blob: 99d24e19f0dd0dfd39d1b1d060a8ffbfc79f9a8e [file] [log] [blame]
Nicolas Capens0bac2852016-05-07 06:09:58 -04001// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15// main.cpp: DLL entry point and management of thread-local data.
16
17#include "main.h"
18
19#include "libGLESv2.hpp"
20#include "Framebuffer.h"
21#include "libEGL/main.h"
22#include "libEGL/Surface.h"
23#include "Common/Thread.hpp"
24#include "Common/SharedLibrary.hpp"
25#include "common/debug.h"
26
27#if !defined(_MSC_VER)
28#define CONSTRUCTOR __attribute__((constructor))
29#define DESTRUCTOR __attribute__((destructor))
30#else
31#define CONSTRUCTOR
32#define DESTRUCTOR
33#endif
34
35static void glAttachThread()
36{
37 TRACE("()");
38}
39
40static void glDetachThread()
41{
42 TRACE("()");
43}
44
45CONSTRUCTOR static void glAttachProcess()
46{
47 TRACE("()");
48
49 glAttachThread();
50}
51
52DESTRUCTOR static void glDetachProcess()
53{
54 TRACE("()");
55
56 glDetachThread();
57}
58
59#if defined(_WIN32)
60extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
61{
62 switch(reason)
63 {
64 case DLL_PROCESS_ATTACH:
65 glAttachProcess();
66 break;
67 case DLL_THREAD_ATTACH:
68 glAttachThread();
69 break;
70 case DLL_THREAD_DETACH:
71 glDetachThread();
72 break;
73 case DLL_PROCESS_DETACH:
74 glDetachProcess();
75 break;
76 default:
77 break;
78 }
79
80 return TRUE;
81}
82#endif
83
84namespace es2
85{
86es2::Context *getContext()
87{
88 egl::Context *context = libEGL->clientGetCurrentContext();
89
90 if(context && (context->getClientVersion() == 2 ||
91 context->getClientVersion() == 3))
92 {
93 return static_cast<es2::Context*>(context);
94 }
95
96 return 0;
97}
98
99Device *getDevice()
100{
101 Context *context = getContext();
102
103 return context ? context->getDevice() : 0;
104}
105
106// Records an error code
107void error(GLenum errorCode)
108{
109 es2::Context *context = es2::getContext();
110
111 if(context)
112 {
113 switch(errorCode)
114 {
115 case GL_INVALID_ENUM:
116 context->recordInvalidEnum();
117 TRACE("\t! Error generated: invalid enum\n");
118 break;
119 case GL_INVALID_VALUE:
120 context->recordInvalidValue();
121 TRACE("\t! Error generated: invalid value\n");
122 break;
123 case GL_INVALID_OPERATION:
124 context->recordInvalidOperation();
125 TRACE("\t! Error generated: invalid operation\n");
126 break;
127 case GL_OUT_OF_MEMORY:
128 context->recordOutOfMemory();
129 TRACE("\t! Error generated: out of memory\n");
130 break;
131 case GL_INVALID_FRAMEBUFFER_OPERATION:
132 context->recordInvalidFramebufferOperation();
133 TRACE("\t! Error generated: invalid framebuffer operation\n");
134 break;
135 default: UNREACHABLE(errorCode);
136 }
137 }
138}
139}
140
141namespace egl
142{
143GLint getClientVersion()
144{
145 Context *context = libEGL->clientGetCurrentContext();
146
147 return context ? context->getClientVersion() : 0;
148}
149}
150
151namespace es2
152{
153void ActiveTexture(GLenum texture);
154void AttachShader(GLuint program, GLuint shader);
155void BeginQueryEXT(GLenum target, GLuint name);
156void BindAttribLocation(GLuint program, GLuint index, const GLchar* name);
157void BindBuffer(GLenum target, GLuint buffer);
158void BindFramebuffer(GLenum target, GLuint framebuffer);
159void BindRenderbuffer(GLenum target, GLuint renderbuffer);
160void BindTexture(GLenum target, GLuint texture);
161void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
162void BlendEquation(GLenum mode);
163void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
164void BlendFunc(GLenum sfactor, GLenum dfactor);
165void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
166void BufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
167void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
168GLenum CheckFramebufferStatus(GLenum target);
169void Clear(GLbitfield mask);
170void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
171void ClearDepthf(GLclampf depth);
172void ClearStencil(GLint s);
173void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
174void CompileShader(GLuint shader);
175void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
176 GLint border, GLsizei imageSize, const GLvoid* data);
177void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
178 GLenum format, GLsizei imageSize, const GLvoid* data);
179void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
180void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
181GLuint CreateProgram(void);
182GLuint CreateShader(GLenum type);
183void CullFace(GLenum mode);
184void DeleteBuffers(GLsizei n, const GLuint* buffers);
185void DeleteFencesNV(GLsizei n, const GLuint* fences);
186void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
187void DeleteProgram(GLuint program);
188void DeleteQueriesEXT(GLsizei n, const GLuint *ids);
189void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
190void DeleteShader(GLuint shader);
191void DeleteTextures(GLsizei n, const GLuint* textures);
192void DepthFunc(GLenum func);
193void DepthMask(GLboolean flag);
194void DepthRangef(GLclampf zNear, GLclampf zFar);
195void DetachShader(GLuint program, GLuint shader);
196void Disable(GLenum cap);
197void DisableVertexAttribArray(GLuint index);
198void DrawArrays(GLenum mode, GLint first, GLsizei count);
199void DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
200void DrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
201void DrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
202void VertexAttribDivisorEXT(GLuint index, GLuint divisor);
203void DrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
204void DrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
205void VertexAttribDivisorANGLE(GLuint index, GLuint divisor);
206void Enable(GLenum cap);
207void EnableVertexAttribArray(GLuint index);
208void EndQueryEXT(GLenum target);
209void FinishFenceNV(GLuint fence);
210void Finish(void);
211void Flush(void);
212void FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
213void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
214void FrontFace(GLenum mode);
215void GenBuffers(GLsizei n, GLuint* buffers);
216void GenerateMipmap(GLenum target);
217void GenFencesNV(GLsizei n, GLuint* fences);
218void GenFramebuffers(GLsizei n, GLuint* framebuffers);
219void GenQueriesEXT(GLsizei n, GLuint* ids);
220void GenRenderbuffers(GLsizei n, GLuint* renderbuffers);
221void GenTextures(GLsizei n, GLuint* textures);
222void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
223void GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
224void GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
225int GetAttribLocation(GLuint program, const GLchar* name);
226void GetBooleanv(GLenum pname, GLboolean* params);
227void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
228GLenum GetError(void);
229void GetFenceivNV(GLuint fence, GLenum pname, GLint *params);
230void GetFloatv(GLenum pname, GLfloat* params);
231void GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
232GLenum GetGraphicsResetStatusEXT(void);
233void GetIntegerv(GLenum pname, GLint* params);
234void GetProgramiv(GLuint program, GLenum pname, GLint* params);
235void GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
236void GetQueryivEXT(GLenum target, GLenum pname, GLint *params);
237void GetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params);
238void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
239void GetShaderiv(GLuint shader, GLenum pname, GLint* params);
240void GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
241void GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
242void GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
243const GLubyte* GetString(GLenum name);
244void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
245void GetTexParameteriv(GLenum target, GLenum pname, GLint* params);
246void GetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
247void GetUniformfv(GLuint program, GLint location, GLfloat* params);
248void GetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params);
249void GetUniformiv(GLuint program, GLint location, GLint* params);
250int GetUniformLocation(GLuint program, const GLchar* name);
251void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
252void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
253void GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
254void Hint(GLenum target, GLenum mode);
255GLboolean IsBuffer(GLuint buffer);
256GLboolean IsEnabled(GLenum cap);
257GLboolean IsFenceNV(GLuint fence);
258GLboolean IsFramebuffer(GLuint framebuffer);
259GLboolean IsProgram(GLuint program);
260GLboolean IsQueryEXT(GLuint name);
261GLboolean IsRenderbuffer(GLuint renderbuffer);
262GLboolean IsShader(GLuint shader);
263GLboolean IsTexture(GLuint texture);
264void LineWidth(GLfloat width);
265void LinkProgram(GLuint program);
266void PixelStorei(GLenum pname, GLint param);
267void PolygonOffset(GLfloat factor, GLfloat units);
268void ReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height,
269 GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
270void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
271void ReleaseShaderCompiler(void);
272void RenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
273void RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
274void SampleCoverage(GLclampf value, GLboolean invert);
275void SetFenceNV(GLuint fence, GLenum condition);
276void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
277void ShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
278void ShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length);
279void StencilFunc(GLenum func, GLint ref, GLuint mask);
280void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
281void StencilMask(GLuint mask);
282void StencilMaskSeparate(GLenum face, GLuint mask);
283void StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
284void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
285GLboolean TestFenceNV(GLuint fence);
286void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
287 GLint border, GLenum format, GLenum type, const GLvoid* pixels);
288void TexParameterf(GLenum target, GLenum pname, GLfloat param);
289void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
290void TexParameteri(GLenum target, GLenum pname, GLint param);
291void TexParameteriv(GLenum target, GLenum pname, const GLint* params);
292void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
293 GLenum format, GLenum type, const GLvoid* pixels);
294void Uniform1f(GLint location, GLfloat x);
295void Uniform1fv(GLint location, GLsizei count, const GLfloat* v);
296void Uniform1i(GLint location, GLint x);
297void Uniform1iv(GLint location, GLsizei count, const GLint* v);
298void Uniform2f(GLint location, GLfloat x, GLfloat y);
299void Uniform2fv(GLint location, GLsizei count, const GLfloat* v);
300void Uniform2i(GLint location, GLint x, GLint y);
301void Uniform2iv(GLint location, GLsizei count, const GLint* v);
302void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
303void Uniform3fv(GLint location, GLsizei count, const GLfloat* v);
304void Uniform3i(GLint location, GLint x, GLint y, GLint z);
305void Uniform3iv(GLint location, GLsizei count, const GLint* v);
306void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
307void Uniform4fv(GLint location, GLsizei count, const GLfloat* v);
308void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
309void Uniform4iv(GLint location, GLsizei count, const GLint* v);
310void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
311void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
312void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
313void UseProgram(GLuint program);
314void ValidateProgram(GLuint program);
315void VertexAttrib1f(GLuint index, GLfloat x);
316void VertexAttrib1fv(GLuint index, const GLfloat* values);
317void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
318void VertexAttrib2fv(GLuint index, const GLfloat* values);
319void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
320void VertexAttrib3fv(GLuint index, const GLfloat* values);
321void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
322void VertexAttrib4fv(GLuint index, const GLfloat* values);
323GL_APICALL void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
324GL_APICALL void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
325GL_APICALL void BlitFramebufferNV(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
326GL_APICALL void BlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
327 GLbitfield mask, GLenum filter);
328GL_APICALL void TexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
329 GLint border, GLenum format, GLenum type, const GLvoid* pixels);
330GL_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);
331GL_APICALL void CopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
332GL_APICALL void CompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
333GL_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);
334GL_APICALL void FramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
335GL_APICALL void EGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
336GL_APICALL void EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image);
337GL_APICALL GLboolean IsRenderbufferOES(GLuint renderbuffer);
338GL_APICALL void BindRenderbufferOES(GLenum target, GLuint renderbuffer);
339GL_APICALL void DeleteRenderbuffersOES(GLsizei n, const GLuint* renderbuffers);
340GL_APICALL void GenRenderbuffersOES(GLsizei n, GLuint* renderbuffers);
341GL_APICALL void RenderbufferStorageOES(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
342GL_APICALL void GetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint* params);
343GL_APICALL GLboolean IsFramebufferOES(GLuint framebuffer);
344GL_APICALL void BindFramebufferOES(GLenum target, GLuint framebuffer);
345GL_APICALL void DeleteFramebuffersOES(GLsizei n, const GLuint* framebuffers);
346GL_APICALL void GenFramebuffersOES(GLsizei n, GLuint* framebuffers);
347GL_APICALL GLenum CheckFramebufferStatusOES(GLenum target);
348GL_APICALL void FramebufferRenderbufferOES(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
349GL_APICALL void FramebufferTexture2DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
350GL_APICALL void GetFramebufferAttachmentParameterivOES(GLenum target, GLenum attachment, GLenum pname, GLint* params);
351GL_APICALL void GenerateMipmapOES(GLenum target);
352GL_APICALL void DrawBuffersEXT(GLsizei n, const GLenum *bufs);
353}
354
355extern "C"
356{
357GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture)
358{
359 return es2::ActiveTexture(texture);
360}
361
362GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
363{
364 return es2::AttachShader(program, shader);
365}
366
367GL_APICALL void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint name)
368{
369 return es2::BeginQueryEXT(target, name);
370}
371
372GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
373{
374 return es2::BindAttribLocation(program, index, name);
375}
376
377GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
378{
379 return es2::BindBuffer(target, buffer);
380}
381
382GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
383{
384 return es2::BindFramebuffer(target, framebuffer);
385}
386
387GL_APICALL void GL_APIENTRY glBindFramebufferOES(GLenum target, GLuint framebuffer)
388{
389 return es2::BindFramebuffer(target, framebuffer);
390}
391
392GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer)
393{
394 return es2::BindRenderbuffer(target, renderbuffer);
395}
396
397GL_APICALL void GL_APIENTRY glBindRenderbufferOES(GLenum target, GLuint renderbuffer)
398{
399 return es2::BindRenderbuffer(target, renderbuffer);
400}
401
402GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
403{
404 return es2::BindTexture(target, texture);
405}
406
407GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
408{
409 return es2::BlendColor(red, green, blue, alpha);
410}
411
412GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode)
413{
414 return es2::BlendEquation(mode);
415}
416
417GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
418{
419 return es2::BlendEquationSeparate(modeRGB, modeAlpha);
420}
421
422GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
423{
424 return es2::BlendFunc(sfactor, dfactor);
425}
426
427GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
428{
429 return es2::BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
430}
431
432GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
433{
434 return es2::BufferData(target, size, data, usage);
435}
436
437GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
438{
439 return es2::BufferSubData(target, offset, size, data);
440}
441
442GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
443{
444 return es2::CheckFramebufferStatus(target);
445}
446
447GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatusOES(GLenum target)
448{
449 return es2::CheckFramebufferStatus(target);
450}
451
452GL_APICALL void GL_APIENTRY glClear(GLbitfield mask)
453{
454 return es2::Clear(mask);
455}
456
457GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
458{
459 return es2::ClearColor(red, green, blue, alpha);
460}
461
462GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth)
463{
464 return es2::ClearDepthf(depth);
465}
466
467GL_APICALL void GL_APIENTRY glClearStencil(GLint s)
468{
469 return es2::ClearStencil(s);
470}
471
472GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
473{
474 return es2::ColorMask(red, green, blue, alpha);
475}
476
477GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader)
478{
479 return es2::CompileShader(shader);
480}
481
482GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
483 GLint border, GLsizei imageSize, const GLvoid* data)
484{
485 return es2::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
486}
487
488GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
489 GLenum format, GLsizei imageSize, const GLvoid* data)
490{
491 return es2::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
492}
493
494GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
495{
496 return es2::CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
497}
498
499GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
500{
501 return es2::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
502}
503
504GL_APICALL GLuint GL_APIENTRY glCreateProgram(void)
505{
506 return es2::CreateProgram();
507}
508
509GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type)
510{
511 return es2::CreateShader(type);
512}
513
514GL_APICALL void GL_APIENTRY glCullFace(GLenum mode)
515{
516 return es2::CullFace(mode);
517}
518
519GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers)
520{
521 return es2::DeleteBuffers(n, buffers);
522}
523
524GL_APICALL void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint* fences)
525{
526 return es2::DeleteFencesNV(n, fences);
527}
528
529GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
530{
531 return es2::DeleteFramebuffers(n, framebuffers);
532}
533
534GL_APICALL void GL_APIENTRY glDeleteFramebuffersOES(GLsizei n, const GLuint* framebuffers)
535{
536 return es2::DeleteFramebuffers(n, framebuffers);
537}
538
539GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program)
540{
541 return es2::DeleteProgram(program);
542}
543
544GL_APICALL void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids)
545{
546 return es2::DeleteQueriesEXT(n, ids);
547}
548
549GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
550{
551 return es2::DeleteRenderbuffers(n, renderbuffers);
552}
553
554GL_APICALL void GL_APIENTRY glDeleteRenderbuffersOES(GLsizei n, const GLuint* renderbuffers)
555{
556 return es2::DeleteRenderbuffers(n, renderbuffers);
557}
558
559GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader)
560{
561 return es2::DeleteShader(shader);
562}
563
564GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures)
565{
566 return es2::DeleteTextures(n, textures);
567}
568
569GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func)
570{
571 return es2::DepthFunc(func);
572}
573
574GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag)
575{
576 return es2::DepthMask(flag);
577}
578
579GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar)
580{
581 return es2::DepthRangef(zNear, zFar);
582}
583
584GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
585{
586 return es2::DetachShader(program, shader);
587}
588
589GL_APICALL void GL_APIENTRY glDisable(GLenum cap)
590{
591 return es2::Disable(cap);
592}
593
594GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
595{
596 return es2::DisableVertexAttribArray(index);
597}
598
599GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
600{
601 return es2::DrawArrays(mode, first, count);
602}
603
604GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
605{
606 return es2::DrawElements(mode, count, type, indices);
607}
608
609GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
610{
611 return es2::DrawArraysInstancedEXT(mode, first, count, instanceCount);
612}
613
614GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
615{
616 return es2::DrawElementsInstancedEXT(mode, count, type, indices, instanceCount);
617}
618
619GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT(GLuint index, GLuint divisor)
620{
621 return es2::VertexAttribDivisorEXT(index, divisor);
622}
623
624GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
625{
626 return es2::DrawArraysInstancedANGLE(mode, first, count, instanceCount);
627}
628
629GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
630{
631 return es2::DrawElementsInstancedANGLE(mode, count, type, indices, instanceCount);
632}
633
634GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor)
635{
636 return es2::VertexAttribDivisorANGLE(index, divisor);
637}
638
639GL_APICALL void GL_APIENTRY glEnable(GLenum cap)
640{
641 return es2::Enable(cap);
642}
643
644GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
645{
646 return es2::EnableVertexAttribArray(index);
647}
648
649GL_APICALL void GL_APIENTRY glEndQueryEXT(GLenum target)
650{
651 return es2::EndQueryEXT(target);
652}
653
654GL_APICALL void GL_APIENTRY glFinishFenceNV(GLuint fence)
655{
656 return es2::FinishFenceNV(fence);
657}
658
659GL_APICALL void GL_APIENTRY glFinish(void)
660{
661 return es2::Finish();
662}
663
664GL_APICALL void GL_APIENTRY glFlush(void)
665{
666 return es2::Flush();
667}
668
669GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
670{
671 return es2::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
672}
673
674GL_APICALL void GL_APIENTRY glFramebufferRenderbufferOES(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
675{
676 return es2::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
677}
678
679GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
680{
681 return es2::FramebufferTexture2D(target, attachment, textarget, texture, level);
682}
683
684GL_APICALL void GL_APIENTRY glFramebufferTexture2DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
685{
686 return es2::FramebufferTexture2D(target, attachment, textarget, texture, level);
687}
688
689GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode)
690{
691 return es2::FrontFace(mode);
692}
693
694GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers)
695{
696 return es2::GenBuffers(n, buffers);
697}
698
699GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target)
700{
701 return es2::GenerateMipmap(target);
702}
703
704GL_APICALL void GL_APIENTRY glGenerateMipmapOES(GLenum target)
705{
706 return es2::GenerateMipmap(target);
707}
708
709GL_APICALL void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint* fences)
710{
711 return es2::GenFencesNV(n, fences);
712}
713
714GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers)
715{
716 return es2::GenFramebuffers(n, framebuffers);
717}
718
719GL_APICALL void GL_APIENTRY glGenFramebuffersOES(GLsizei n, GLuint* framebuffers)
720{
721 return es2::GenFramebuffers(n, framebuffers);
722}
723
724GL_APICALL void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint* ids)
725{
726 return es2::GenQueriesEXT(n, ids);
727}
728
729GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
730{
731 return es2::GenRenderbuffers(n, renderbuffers);
732}
733
734GL_APICALL void GL_APIENTRY glGenRenderbuffersOES(GLsizei n, GLuint* renderbuffers)
735{
736 return es2::GenRenderbuffers(n, renderbuffers);
737}
738
739GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures)
740{
741 return es2::GenTextures(n, textures);
742}
743
744GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
745{
746 return es2::GetActiveAttrib(program, index, bufsize, length, size, type, name);
747}
748
749GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
750{
751 return es2::GetActiveUniform(program, index, bufsize, length, size, type, name);
752}
753
754GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
755{
756 return es2::GetAttachedShaders(program, maxcount, count, shaders);
757}
758
759GL_APICALL int GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar* name)
760{
761 return es2::GetAttribLocation(program, name);
762}
763
764GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params)
765{
766 return es2::GetBooleanv(pname, params);
767}
768
769GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
770{
771 return es2::GetBufferParameteriv(target, pname, params);
772}
773
774GL_APICALL GLenum GL_APIENTRY glGetError(void)
775{
776 return es2::GetError();
777}
778
779GL_APICALL void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params)
780{
781 return es2::GetFenceivNV(fence, pname, params);
782}
783
784GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params)
785{
786 return es2::GetFloatv(pname, params);
787}
788
789GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
790{
791 return es2::GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
792}
793
794GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameterivOES(GLenum target, GLenum attachment, GLenum pname, GLint* params)
795{
796 return es2::GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
797}
798
799GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT(void)
800{
801 return es2::GetGraphicsResetStatusEXT();
802}
803
804GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params)
805{
806 return es2::GetIntegerv(pname, params);
807}
808
809GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params)
810{
811 return es2::GetProgramiv(program, pname, params);
812}
813
814GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
815{
816 return es2::GetProgramInfoLog(program, bufsize, length, infolog);
817}
818
819GL_APICALL void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params)
820{
821 return es2::GetQueryivEXT(target, pname, params);
822}
823
824GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT(GLuint name, GLenum pname, GLuint *params)
825{
826 return es2::GetQueryObjectuivEXT(name, pname, params);
827}
828
829GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
830{
831 return es2::GetRenderbufferParameteriv(target, pname, params);
832}
833
834GL_APICALL void GL_APIENTRY glGetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint* params)
835{
836 return es2::GetRenderbufferParameteriv(target, pname, params);
837}
838
839GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
840{
841 return es2::GetShaderiv(shader, pname, params);
842}
843
844GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
845{
846 return es2::GetShaderInfoLog(shader, bufsize, length, infolog);
847}
848
849GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
850{
851 return es2::GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
852}
853
854GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
855{
856 return es2::GetShaderSource(shader, bufsize, length, source);
857}
858
859GL_APICALL const GLubyte* GL_APIENTRY glGetString(GLenum name)
860{
861 return es2::GetString(name);
862}
863
864GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
865{
866 return es2::GetTexParameterfv(target, pname, params);
867}
868
869GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
870{
871 return es2::GetTexParameteriv(target, pname, params);
872}
873
874GL_APICALL void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params)
875{
876 return es2::GetnUniformfvEXT(program, location, bufSize, params);
877}
878
879GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params)
880{
881 return es2::GetUniformfv(program, location, params);
882}
883
884GL_APICALL void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params)
885{
886 return es2::GetnUniformivEXT(program, location, bufSize, params);
887}
888
889GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params)
890{
891 return es2::GetUniformiv(program, location, params);
892}
893
894GL_APICALL int GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* name)
895{
896 return es2::GetUniformLocation(program, name);
897}
898
899GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
900{
901 return es2::GetVertexAttribfv(index, pname, params);
902}
903
904GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
905{
906 return es2::GetVertexAttribiv(index, pname, params);
907}
908
909GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
910{
911 return es2::GetVertexAttribPointerv(index, pname, pointer);
912}
913
914GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode)
915{
916 return es2::Hint(target, mode);
917}
918
919GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
920{
921 return es2::IsBuffer(buffer);
922}
923
924GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
925{
926 return es2::IsEnabled(cap);
927}
928
929GL_APICALL GLboolean GL_APIENTRY glIsFenceNV(GLuint fence)
930{
931 return es2::IsFenceNV(fence);
932}
933
934GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
935{
936 return es2::IsFramebuffer(framebuffer);
937}
938
939GL_APICALL GLboolean GL_APIENTRY glIsFramebufferOES(GLuint framebuffer)
940{
941 return es2::IsFramebuffer(framebuffer);
942}
943
944GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program)
945{
946 return es2::IsProgram(program);
947}
948
949GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT(GLuint name)
950{
951 return es2::IsQueryEXT(name);
952}
953
954GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
955{
956 return es2::IsRenderbuffer(renderbuffer);
957}
958
959GL_APICALL GLboolean GL_APIENTRY glIsRenderbufferOES(GLuint renderbuffer)
960{
961 return es2::IsRenderbuffer(renderbuffer);
962}
963
964GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader)
965{
966 return es2::IsShader(shader);
967}
968
969GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture)
970{
971 return es2::IsTexture(texture);
972}
973
974GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width)
975{
976 return es2::LineWidth(width);
977}
978
979GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program)
980{
981 return es2::LinkProgram(program);
982}
983
984GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
985{
986 return es2::PixelStorei(pname, param);
987}
988
989GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
990{
991 return es2::PolygonOffset(factor, units);
992}
993
994GL_APICALL void GL_APIENTRY glReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height,
995 GLenum format, GLenum type, GLsizei bufSize, GLvoid *data)
996{
997 return es2::ReadnPixelsEXT(x, y, width, height, format, type, bufSize, data);
998}
999
1000GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
1001{
1002 return es2::ReadPixels(x, y, width, height, format, type, pixels);
1003}
1004
1005GL_APICALL void GL_APIENTRY glReleaseShaderCompiler(void)
1006{
1007 return es2::ReleaseShaderCompiler();
1008}
1009
1010GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
1011{
1012 return es2::RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height);
1013}
1014
1015GL_APICALL void GL_APIENTRY glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
1016{
1017 return es2::RenderbufferStorage(target, internalformat, width, height);
1018}
1019
1020GL_APICALL void GL_APIENTRY glRenderbufferStorageOES(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
1021{
1022 return es2::RenderbufferStorage(target, internalformat, width, height);
1023}
1024
1025GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert)
1026{
1027 return es2::SampleCoverage(value, invert);
1028}
1029
1030GL_APICALL void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition)
1031{
1032 return es2::SetFenceNV(fence, condition);
1033}
1034
1035GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
1036{
1037 return es2::Scissor(x, y, width, height);
1038}
1039
1040GL_APICALL void GL_APIENTRY glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
1041{
1042 return es2::ShaderBinary(n, shaders, binaryformat, binary, length);
1043}
1044
1045GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
1046{
1047 return es2::ShaderSource(shader, count, string, length);
1048}
1049
1050GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask)
1051{
1052 return es2::StencilFunc(func, ref, mask);
1053}
1054
1055GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
1056{
1057 return es2::StencilFuncSeparate(face, func, ref, mask);
1058}
1059
1060GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask)
1061{
1062 return es2::StencilMask(mask);
1063}
1064
1065GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
1066{
1067 return es2::StencilMaskSeparate(face, mask);
1068}
1069
1070GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
1071{
1072 return es2::StencilOp(fail, zfail, zpass);
1073}
1074
1075GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
1076{
1077 return es2::StencilOpSeparate(face, fail, zfail, zpass);
1078}
1079
1080GLboolean GL_APIENTRY glTestFenceNV(GLuint fence)
1081{
1082 return es2::TestFenceNV(fence);
1083}
1084
1085GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
1086 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
1087{
1088 return es2::TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
1089}
1090
1091GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param)
1092{
1093 return es2::TexParameterf(target, pname, param);
1094}
1095
1096GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
1097{
1098 return es2::TexParameterfv(target, pname, params);
1099}
1100
1101GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param)
1102{
1103 return es2::TexParameteri(target, pname, param);
1104}
1105
1106GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
1107{
1108 return es2::TexParameteriv(target, pname, params);
1109}
1110
1111GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
1112 GLenum format, GLenum type, const GLvoid* pixels)
1113{
1114 return es2::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
1115}
1116
1117GL_APICALL void GL_APIENTRY glUniform1f(GLint location, GLfloat x)
1118{
1119 return es2::Uniform1f(location, x);
1120}
1121
1122GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
1123{
1124 return es2::Uniform1fv(location, count, v);
1125}
1126
1127GL_APICALL void GL_APIENTRY glUniform1i(GLint location, GLint x)
1128{
1129 return es2::Uniform1i(location, x);
1130}
1131
1132GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v)
1133{
1134 return es2::Uniform1iv(location, count, v);
1135}
1136
1137GL_APICALL void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y)
1138{
1139 return es2::Uniform2f(location, x, y);
1140}
1141
1142GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
1143{
1144 return es2::Uniform2fv(location, count, v);
1145}
1146
1147GL_APICALL void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y)
1148{
1149 return es2::Uniform2i(location, x, y);
1150}
1151
1152GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v)
1153{
1154 return es2::Uniform2iv(location, count, v);
1155}
1156
1157GL_APICALL void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
1158{
1159 return es2::Uniform3f(location, x, y, z);
1160}
1161
1162GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
1163{
1164 return es2::Uniform3fv(location, count, v);
1165}
1166
1167GL_APICALL void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z)
1168{
1169 return es2::Uniform3i(location, x, y, z);
1170}
1171
1172GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v)
1173{
1174 return es2::Uniform3iv(location, count, v);
1175}
1176
1177GL_APICALL void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
1178{
1179 return es2::Uniform4f(location, x, y, z, w);
1180}
1181
1182GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
1183{
1184 return es2::Uniform4fv(location, count, v);
1185}
1186
1187GL_APICALL void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
1188{
1189 return es2::Uniform4i(location, x, y, z, w);
1190}
1191
1192GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v)
1193{
1194 return es2::Uniform4iv(location, count, v);
1195}
1196
1197GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
1198{
1199 return es2::UniformMatrix2fv(location, count, transpose, value);
1200}
1201
1202GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
1203{
1204 return es2::UniformMatrix3fv(location, count, transpose, value);
1205}
1206
1207GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
1208{
1209 return es2::UniformMatrix4fv(location, count, transpose, value);
1210}
1211
1212GL_APICALL void GL_APIENTRY glUseProgram(GLuint program)
1213{
1214 return es2::UseProgram(program);
1215}
1216
1217GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program)
1218{
1219 return es2::ValidateProgram(program);
1220}
1221
1222GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x)
1223{
1224 return es2::VertexAttrib1f(index, x);
1225}
1226
1227GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat* values)
1228{
1229 return es2::VertexAttrib1fv(index, values);
1230}
1231
1232GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
1233{
1234 return es2::VertexAttrib2f(index, x, y);
1235}
1236
1237GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat* values)
1238{
1239 return es2::VertexAttrib2fv(index, values);
1240}
1241
1242GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
1243{
1244 return es2::VertexAttrib3f(index, x, y, z);
1245}
1246
1247GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat* values)
1248{
1249 return es2::VertexAttrib3fv(index, values);
1250}
1251
1252GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
1253{
1254 return es2::VertexAttrib4f(index, x, y, z, w);
1255}
1256
1257GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat* values)
1258{
1259 return es2::VertexAttrib4fv(index, values);
1260}
1261
1262GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
1263{
1264 return es2::VertexAttribPointer(index, size, type, normalized, stride, ptr);
1265}
1266
1267GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
1268{
1269 return es2::Viewport(x, y, width, height);
1270}
1271
1272GL_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)
1273{
1274 return es2::BlitFramebufferNV(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
1275}
1276
1277GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
1278 GLbitfield mask, GLenum filter)
1279{
1280 return es2::BlitFramebufferANGLE(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
1281}
1282
1283GL_APICALL void GL_APIENTRY glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
1284 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
1285{
1286 return es2::TexImage3DOES(target, level, internalformat, width, height, depth, border, format, type, pixels);
1287}
1288
1289GL_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)
1290{
1291 return es2::TexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
1292}
1293
1294GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
1295{
1296 return es2::CopyTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, x, y, width, height);
1297}
1298
1299GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
1300{
1301 return es2::CompressedTexImage3DOES(target, level,internalformat, width, height, depth, border, imageSize, data);
1302}
1303
1304GL_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)
1305{
1306 return es2::CompressedTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
1307}
1308
1309GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
1310{
1311 return es2::FramebufferTexture3DOES(target, attachment, textarget, texture, level, zoffset);
1312}
1313
1314GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
1315{
1316 return es2::EGLImageTargetTexture2DOES(target, image);
1317}
1318
1319GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
1320{
1321 return es2::EGLImageTargetRenderbufferStorageOES(target, image);
1322}
1323
1324GL_APICALL void GL_APIENTRY glDrawBuffersEXT(GLsizei n, const GLenum *bufs)
1325{
1326 return es2::DrawBuffersEXT(n, bufs);
1327}
1328}
1329
1330egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion);
1331extern "C" __eglMustCastToProperFunctionPointerType es2GetProcAddress(const char *procname);
1332egl::Image *createBackBuffer(int width, int height, const egl::Config *config);
1333egl::Image *createDepthStencil(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
1334sw::FrameBuffer *createFrameBuffer(void *display, EGLNativeWindowType window, int width, int height);
1335
1336LibGLESv2exports::LibGLESv2exports()
1337{
1338 this->glActiveTexture = es2::ActiveTexture;
1339 this->glAttachShader = es2::AttachShader;
1340 this->glBeginQueryEXT = es2::BeginQueryEXT;
1341 this->glBindAttribLocation = es2::BindAttribLocation;
1342 this->glBindBuffer = es2::BindBuffer;
1343 this->glBindFramebuffer = es2::BindFramebuffer;
1344 this->glBindRenderbuffer = es2::BindRenderbuffer;
1345 this->glBindTexture = es2::BindTexture;
1346 this->glBlendColor = es2::BlendColor;
1347 this->glBlendEquation = es2::BlendEquation;
1348 this->glBlendEquationSeparate = es2::BlendEquationSeparate;
1349 this->glBlendFunc = es2::BlendFunc;
1350 this->glBlendFuncSeparate = es2::BlendFuncSeparate;
1351 this->glBufferData = es2::BufferData;
1352 this->glBufferSubData = es2::BufferSubData;
1353 this->glCheckFramebufferStatus = es2::CheckFramebufferStatus;
1354 this->glClear = es2::Clear;
1355 this->glClearColor = es2::ClearColor;
1356 this->glClearDepthf = es2::ClearDepthf;
1357 this->glClearStencil = es2::ClearStencil;
1358 this->glColorMask = es2::ColorMask;
1359 this->glCompileShader = es2::CompileShader;
1360 this->glCompressedTexImage2D = es2::CompressedTexImage2D;
1361 this->glCompressedTexSubImage2D = es2::CompressedTexSubImage2D;
1362 this->glCopyTexImage2D = es2::CopyTexImage2D;
1363 this->glCopyTexSubImage2D = es2::CopyTexSubImage2D;
1364 this->glCreateProgram = es2::CreateProgram;
1365 this->glCreateShader = es2::CreateShader;
1366 this->glCullFace = es2::CullFace;
1367 this->glDeleteBuffers = es2::DeleteBuffers;
1368 this->glDeleteFencesNV = es2::DeleteFencesNV;
1369 this->glDeleteFramebuffers = es2::DeleteFramebuffers;
1370 this->glDeleteProgram = es2::DeleteProgram;
1371 this->glDeleteQueriesEXT = es2::DeleteQueriesEXT;
1372 this->glDeleteRenderbuffers = es2::DeleteRenderbuffers;
1373 this->glDeleteShader = es2::DeleteShader;
1374 this->glDeleteTextures = es2::DeleteTextures;
1375 this->glDepthFunc = es2::DepthFunc;
1376 this->glDepthMask = es2::DepthMask;
1377 this->glDepthRangef = es2::DepthRangef;
1378 this->glDetachShader = es2::DetachShader;
1379 this->glDisable = es2::Disable;
1380 this->glDisableVertexAttribArray = es2::DisableVertexAttribArray;
1381 this->glDrawArrays = es2::DrawArrays;
1382 this->glDrawElements = es2::DrawElements;
1383 this->glDrawArraysInstancedEXT = es2::DrawArraysInstancedEXT;
1384 this->glDrawElementsInstancedEXT = es2::DrawElementsInstancedEXT;
1385 this->glVertexAttribDivisorEXT = es2::VertexAttribDivisorEXT;
1386 this->glDrawArraysInstancedANGLE = es2::DrawArraysInstancedANGLE;
1387 this->glDrawElementsInstancedANGLE = es2::DrawElementsInstancedANGLE;
1388 this->glVertexAttribDivisorANGLE = es2::VertexAttribDivisorANGLE;
1389 this->glEnable = es2::Enable;
1390 this->glEnableVertexAttribArray = es2::EnableVertexAttribArray;
1391 this->glEndQueryEXT = es2::EndQueryEXT;
1392 this->glFinishFenceNV = es2::FinishFenceNV;
1393 this->glFinish = es2::Finish;
1394 this->glFlush = es2::Flush;
1395 this->glFramebufferRenderbuffer = es2::FramebufferRenderbuffer;
1396 this->glFramebufferTexture2D = es2::FramebufferTexture2D;
1397 this->glFrontFace = es2::FrontFace;
1398 this->glGenBuffers = es2::GenBuffers;
1399 this->glGenerateMipmap = es2::GenerateMipmap;
1400 this->glGenFencesNV = es2::GenFencesNV;
1401 this->glGenFramebuffers = es2::GenFramebuffers;
1402 this->glGenQueriesEXT = es2::GenQueriesEXT;
1403 this->glGenRenderbuffers = es2::GenRenderbuffers;
1404 this->glGenTextures = es2::GenTextures;
1405 this->glGetActiveAttrib = es2::GetActiveAttrib;
1406 this->glGetActiveUniform = es2::GetActiveUniform;
1407 this->glGetAttachedShaders = es2::GetAttachedShaders;
1408 this->glGetAttribLocation = es2::GetAttribLocation;
1409 this->glGetBooleanv = es2::GetBooleanv;
1410 this->glGetBufferParameteriv = es2::GetBufferParameteriv;
1411 this->glGetError = es2::GetError;
1412 this->glGetFenceivNV = es2::GetFenceivNV;
1413 this->glGetFloatv = es2::GetFloatv;
1414 this->glGetFramebufferAttachmentParameteriv = es2::GetFramebufferAttachmentParameteriv;
1415 this->glGetGraphicsResetStatusEXT = es2::GetGraphicsResetStatusEXT;
1416 this->glGetIntegerv = es2::GetIntegerv;
1417 this->glGetProgramiv = es2::GetProgramiv;
1418 this->glGetProgramInfoLog = es2::GetProgramInfoLog;
1419 this->glGetQueryivEXT = es2::GetQueryivEXT;
1420 this->glGetQueryObjectuivEXT = es2::GetQueryObjectuivEXT;
1421 this->glGetRenderbufferParameteriv = es2::GetRenderbufferParameteriv;
1422 this->glGetShaderiv = es2::GetShaderiv;
1423 this->glGetShaderInfoLog = es2::GetShaderInfoLog;
1424 this->glGetShaderPrecisionFormat = es2::GetShaderPrecisionFormat;
1425 this->glGetShaderSource = es2::GetShaderSource;
1426 this->glGetString = es2::GetString;
1427 this->glGetTexParameterfv = es2::GetTexParameterfv;
1428 this->glGetTexParameteriv = es2::GetTexParameteriv;
1429 this->glGetnUniformfvEXT = es2::GetnUniformfvEXT;
1430 this->glGetUniformfv = es2::GetUniformfv;
1431 this->glGetnUniformivEXT = es2::GetnUniformivEXT;
1432 this->glGetUniformiv = es2::GetUniformiv;
1433 this->glGetUniformLocation = es2::GetUniformLocation;
1434 this->glGetVertexAttribfv = es2::GetVertexAttribfv;
1435 this->glGetVertexAttribiv = es2::GetVertexAttribiv;
1436 this->glGetVertexAttribPointerv = es2::GetVertexAttribPointerv;
1437 this->glHint = es2::Hint;
1438 this->glIsBuffer = es2::IsBuffer;
1439 this->glIsEnabled = es2::IsEnabled;
1440 this->glIsFenceNV = es2::IsFenceNV;
1441 this->glIsFramebuffer = es2::IsFramebuffer;
1442 this->glIsProgram = es2::IsProgram;
1443 this->glIsQueryEXT = es2::IsQueryEXT;
1444 this->glIsRenderbuffer = es2::IsRenderbuffer;
1445 this->glIsShader = es2::IsShader;
1446 this->glIsTexture = es2::IsTexture;
1447 this->glLineWidth = es2::LineWidth;
1448 this->glLinkProgram = es2::LinkProgram;
1449 this->glPixelStorei = es2::PixelStorei;
1450 this->glPolygonOffset = es2::PolygonOffset;
1451 this->glReadnPixelsEXT = es2::ReadnPixelsEXT;
1452 this->glReadPixels = es2::ReadPixels;
1453 this->glReleaseShaderCompiler = es2::ReleaseShaderCompiler;
1454 this->glRenderbufferStorageMultisampleANGLE = es2::RenderbufferStorageMultisampleANGLE;
1455 this->glRenderbufferStorage = es2::RenderbufferStorage;
1456 this->glSampleCoverage = es2::SampleCoverage;
1457 this->glSetFenceNV = es2::SetFenceNV;
1458 this->glScissor = es2::Scissor;
1459 this->glShaderBinary = es2::ShaderBinary;
1460 this->glShaderSource = es2::ShaderSource;
1461 this->glStencilFunc = es2::StencilFunc;
1462 this->glStencilFuncSeparate = es2::StencilFuncSeparate;
1463 this->glStencilMask = es2::StencilMask;
1464 this->glStencilMaskSeparate = es2::StencilMaskSeparate;
1465 this->glStencilOp = es2::StencilOp;
1466 this->glStencilOpSeparate = es2::StencilOpSeparate;
1467 this->glTestFenceNV = es2::TestFenceNV;
1468 this->glTexImage2D = es2::TexImage2D;
1469 this->glTexParameterf = es2::TexParameterf;
1470 this->glTexParameterfv = es2::TexParameterfv;
1471 this->glTexParameteri = es2::TexParameteri;
1472 this->glTexParameteriv = es2::TexParameteriv;
1473 this->glTexSubImage2D = es2::TexSubImage2D;
1474 this->glUniform1f = es2::Uniform1f;
1475 this->glUniform1fv = es2::Uniform1fv;
1476 this->glUniform1i = es2::Uniform1i;
1477 this->glUniform1iv = es2::Uniform1iv;
1478 this->glUniform2f = es2::Uniform2f;
1479 this->glUniform2fv = es2::Uniform2fv;
1480 this->glUniform2i = es2::Uniform2i;
1481 this->glUniform2iv = es2::Uniform2iv;
1482 this->glUniform3f = es2::Uniform3f;
1483 this->glUniform3fv = es2::Uniform3fv;
1484 this->glUniform3i = es2::Uniform3i;
1485 this->glUniform3iv = es2::Uniform3iv;
1486 this->glUniform4f = es2::Uniform4f;
1487 this->glUniform4fv = es2::Uniform4fv;
1488 this->glUniform4i = es2::Uniform4i;
1489 this->glUniform4iv = es2::Uniform4iv;
1490 this->glUniformMatrix2fv = es2::UniformMatrix2fv;
1491 this->glUniformMatrix3fv = es2::UniformMatrix3fv;
1492 this->glUniformMatrix4fv = es2::UniformMatrix4fv;
1493 this->glUseProgram = es2::UseProgram;
1494 this->glValidateProgram = es2::ValidateProgram;
1495 this->glVertexAttrib1f = es2::VertexAttrib1f;
1496 this->glVertexAttrib1fv = es2::VertexAttrib1fv;
1497 this->glVertexAttrib2f = es2::VertexAttrib2f;
1498 this->glVertexAttrib2fv = es2::VertexAttrib2fv;
1499 this->glVertexAttrib3f = es2::VertexAttrib3f;
1500 this->glVertexAttrib3fv = es2::VertexAttrib3fv;
1501 this->glVertexAttrib4f = es2::VertexAttrib4f;
1502 this->glVertexAttrib4fv = es2::VertexAttrib4fv;
1503 this->glVertexAttribPointer = es2::VertexAttribPointer;
1504 this->glViewport = es2::Viewport;
1505 this->glBlitFramebufferNV = es2::BlitFramebufferNV;
1506 this->glBlitFramebufferANGLE = es2::BlitFramebufferANGLE;
1507 this->glTexImage3DOES = es2::TexImage3DOES;
1508 this->glTexSubImage3DOES = es2::TexSubImage3DOES;
1509 this->glCopyTexSubImage3DOES = es2::CopyTexSubImage3DOES;
1510 this->glCompressedTexImage3DOES = es2::CompressedTexImage3DOES;
1511 this->glCompressedTexSubImage3DOES = es2::CompressedTexSubImage3DOES;
1512 this->glFramebufferTexture3DOES = es2::FramebufferTexture3DOES;
1513 this->glEGLImageTargetTexture2DOES = es2::EGLImageTargetTexture2DOES;
1514 this->glEGLImageTargetRenderbufferStorageOES = es2::EGLImageTargetRenderbufferStorageOES;
1515 this->glIsRenderbufferOES = es2::IsRenderbufferOES;
1516 this->glBindRenderbufferOES = es2::BindRenderbufferOES;
1517 this->glDeleteRenderbuffersOES = es2::DeleteRenderbuffersOES;
1518 this->glGenRenderbuffersOES = es2::GenRenderbuffersOES;
1519 this->glRenderbufferStorageOES = es2::RenderbufferStorageOES;
1520 this->glGetRenderbufferParameterivOES = es2::GetRenderbufferParameterivOES;
1521 this->glIsFramebufferOES = es2::IsFramebufferOES;
1522 this->glBindFramebufferOES = es2::BindFramebufferOES;
1523 this->glDeleteFramebuffersOES = es2::DeleteFramebuffersOES;
1524 this->glGenFramebuffersOES = es2::GenFramebuffersOES;
1525 this->glCheckFramebufferStatusOES = es2::CheckFramebufferStatusOES;
1526 this->glFramebufferRenderbufferOES = es2::FramebufferRenderbufferOES;
1527 this->glFramebufferTexture2DOES = es2::FramebufferTexture2DOES;
1528 this->glGetFramebufferAttachmentParameterivOES = es2::GetFramebufferAttachmentParameterivOES;
1529 this->glGenerateMipmapOES = es2::GenerateMipmapOES;
1530 this->glDrawBuffersEXT = es2::DrawBuffersEXT;
1531
1532 this->es2CreateContext = ::es2CreateContext;
1533 this->es2GetProcAddress = ::es2GetProcAddress;
1534 this->createBackBuffer = ::createBackBuffer;
1535 this->createDepthStencil = ::createDepthStencil;
1536 this->createFrameBuffer = ::createFrameBuffer;
1537}
1538
1539extern "C" GL_APICALL LibGLESv2exports *libGLESv2_swiftshader()
1540{
1541 static LibGLESv2exports libGLESv2;
1542 return &libGLESv2;
1543}
1544
1545LibEGL libEGL;
Nicolas Capensa2308052015-04-15 16:50:21 -04001546LibGLES_CM libGLES_CM;