1049 lines
26 KiB
C
1049 lines
26 KiB
C
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#include <GLES2/gl2.h>
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#include <cogl/cogl-gles2.h>
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void
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glBindTexture (GLenum target, GLuint texture)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glBindTexture (target, texture);
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}
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void
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glBlendFunc (GLenum sfactor, GLenum dfactor)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glBlendFunc (sfactor, dfactor);
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}
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void
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glClear (GLbitfield mask)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glClear (mask);
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}
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void
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glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glClearColor (red, green, blue, alpha);
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}
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void
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glClearStencil (GLint s)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glClearStencil (s);
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}
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void
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glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glColorMask (red, green, blue, alpha);
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}
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void
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glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLint x, GLint y, GLsizei width, GLsizei height)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glCopyTexSubImage2D (target, level, xoffset, yoffset, x, y, width,
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height);
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}
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void
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glDeleteTextures (GLsizei n, const GLuint * textures)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDeleteTextures (n, textures);
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}
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void
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glDepthFunc (GLenum func)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDepthFunc (func);
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}
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void
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glDepthMask (GLboolean flag)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDepthMask (flag);
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}
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void
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glDisable (GLenum cap)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDisable (cap);
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}
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void
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glDrawArrays (GLenum mode, GLint first, GLsizei count)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDrawArrays (mode, first, count);
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}
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void
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glDrawElements (GLenum mode, GLsizei count, GLenum type,
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const GLvoid * indices)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDrawElements (mode, count, type, indices);
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}
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void
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glEnable (GLenum cap)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glEnable (cap);
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}
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void
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glFinish (void)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glFinish ();
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}
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void
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glFlush (void)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glFlush ();
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}
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void
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glFrontFace (GLenum mode)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glFrontFace (mode);
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}
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void
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glCullFace (GLenum mode)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glCullFace (mode);
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}
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void
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glGenTextures (GLsizei n, GLuint * textures)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGenTextures (n, textures);
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}
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GLenum
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glGetError (void)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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return vtable->glGetError ();
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}
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void
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glGetIntegerv (GLenum pname, GLint * params)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGetIntegerv (pname, params);
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}
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void
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glGetBooleanv (GLenum pname, GLboolean * params)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGetBooleanv (pname, params);
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}
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void
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glGetFloatv (GLenum pname, GLfloat * params)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGetFloatv (pname, params);
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}
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const GLubyte *
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glGetString (GLenum name)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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return vtable->glGetString (name);
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}
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void
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glHint (GLenum target, GLenum mode)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glHint (target, mode);
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}
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GLboolean
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glIsTexture (GLuint texture)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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return vtable->glIsTexture (texture);
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}
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void
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glPixelStorei (GLenum pname, GLint param)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glPixelStorei (pname, param);
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}
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void
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glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
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GLenum type, GLvoid * pixels)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glReadPixels (x, y, width, height, format, type, pixels);
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}
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void
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glScissor (GLint x, GLint y, GLsizei width, GLsizei height)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glScissor (x, y, width, height);
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}
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void
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glStencilFunc (GLenum func, GLint ref, GLuint mask)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glStencilFunc (func, ref, mask);
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}
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void
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glStencilMask (GLuint mask)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glStencilMask (mask);
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}
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void
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glStencilOp (GLenum fail, GLenum zfail, GLenum zpass)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glStencilOp (fail, zfail, zpass);
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}
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void
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glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width,
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GLsizei height, GLint border, GLenum format, GLenum type,
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const GLvoid * pixels)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glTexImage2D (target, level, internalformat, width, height, border,
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format, type, pixels);
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}
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void
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glTexParameterf (GLenum target, GLenum pname, GLfloat param)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glTexParameterf (target, pname, param);
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}
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void
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glTexParameterfv (GLenum target, GLenum pname, const GLfloat * params)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glTexParameterfv (target, pname, params);
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}
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void
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glTexParameteri (GLenum target, GLenum pname, GLint param)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glTexParameteri (target, pname, param);
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}
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void
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glTexParameteriv (GLenum target, GLenum pname, const GLint * params)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glTexParameteriv (target, pname, params);
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}
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void
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glGetTexParameterfv (GLenum target, GLenum pname, GLfloat * params)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGetTexParameterfv (target, pname, params);
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}
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void
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glGetTexParameteriv (GLenum target, GLenum pname, GLint * params)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGetTexParameteriv (target, pname, params);
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}
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void
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glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height, GLenum format, GLenum type,
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const GLvoid * pixels)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glTexSubImage2D (target, level, xoffset, yoffset, width, height,
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format, type, pixels);
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}
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void
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glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x,
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GLint y, GLsizei width, GLsizei height, GLint border)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glCopyTexImage2D (target, level, internalformat,
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x, y, width, height, border);
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}
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void
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glViewport (GLint x, GLint y, GLsizei width, GLsizei height)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glViewport (x, y, width, height);
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}
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GLboolean
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glIsEnabled (GLenum cap)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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return vtable->glIsEnabled (cap);
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}
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void
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glLineWidth (GLfloat width)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glLineWidth (width);
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}
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void
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glPolygonOffset (GLfloat factor, GLfloat units)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glPolygonOffset (factor, units);
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}
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void
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glDepthRangef (GLfloat near_val, GLfloat far_val)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDepthRangef (near_val, far_val);
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}
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void
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glClearDepthf (GLclampf depth)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glClearDepthf (depth);
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}
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void
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glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border,
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GLsizei imageSize, const GLvoid * data)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glCompressedTexImage2D (target, level, internalformat, width,
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height, border, imageSize, data);
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}
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void
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glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset,
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GLint yoffset, GLsizei width, GLsizei height,
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GLenum format, GLsizei imageSize,
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const GLvoid * data)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glCompressedTexSubImage2D (target, level,
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xoffset, yoffset, width, height,
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format, imageSize, data);
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}
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void
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glSampleCoverage (GLclampf value, GLboolean invert)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glSampleCoverage (value, invert);
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}
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void
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glGetBufferParameteriv (GLenum target, GLenum pname, GLint * params)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGetBufferParameteriv (target, pname, params);
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}
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void
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glGenBuffers (GLsizei n, GLuint * buffers)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGenBuffers (n, buffers);
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}
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void
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glBindBuffer (GLenum target, GLuint buffer)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glBindBuffer (target, buffer);
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}
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void
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glBufferData (GLenum target, GLsizeiptr size, const GLvoid * data,
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GLenum usage)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glBufferData (target, size, data, usage);
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}
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void
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glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size,
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const GLvoid * data)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glBufferSubData (target, offset, size, data);
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}
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void
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glDeleteBuffers (GLsizei n, const GLuint * buffers)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDeleteBuffers (n, buffers);
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}
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GLboolean
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glIsBuffer (GLuint buffer)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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return vtable->glIsBuffer (buffer);
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}
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void
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glActiveTexture (GLenum texture)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glActiveTexture (texture);
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}
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void
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glGenRenderbuffers (GLsizei n, GLuint * renderbuffers)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGenRenderbuffers (n, renderbuffers);
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}
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void
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glDeleteRenderbuffers (GLsizei n, const GLuint * renderbuffers)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDeleteRenderbuffers (n, renderbuffers);
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}
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void
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glBindRenderbuffer (GLenum target, GLuint renderbuffer)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glBindRenderbuffer (target, renderbuffer);
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}
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void
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glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width,
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GLsizei height)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glRenderbufferStorage (target, internalformat, width, height);
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}
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void
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glGenFramebuffers (GLsizei n, GLuint * framebuffers)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glGenFramebuffers (n, framebuffers);
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}
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void
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glBindFramebuffer (GLenum target, GLuint framebuffer)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glBindFramebuffer (target, framebuffer);
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}
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void
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glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget,
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GLuint texture, GLint level)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glFramebufferTexture2D (target, attachment,
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textarget, texture, level);
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}
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void
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glFramebufferRenderbuffer (GLenum target, GLenum attachment,
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GLenum renderbuffertarget, GLuint renderbuffer)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glFramebufferRenderbuffer (target, attachment,
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renderbuffertarget, renderbuffer);
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}
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GLboolean
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glIsRenderbuffer (GLuint renderbuffer)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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return vtable->glIsRenderbuffer (renderbuffer);
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}
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GLenum
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glCheckFramebufferStatus (GLenum target)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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return vtable->glCheckFramebufferStatus (target);
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}
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void
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glDeleteFramebuffers (GLsizei n, const GLuint * framebuffers)
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{
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CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
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vtable->glDeleteFramebuffers (n, framebuffers);
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}
|
|
|
|
void
|
|
glGenerateMipmap (GLenum target)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGenerateMipmap (target);
|
|
}
|
|
|
|
void
|
|
glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment,
|
|
GLenum pname, GLint * params)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetFramebufferAttachmentParameteriv (target,
|
|
attachment, pname, params);
|
|
}
|
|
|
|
void
|
|
glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint * params)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetRenderbufferParameteriv (target, pname, params);
|
|
}
|
|
|
|
GLboolean
|
|
glIsFramebuffer (GLuint framebuffer)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
return vtable->glIsFramebuffer (framebuffer);
|
|
}
|
|
|
|
void
|
|
glBlendEquation (GLenum mode)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glBlendEquation (mode);
|
|
}
|
|
|
|
void
|
|
glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glBlendColor (red, green, blue, alpha);
|
|
}
|
|
|
|
void
|
|
glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
|
|
GLenum dstAlpha)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glBlendFuncSeparate (srcRGB, dstRGB, srcAlpha, dstAlpha);
|
|
}
|
|
|
|
void
|
|
glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glBlendEquationSeparate (modeRGB, modeAlpha);
|
|
}
|
|
|
|
void
|
|
glReleaseShaderCompiler (void)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glReleaseShaderCompiler ();
|
|
}
|
|
|
|
void
|
|
glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype,
|
|
GLint * range, GLint * precision)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetShaderPrecisionFormat (shadertype, precisiontype,
|
|
range, precision);
|
|
}
|
|
|
|
void
|
|
glShaderBinary (GLsizei n, const GLuint * shaders, GLenum binaryformat,
|
|
const GLvoid * binary, GLsizei length)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glShaderBinary (n, shaders, binaryformat, binary, length);
|
|
}
|
|
|
|
void
|
|
glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glStencilFuncSeparate (face, func, ref, mask);
|
|
}
|
|
|
|
void
|
|
glStencilMaskSeparate (GLenum face, GLuint mask)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glStencilMaskSeparate (face, mask);
|
|
}
|
|
|
|
void
|
|
glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glStencilOpSeparate (face, fail, zfail, zpass);
|
|
}
|
|
|
|
GLuint
|
|
glCreateProgram (void)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
return vtable->glCreateProgram ();
|
|
}
|
|
|
|
GLuint
|
|
glCreateShader (GLenum shaderType)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
return vtable->glCreateShader (shaderType);
|
|
}
|
|
|
|
void
|
|
glShaderSource (GLuint shader, GLsizei count,
|
|
const GLchar * const *string, const GLint * length)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glShaderSource (shader, count, string, length);
|
|
}
|
|
|
|
void
|
|
glCompileShader (GLuint shader)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glCompileShader (shader);
|
|
}
|
|
|
|
void
|
|
glDeleteShader (GLuint shader)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glDeleteShader (shader);
|
|
}
|
|
|
|
void
|
|
glAttachShader (GLuint program, GLuint shader)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glAttachShader (program, shader);
|
|
}
|
|
|
|
void
|
|
glLinkProgram (GLuint program)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glLinkProgram (program);
|
|
}
|
|
|
|
void
|
|
glUseProgram (GLuint program)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUseProgram (program);
|
|
}
|
|
|
|
GLint
|
|
glGetUniformLocation (GLuint program, const char *name)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
return vtable->glGetUniformLocation (program, name);
|
|
}
|
|
|
|
void
|
|
glDeleteProgram (GLuint program)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glDeleteProgram (program);
|
|
}
|
|
|
|
void
|
|
glGetShaderInfoLog (GLuint shader, GLsizei maxLength, GLsizei * length,
|
|
char *infoLog)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetShaderInfoLog (shader, maxLength, length, infoLog);
|
|
}
|
|
|
|
void
|
|
glGetShaderiv (GLuint shader, GLenum pname, GLint * params)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetShaderiv (shader, pname, params);
|
|
}
|
|
|
|
void
|
|
glVertexAttribPointer (GLuint index, GLint size, GLenum type,
|
|
GLboolean normalized, GLsizei stride,
|
|
const GLvoid * pointer)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttribPointer (index, size, type, normalized, stride,
|
|
pointer);
|
|
}
|
|
|
|
void
|
|
glEnableVertexAttribArray (GLuint index)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glEnableVertexAttribArray (index);
|
|
}
|
|
|
|
void
|
|
glDisableVertexAttribArray (GLuint index)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glDisableVertexAttribArray (index);
|
|
}
|
|
|
|
void
|
|
glUniform1f (GLint location, GLfloat v0)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform1f (location, v0);
|
|
}
|
|
|
|
void
|
|
glUniform2f (GLint location, GLfloat v0, GLfloat v1)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform2f (location, v0, v1);
|
|
}
|
|
|
|
void
|
|
glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform3f (location, v0, v1, v2);
|
|
}
|
|
|
|
void
|
|
glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform4f (location, v0, v1, v2, v3);
|
|
}
|
|
|
|
void
|
|
glUniform1fv (GLint location, GLsizei count, const GLfloat * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform1fv (location, count, value);
|
|
}
|
|
|
|
void
|
|
glUniform2fv (GLint location, GLsizei count, const GLfloat * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform2fv (location, count, value);
|
|
}
|
|
|
|
void
|
|
glUniform3fv (GLint location, GLsizei count, const GLfloat * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform3fv (location, count, value);
|
|
}
|
|
|
|
void
|
|
glUniform4fv (GLint location, GLsizei count, const GLfloat * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform4fv (location, count, value);
|
|
}
|
|
|
|
void
|
|
glUniform1i (GLint location, GLint v0)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform1i (location, v0);
|
|
}
|
|
|
|
void
|
|
glUniform2i (GLint location, GLint v0, GLint v1)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform2i (location, v0, v1);
|
|
}
|
|
|
|
void
|
|
glUniform3i (GLint location, GLint v0, GLint v1, GLint v2)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform3i (location, v0, v1, v2);
|
|
}
|
|
|
|
void
|
|
glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform4i (location, v0, v1, v2, v3);
|
|
}
|
|
|
|
void
|
|
glUniform1iv (GLint location, GLsizei count, const GLint * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform1iv (location, count, value);
|
|
}
|
|
|
|
void
|
|
glUniform2iv (GLint location, GLsizei count, const GLint * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform2iv (location, count, value);
|
|
}
|
|
|
|
void
|
|
glUniform3iv (GLint location, GLsizei count, const GLint * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform3iv (location, count, value);
|
|
}
|
|
|
|
void
|
|
glUniform4iv (GLint location, GLsizei count, const GLint * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniform4iv (location, count, value);
|
|
}
|
|
|
|
void
|
|
glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose,
|
|
const GLfloat * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniformMatrix2fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose,
|
|
const GLfloat * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniformMatrix3fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose,
|
|
const GLfloat * value)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glUniformMatrix4fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
glGetUniformfv (GLuint program, GLint location, GLfloat * params)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetUniformfv (program, location, params);
|
|
}
|
|
|
|
void
|
|
glGetUniformiv (GLuint program, GLint location, GLint * params)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetUniformiv (program, location, params);
|
|
}
|
|
|
|
void
|
|
glGetProgramiv (GLuint program, GLenum pname, GLint * params)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetProgramiv (program, pname, params);
|
|
}
|
|
|
|
void
|
|
glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei * length,
|
|
char *infoLog)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetProgramInfoLog (program, bufSize, length, infoLog);
|
|
}
|
|
|
|
void
|
|
glVertexAttrib1f (GLuint indx, GLfloat x)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttrib1f (indx, x);
|
|
}
|
|
|
|
void
|
|
glVertexAttrib1fv (GLuint indx, const GLfloat * values)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttrib1fv (indx, values);
|
|
}
|
|
|
|
void
|
|
glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttrib2f (indx, x, y);
|
|
}
|
|
|
|
void
|
|
glVertexAttrib2fv (GLuint indx, const GLfloat * values)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttrib2fv (indx, values);
|
|
}
|
|
|
|
void
|
|
glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttrib3f (indx, x, y, z);
|
|
}
|
|
|
|
void
|
|
glVertexAttrib3fv (GLuint indx, const GLfloat * values)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttrib3fv (indx, values);
|
|
}
|
|
|
|
void
|
|
glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttrib4f (index, x, y, z, w);
|
|
}
|
|
|
|
void
|
|
glVertexAttrib4fv (GLuint indx, const GLfloat * values)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glVertexAttrib4fv (indx, values);
|
|
}
|
|
|
|
void
|
|
glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat * params)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetVertexAttribfv (index, pname, params);
|
|
}
|
|
|
|
void
|
|
glGetVertexAttribiv (GLuint index, GLenum pname, GLint * params)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetVertexAttribiv (index, pname, params);
|
|
}
|
|
|
|
void
|
|
glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid ** pointer)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetVertexAttribPointerv (index, pname, pointer);
|
|
}
|
|
|
|
GLint
|
|
glGetAttribLocation (GLuint program, const char *name)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
return vtable->glGetAttribLocation (program, name);
|
|
}
|
|
|
|
void
|
|
glBindAttribLocation (GLuint program, GLuint index, const GLchar * name)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glBindAttribLocation (program, index, name);
|
|
}
|
|
|
|
void
|
|
glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize,
|
|
GLsizei * length, GLint * size, GLenum * type,
|
|
GLchar * name)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetActiveAttrib (program, index, bufsize, length, size, type,
|
|
name);
|
|
}
|
|
|
|
void
|
|
glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize,
|
|
GLsizei * length, GLint * size, GLenum * type,
|
|
GLchar * name)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetActiveUniform (program, index, bufsize, length, size, type,
|
|
name);
|
|
}
|
|
|
|
void
|
|
glDetachShader (GLuint program, GLuint shader)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glDetachShader (program, shader);
|
|
}
|
|
|
|
void
|
|
glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei * count,
|
|
GLuint * shaders)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetAttachedShaders (program, maxcount, count, shaders);
|
|
}
|
|
|
|
void
|
|
glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei * length,
|
|
GLchar * source)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glGetShaderSource (shader, bufsize, length, source);
|
|
}
|
|
|
|
GLboolean
|
|
glIsShader (GLuint shader)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
return vtable->glIsShader (shader);
|
|
}
|
|
|
|
GLboolean
|
|
glIsProgram (GLuint program)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
return vtable->glIsProgram (program);
|
|
}
|
|
|
|
void
|
|
glValidateProgram (GLuint program)
|
|
{
|
|
CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable ();
|
|
vtable->glValidateProgram (program);
|
|
}
|