
-    m_glGetFloatv_enc = set_glGetFloatv(s_glGetFloatv);
-    m_glGetBooleanv_enc = set_glGetBooleanv(s_glGetBooleanv);
-    m_glVertexAttribPointer_enc = set_glVertexAttribPointer(s_glVertexAttribPointer);
-    m_glEnableVertexAttribArray_enc = set_glEnableVertexAttribArray(s_glEnableVertexAttribArray);
-    m_glDisableVertexAttribArray_enc = set_glDisableVertexAttribArray(s_glDisableVertexAttribArray);
-    m_glGetVertexAttribiv_enc = set_glGetVertexAttribiv(s_glGetVertexAttribiv);
-    m_glGetVertexAttribfv_enc = set_glGetVertexAttribfv(s_glGetVertexAttribfv);
-    m_glGetVertexAttribPointerv_enc = set_glGetVertexAttribPointerv(s_glGetVertexAttribPointerv);
-    set_glShaderSource(s_glShaderSource);
-    set_glFinish(s_glFinish);
-    m_glGetError_enc = set_glGetError(s_glGetError);
-    m_glLinkProgram_enc = set_glLinkProgram(s_glLinkProgram);
-    m_glDeleteProgram_enc = set_glDeleteProgram(s_glDeleteProgram);
-    m_glGetUniformiv_enc = set_glGetUniformiv(s_glGetUniformiv);
-    m_glGetUniformfv_enc = set_glGetUniformfv(s_glGetUniformfv);
-    m_glCreateProgram_enc = set_glCreateProgram(s_glCreateProgram);
-    m_glCreateShader_enc = set_glCreateShader(s_glCreateShader);
-    m_glDeleteShader_enc = set_glDeleteShader(s_glDeleteShader);
-    m_glAttachShader_enc = set_glAttachShader(s_glAttachShader);
-    m_glDetachShader_enc = set_glDetachShader(s_glDetachShader);
-    m_glGetAttachedShaders_enc = set_glGetAttachedShaders(s_glGetAttachedShaders);
-    m_glGetShaderSource_enc = set_glGetShaderSource(s_glGetShaderSource);
-    m_glGetShaderInfoLog_enc = set_glGetShaderInfoLog(s_glGetShaderInfoLog);
-    m_glGetProgramInfoLog_enc = set_glGetProgramInfoLog(s_glGetProgramInfoLog);
+#define OVERRIDE(name)  m_##name##_enc = this-> name ; this-> name = &s_##name
 
-    m_glGetUniformLocation_enc = set_glGetUniformLocation(s_glGetUniformLocation);
-    m_glUseProgram_enc = set_glUseProgram(s_glUseProgram);
+    OVERRIDE(glFlush);
+    OVERRIDE(glPixelStorei);
+    OVERRIDE(glGetString);
+    OVERRIDE(glBindBuffer);
+    OVERRIDE(glBufferData);
+    OVERRIDE(glBufferSubData);
+    OVERRIDE(glDeleteBuffers);
+    OVERRIDE(glDrawArrays);
+    OVERRIDE(glDrawElements);
+    OVERRIDE(glGetIntegerv);
+    OVERRIDE(glGetFloatv);
+    OVERRIDE(glGetBooleanv);
+    OVERRIDE(glVertexAttribPointer);
+    OVERRIDE(glEnableVertexAttribArray);
+    OVERRIDE(glDisableVertexAttribArray);
+    OVERRIDE(glGetVertexAttribiv);
+    OVERRIDE(glGetVertexAttribfv);
+    OVERRIDE(glGetVertexAttribPointerv);
 
-    m_glUniform1f_enc = set_glUniform1f(s_glUniform1f);
-    m_glUniform1fv_enc = set_glUniform1fv(s_glUniform1fv);
-    m_glUniform1i_enc = set_glUniform1i(s_glUniform1i);
-    m_glUniform1iv_enc = set_glUniform1iv(s_glUniform1iv);
-    m_glUniform2f_enc = set_glUniform2f(s_glUniform2f);
-    m_glUniform2fv_enc = set_glUniform2fv(s_glUniform2fv);
-    m_glUniform2i_enc = set_glUniform2i(s_glUniform2i);
-    m_glUniform2iv_enc = set_glUniform2iv(s_glUniform2iv);
-    m_glUniform3f_enc = set_glUniform3f(s_glUniform3f);
-    m_glUniform3fv_enc = set_glUniform3fv(s_glUniform3fv);
-    m_glUniform3i_enc = set_glUniform3i(s_glUniform3i);
-    m_glUniform3iv_enc = set_glUniform3iv(s_glUniform3iv);
-    m_glUniform4f_enc = set_glUniform4f(s_glUniform4f);
-    m_glUniform4fv_enc = set_glUniform4fv(s_glUniform4fv);
-    m_glUniform4i_enc = set_glUniform4i(s_glUniform4i);
-    m_glUniform4iv_enc = set_glUniform4iv(s_glUniform4iv);
-    m_glUniformMatrix2fv_enc = set_glUniformMatrix2fv(s_glUniformMatrix2fv);
-    m_glUniformMatrix3fv_enc = set_glUniformMatrix3fv(s_glUniformMatrix3fv);
-    m_glUniformMatrix4fv_enc = set_glUniformMatrix4fv(s_glUniformMatrix4fv);
+    this->glShaderSource = &s_glShaderSource;
+    this->glFinish = &s_glFinish;
 
-    m_glActiveTexture_enc = set_glActiveTexture(s_glActiveTexture);
-    m_glBindTexture_enc = set_glBindTexture(s_glBindTexture);
-    m_glDeleteTextures_enc = set_glDeleteTextures(s_glDeleteTextures);
-    m_glGetTexParameterfv_enc = set_glGetTexParameterfv(s_glGetTexParameterfv);
-    m_glGetTexParameteriv_enc = set_glGetTexParameteriv(s_glGetTexParameteriv);
-    m_glTexParameterf_enc = set_glTexParameterf(s_glTexParameterf);
-    m_glTexParameterfv_enc = set_glTexParameterfv(s_glTexParameterfv);
-    m_glTexParameteri_enc = set_glTexParameteri(s_glTexParameteri);
-    m_glTexParameteriv_enc = set_glTexParameteriv(s_glTexParameteriv);
+    OVERRIDE(glGetError);
+    OVERRIDE(glLinkProgram);
+    OVERRIDE(glDeleteProgram);
+    OVERRIDE(glGetUniformiv);
+    OVERRIDE(glGetUniformfv);
+    OVERRIDE(glCreateProgram);
+    OVERRIDE(glCreateShader);
+    OVERRIDE(glDeleteShader);
+    OVERRIDE(glAttachShader);
+    OVERRIDE(glDetachShader);
+    OVERRIDE(glGetAttachedShaders);
+    OVERRIDE(glGetShaderSource);
+    OVERRIDE(glGetShaderInfoLog);
+    OVERRIDE(glGetProgramInfoLog);
+
+    OVERRIDE(glGetUniformLocation);
+    OVERRIDE(glUseProgram);
+
+    OVERRIDE(glUniform1f);
+    OVERRIDE(glUniform1fv);
+    OVERRIDE(glUniform1i);
+    OVERRIDE(glUniform1iv);
+    OVERRIDE(glUniform2f);
+    OVERRIDE(glUniform2fv);
+    OVERRIDE(glUniform2i);
+    OVERRIDE(glUniform2iv);
+    OVERRIDE(glUniform3f);
+    OVERRIDE(glUniform3fv);
+    OVERRIDE(glUniform3i);
+    OVERRIDE(glUniform3iv);
+    OVERRIDE(glUniform4f);
+    OVERRIDE(glUniform4fv);
+    OVERRIDE(glUniform4i);
+    OVERRIDE(glUniform4iv);
+    OVERRIDE(glUniformMatrix2fv);
+    OVERRIDE(glUniformMatrix3fv);
+    OVERRIDE(glUniformMatrix4fv);
+
+    OVERRIDE(glActiveTexture);
+    OVERRIDE(glBindTexture);
+    OVERRIDE(glDeleteTextures);
+    OVERRIDE(glGetTexParameterfv);
+    OVERRIDE(glGetTexParameteriv);
+    OVERRIDE(glTexParameterf);
+    OVERRIDE(glTexParameterfv);
+    OVERRIDE(glTexParameteri);
+    OVERRIDE(glTexParameteriv);
 }
 
 GL2Encoder::~GL2Encoder()