Apply the Apache 2.0 license.
Change-Id: I4a7aeefedcd2d891093520d5a10ebefadcddb5be
Reviewed-on: https://swiftshader-review.googlesource.com/5320
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/OpenGL/libGLESv2/main.cpp b/src/OpenGL/libGLESv2/main.cpp
index 6fd3fef..99d24e1 100644
--- a/src/OpenGL/libGLESv2/main.cpp
+++ b/src/OpenGL/libGLESv2/main.cpp
@@ -1,1543 +1,1546 @@
-// SwiftShader Software Renderer
-//
-// Copyright(c) 2005-2013 TransGaming Inc.
-//
-// All rights reserved. No part of this software may be copied, distributed, transmitted,
-// transcribed, stored in a retrieval system, translated into any human or computer
-// language by any means, or disclosed to third parties without the explicit written
-// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
-// or implied, including but not limited to any patent rights, are granted to you.
-//
-
-// main.cpp: DLL entry point and management of thread-local data.
-
-#include "main.h"
-
-#include "libGLESv2.hpp"
-#include "Framebuffer.h"
-#include "libEGL/main.h"
-#include "libEGL/Surface.h"
-#include "Common/Thread.hpp"
-#include "Common/SharedLibrary.hpp"
-#include "common/debug.h"
-
-#if !defined(_MSC_VER)
-#define CONSTRUCTOR __attribute__((constructor))
-#define DESTRUCTOR __attribute__((destructor))
-#else
-#define CONSTRUCTOR
-#define DESTRUCTOR
-#endif
-
-static void glAttachThread()
-{
- TRACE("()");
-}
-
-static void glDetachThread()
-{
- TRACE("()");
-}
-
-CONSTRUCTOR static void glAttachProcess()
-{
- TRACE("()");
-
- glAttachThread();
-}
-
-DESTRUCTOR static void glDetachProcess()
-{
- TRACE("()");
-
- glDetachThread();
-}
-
-#if defined(_WIN32)
-extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
-{
- switch(reason)
- {
- case DLL_PROCESS_ATTACH:
- glAttachProcess();
- break;
- case DLL_THREAD_ATTACH:
- glAttachThread();
- break;
- case DLL_THREAD_DETACH:
- glDetachThread();
- break;
- case DLL_PROCESS_DETACH:
- glDetachProcess();
- break;
- default:
- break;
- }
-
- return TRUE;
-}
-#endif
-
-namespace es2
-{
-es2::Context *getContext()
-{
- egl::Context *context = libEGL->clientGetCurrentContext();
-
- if(context && (context->getClientVersion() == 2 ||
- context->getClientVersion() == 3))
- {
- return static_cast<es2::Context*>(context);
- }
-
- return 0;
-}
-
-Device *getDevice()
-{
- Context *context = getContext();
-
- return context ? context->getDevice() : 0;
-}
-
-// Records an error code
-void error(GLenum errorCode)
-{
- es2::Context *context = es2::getContext();
-
- if(context)
- {
- switch(errorCode)
- {
- case GL_INVALID_ENUM:
- context->recordInvalidEnum();
- TRACE("\t! Error generated: invalid enum\n");
- break;
- case GL_INVALID_VALUE:
- context->recordInvalidValue();
- TRACE("\t! Error generated: invalid value\n");
- break;
- case GL_INVALID_OPERATION:
- context->recordInvalidOperation();
- TRACE("\t! Error generated: invalid operation\n");
- break;
- case GL_OUT_OF_MEMORY:
- context->recordOutOfMemory();
- TRACE("\t! Error generated: out of memory\n");
- break;
- case GL_INVALID_FRAMEBUFFER_OPERATION:
- context->recordInvalidFramebufferOperation();
- TRACE("\t! Error generated: invalid framebuffer operation\n");
- break;
- default: UNREACHABLE(errorCode);
- }
- }
-}
-}
-
-namespace egl
-{
-GLint getClientVersion()
-{
- Context *context = libEGL->clientGetCurrentContext();
-
- return context ? context->getClientVersion() : 0;
-}
-}
-
-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 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 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);
-}
-}
-
-egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion);
-extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname);
-egl::Image *createBackBuffer(int width, int height, const egl::Config *config);
-egl::Image *createDepthStencil(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
-sw::FrameBuffer *createFrameBuffer(void *display, 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->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->createDepthStencil = ::createDepthStencil;
- this->createFrameBuffer = ::createFrameBuffer;
-}
-
-extern "C" GL_APICALL LibGLESv2exports *libGLESv2_swiftshader()
-{
- static LibGLESv2exports libGLESv2;
- return &libGLESv2;
-}
-
-LibEGL libEGL;
+// 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.
+
+// main.cpp: DLL entry point and management of thread-local data.
+
+#include "main.h"
+
+#include "libGLESv2.hpp"
+#include "Framebuffer.h"
+#include "libEGL/main.h"
+#include "libEGL/Surface.h"
+#include "Common/Thread.hpp"
+#include "Common/SharedLibrary.hpp"
+#include "common/debug.h"
+
+#if !defined(_MSC_VER)
+#define CONSTRUCTOR __attribute__((constructor))
+#define DESTRUCTOR __attribute__((destructor))
+#else
+#define CONSTRUCTOR
+#define DESTRUCTOR
+#endif
+
+static void glAttachThread()
+{
+ TRACE("()");
+}
+
+static void glDetachThread()
+{
+ TRACE("()");
+}
+
+CONSTRUCTOR static void glAttachProcess()
+{
+ TRACE("()");
+
+ glAttachThread();
+}
+
+DESTRUCTOR static void glDetachProcess()
+{
+ TRACE("()");
+
+ glDetachThread();
+}
+
+#if defined(_WIN32)
+extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
+{
+ switch(reason)
+ {
+ case DLL_PROCESS_ATTACH:
+ glAttachProcess();
+ break;
+ case DLL_THREAD_ATTACH:
+ glAttachThread();
+ break;
+ case DLL_THREAD_DETACH:
+ glDetachThread();
+ break;
+ case DLL_PROCESS_DETACH:
+ glDetachProcess();
+ break;
+ default:
+ break;
+ }
+
+ return TRUE;
+}
+#endif
+
+namespace es2
+{
+es2::Context *getContext()
+{
+ egl::Context *context = libEGL->clientGetCurrentContext();
+
+ if(context && (context->getClientVersion() == 2 ||
+ context->getClientVersion() == 3))
+ {
+ return static_cast<es2::Context*>(context);
+ }
+
+ return 0;
+}
+
+Device *getDevice()
+{
+ Context *context = getContext();
+
+ return context ? context->getDevice() : 0;
+}
+
+// Records an error code
+void error(GLenum errorCode)
+{
+ es2::Context *context = es2::getContext();
+
+ if(context)
+ {
+ switch(errorCode)
+ {
+ case GL_INVALID_ENUM:
+ context->recordInvalidEnum();
+ TRACE("\t! Error generated: invalid enum\n");
+ break;
+ case GL_INVALID_VALUE:
+ context->recordInvalidValue();
+ TRACE("\t! Error generated: invalid value\n");
+ break;
+ case GL_INVALID_OPERATION:
+ context->recordInvalidOperation();
+ TRACE("\t! Error generated: invalid operation\n");
+ break;
+ case GL_OUT_OF_MEMORY:
+ context->recordOutOfMemory();
+ TRACE("\t! Error generated: out of memory\n");
+ break;
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
+ context->recordInvalidFramebufferOperation();
+ TRACE("\t! Error generated: invalid framebuffer operation\n");
+ break;
+ default: UNREACHABLE(errorCode);
+ }
+ }
+}
+}
+
+namespace egl
+{
+GLint getClientVersion()
+{
+ Context *context = libEGL->clientGetCurrentContext();
+
+ return context ? context->getClientVersion() : 0;
+}
+}
+
+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 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 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);
+}
+}
+
+egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion);
+extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname);
+egl::Image *createBackBuffer(int width, int height, const egl::Config *config);
+egl::Image *createDepthStencil(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
+sw::FrameBuffer *createFrameBuffer(void *display, 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->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->createDepthStencil = ::createDepthStencil;
+ this->createFrameBuffer = ::createFrameBuffer;
+}
+
+extern "C" GL_APICALL LibGLESv2exports *libGLESv2_swiftshader()
+{
+ static LibGLESv2exports libGLESv2;
+ return &libGLESv2;
+}
+
+LibEGL libEGL;
LibGLES_CM libGLES_CM;
\ No newline at end of file