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// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This file is auto-generated from
// gpu/command_buffer/build_gles2_cmd_buffer.py
// It's formatted by clang-format using chromium coding style:
// clang-format -i -style=chromium filename
// DO NOT EDIT!
#include "ppapi/shared_impl/ppb_opengles2_shared.h"
#include "base/logging.h"
#include "gpu/command_buffer/client/gles2_implementation.h"
#include "ppapi/shared_impl/ppb_graphics_3d_shared.h"
#include "ppapi/thunk/enter.h"
namespace ppapi {
namespace {
typedef thunk::EnterResource<thunk::PPB_Graphics3D_API> Enter3D;
gpu::gles2::GLES2Implementation* ToGles2Impl(Enter3D* enter) {
DCHECK(enter);
DCHECK(enter->succeeded());
return static_cast<PPB_Graphics3D_Shared*>(enter->object())->gles2_impl();
}
void ActiveTexture(PP_Resource context_id, GLenum texture) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ActiveTexture(texture);
}
}
void AttachShader(PP_Resource context_id, GLuint program, GLuint shader) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->AttachShader(program, shader);
}
}
void BindAttribLocation(PP_Resource context_id,
GLuint program,
GLuint index,
const char* name) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BindAttribLocation(program, index, name);
}
}
void BindBuffer(PP_Resource context_id, GLenum target, GLuint buffer) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BindBuffer(target, buffer);
}
}
void BindFramebuffer(PP_Resource context_id,
GLenum target,
GLuint framebuffer) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BindFramebuffer(target, framebuffer);
}
}
void BindRenderbuffer(PP_Resource context_id,
GLenum target,
GLuint renderbuffer) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BindRenderbuffer(target, renderbuffer);
}
}
void BindTexture(PP_Resource context_id, GLenum target, GLuint texture) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BindTexture(target, texture);
}
}
void BlendColor(PP_Resource context_id,
GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BlendColor(red, green, blue, alpha);
}
}
void BlendEquation(PP_Resource context_id, GLenum mode) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BlendEquation(mode);
}
}
void BlendEquationSeparate(PP_Resource context_id,
GLenum modeRGB,
GLenum modeAlpha) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BlendEquationSeparate(modeRGB, modeAlpha);
}
}
void BlendFunc(PP_Resource context_id, GLenum sfactor, GLenum dfactor) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BlendFunc(sfactor, dfactor);
}
}
void BlendFuncSeparate(PP_Resource context_id,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
}
void BufferData(PP_Resource context_id,
GLenum target,
GLsizeiptr size,
const void* data,
GLenum usage) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BufferData(target, size, data, usage);
}
}
void BufferSubData(PP_Resource context_id,
GLenum target,
GLintptr offset,
GLsizeiptr size,
const void* data) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BufferSubData(target, offset, size, data);
}
}
GLenum CheckFramebufferStatus(PP_Resource context_id, GLenum target) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->CheckFramebufferStatus(target);
} else {
return 0;
}
}
void Clear(PP_Resource context_id, GLbitfield mask) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Clear(mask);
}
}
void ClearColor(PP_Resource context_id,
GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ClearColor(red, green, blue, alpha);
}
}
void ClearDepthf(PP_Resource context_id, GLclampf depth) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ClearDepthf(depth);
}
}
void ClearStencil(PP_Resource context_id, GLint s) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ClearStencil(s);
}
}
void ColorMask(PP_Resource context_id,
GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ColorMask(red, green, blue, alpha);
}
}
void CompileShader(PP_Resource context_id, GLuint shader) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->CompileShader(shader);
}
}
void CompressedTexImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void* data) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->CompressedTexImage2D(
target, level, internalformat, width, height, border, imageSize, data);
}
}
void CompressedTexSubImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void* data) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->CompressedTexSubImage2D(target, level, xoffset,
yoffset, width, height, format,
imageSize, data);
}
}
void CopyTexImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->CopyTexImage2D(target, level, internalformat, x, y,
width, height, border);
}
}
void CopyTexSubImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->CopyTexSubImage2D(target, level, xoffset, yoffset, x,
y, width, height);
}
}
GLuint CreateProgram(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->CreateProgram();
} else {
return 0;
}
}
GLuint CreateShader(PP_Resource context_id, GLenum type) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->CreateShader(type);
} else {
return 0;
}
}
void CullFace(PP_Resource context_id, GLenum mode) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->CullFace(mode);
}
}
void DeleteBuffers(PP_Resource context_id, GLsizei n, const GLuint* buffers) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DeleteBuffers(n, buffers);
}
}
void DeleteFramebuffers(PP_Resource context_id,
GLsizei n,
const GLuint* framebuffers) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DeleteFramebuffers(n, framebuffers);
}
}
void DeleteProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DeleteProgram(program);
}
}
void DeleteRenderbuffers(PP_Resource context_id,
GLsizei n,
const GLuint* renderbuffers) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DeleteRenderbuffers(n, renderbuffers);
}
}
void DeleteShader(PP_Resource context_id, GLuint shader) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DeleteShader(shader);
}
}
void DeleteTextures(PP_Resource context_id, GLsizei n, const GLuint* textures) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DeleteTextures(n, textures);
}
}
void DepthFunc(PP_Resource context_id, GLenum func) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DepthFunc(func);
}
}
void DepthMask(PP_Resource context_id, GLboolean flag) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DepthMask(flag);
}
}
void DepthRangef(PP_Resource context_id, GLclampf zNear, GLclampf zFar) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DepthRangef(zNear, zFar);
}
}
void DetachShader(PP_Resource context_id, GLuint program, GLuint shader) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DetachShader(program, shader);
}
}
void Disable(PP_Resource context_id, GLenum cap) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Disable(cap);
}
}
void DisableVertexAttribArray(PP_Resource context_id, GLuint index) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DisableVertexAttribArray(index);
}
}
void DrawArrays(PP_Resource context_id,
GLenum mode,
GLint first,
GLsizei count) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DrawArrays(mode, first, count);
}
}
void DrawElements(PP_Resource context_id,
GLenum mode,
GLsizei count,
GLenum type,
const void* indices) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DrawElements(mode, count, type, indices);
}
}
void Enable(PP_Resource context_id, GLenum cap) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Enable(cap);
}
}
void EnableVertexAttribArray(PP_Resource context_id, GLuint index) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->EnableVertexAttribArray(index);
}
}
void Finish(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Finish();
}
}
void Flush(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Flush();
}
}
void FramebufferRenderbuffer(PP_Resource context_id,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->FramebufferRenderbuffer(
target, attachment, renderbuffertarget, renderbuffer);
}
}
void FramebufferTexture2D(PP_Resource context_id,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->FramebufferTexture2D(target, attachment, textarget,
texture, level);
}
}
void FrontFace(PP_Resource context_id, GLenum mode) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->FrontFace(mode);
}
}
void GenBuffers(PP_Resource context_id, GLsizei n, GLuint* buffers) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GenBuffers(n, buffers);
}
}
void GenerateMipmap(PP_Resource context_id, GLenum target) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GenerateMipmap(target);
}
}
void GenFramebuffers(PP_Resource context_id, GLsizei n, GLuint* framebuffers) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GenFramebuffers(n, framebuffers);
}
}
void GenRenderbuffers(PP_Resource context_id,
GLsizei n,
GLuint* renderbuffers) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GenRenderbuffers(n, renderbuffers);
}
}
void GenTextures(PP_Resource context_id, GLsizei n, GLuint* textures) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GenTextures(n, textures);
}
}
void GetActiveAttrib(PP_Resource context_id,
GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLint* size,
GLenum* type,
char* name) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetActiveAttrib(program, index, bufsize, length, size,
type, name);
}
}
void GetActiveUniform(PP_Resource context_id,
GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei* length,
GLint* size,
GLenum* type,
char* name) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetActiveUniform(program, index, bufsize, length, size,
type, name);
}
}
void GetAttachedShaders(PP_Resource context_id,
GLuint program,
GLsizei maxcount,
GLsizei* count,
GLuint* shaders) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetAttachedShaders(program, maxcount, count, shaders);
}
}
GLint GetAttribLocation(PP_Resource context_id,
GLuint program,
const char* name) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->GetAttribLocation(program, name);
} else {
return -1;
}
}
void GetBooleanv(PP_Resource context_id, GLenum pname, GLboolean* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetBooleanv(pname, params);
}
}
void GetBufferParameteriv(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetBufferParameteriv(target, pname, params);
}
}
GLenum GetError(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->GetError();
} else {
return 0;
}
}
void GetFloatv(PP_Resource context_id, GLenum pname, GLfloat* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetFloatv(pname, params);
}
}
void GetFramebufferAttachmentParameteriv(PP_Resource context_id,
GLenum target,
GLenum attachment,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetFramebufferAttachmentParameteriv(target, attachment,
pname, params);
}
}
void GetIntegerv(PP_Resource context_id, GLenum pname, GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetIntegerv(pname, params);
}
}
void GetProgramiv(PP_Resource context_id,
GLuint program,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetProgramiv(program, pname, params);
}
}
void GetProgramInfoLog(PP_Resource context_id,
GLuint program,
GLsizei bufsize,
GLsizei* length,
char* infolog) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetProgramInfoLog(program, bufsize, length, infolog);
}
}
void GetRenderbufferParameteriv(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetRenderbufferParameteriv(target, pname, params);
}
}
void GetShaderiv(PP_Resource context_id,
GLuint shader,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetShaderiv(shader, pname, params);
}
}
void GetShaderInfoLog(PP_Resource context_id,
GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* infolog) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetShaderInfoLog(shader, bufsize, length, infolog);
}
}
void GetShaderPrecisionFormat(PP_Resource context_id,
GLenum shadertype,
GLenum precisiontype,
GLint* range,
GLint* precision) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetShaderPrecisionFormat(shadertype, precisiontype,
range, precision);
}
}
void GetShaderSource(PP_Resource context_id,
GLuint shader,
GLsizei bufsize,
GLsizei* length,
char* source) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetShaderSource(shader, bufsize, length, source);
}
}
const GLubyte* GetString(PP_Resource context_id, GLenum name) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->GetString(name);
} else {
return nullptr;
}
}
void GetTexParameterfv(PP_Resource context_id,
GLenum target,
GLenum pname,
GLfloat* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetTexParameterfv(target, pname, params);
}
}
void GetTexParameteriv(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetTexParameteriv(target, pname, params);
}
}
void GetUniformfv(PP_Resource context_id,
GLuint program,
GLint location,
GLfloat* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetUniformfv(program, location, params);
}
}
void GetUniformiv(PP_Resource context_id,
GLuint program,
GLint location,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetUniformiv(program, location, params);
}
}
GLint GetUniformLocation(PP_Resource context_id,
GLuint program,
const char* name) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->GetUniformLocation(program, name);
} else {
return -1;
}
}
void GetVertexAttribfv(PP_Resource context_id,
GLuint index,
GLenum pname,
GLfloat* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetVertexAttribfv(index, pname, params);
}
}
void GetVertexAttribiv(PP_Resource context_id,
GLuint index,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetVertexAttribiv(index, pname, params);
}
}
void GetVertexAttribPointerv(PP_Resource context_id,
GLuint index,
GLenum pname,
void** pointer) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetVertexAttribPointerv(index, pname, pointer);
}
}
void Hint(PP_Resource context_id, GLenum target, GLenum mode) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Hint(target, mode);
}
}
GLboolean IsBuffer(PP_Resource context_id, GLuint buffer) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsBuffer(buffer);
} else {
return GL_FALSE;
}
}
GLboolean IsEnabled(PP_Resource context_id, GLenum cap) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsEnabled(cap);
} else {
return GL_FALSE;
}
}
GLboolean IsFramebuffer(PP_Resource context_id, GLuint framebuffer) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsFramebuffer(framebuffer);
} else {
return GL_FALSE;
}
}
GLboolean IsProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsProgram(program);
} else {
return GL_FALSE;
}
}
GLboolean IsRenderbuffer(PP_Resource context_id, GLuint renderbuffer) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsRenderbuffer(renderbuffer);
} else {
return GL_FALSE;
}
}
GLboolean IsShader(PP_Resource context_id, GLuint shader) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsShader(shader);
} else {
return GL_FALSE;
}
}
GLboolean IsTexture(PP_Resource context_id, GLuint texture) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsTexture(texture);
} else {
return GL_FALSE;
}
}
void LineWidth(PP_Resource context_id, GLfloat width) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->LineWidth(width);
}
}
void LinkProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->LinkProgram(program);
}
}
void PixelStorei(PP_Resource context_id, GLenum pname, GLint param) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->PixelStorei(pname, param);
}
}
void PolygonOffset(PP_Resource context_id, GLfloat factor, GLfloat units) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->PolygonOffset(factor, units);
}
}
void ReadPixels(PP_Resource context_id,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void* pixels) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ReadPixels(x, y, width, height, format, type, pixels);
}
}
void ReleaseShaderCompiler(PP_Resource context_id) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ReleaseShaderCompiler();
}
}
void RenderbufferStorage(PP_Resource context_id,
GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->RenderbufferStorage(target, internalformat, width,
height);
}
}
void SampleCoverage(PP_Resource context_id, GLclampf value, GLboolean invert) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->SampleCoverage(value, invert);
}
}
void Scissor(PP_Resource context_id,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Scissor(x, y, width, height);
}
}
void ShaderBinary(PP_Resource context_id,
GLsizei n,
const GLuint* shaders,
GLenum binaryformat,
const void* binary,
GLsizei length) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ShaderBinary(n, shaders, binaryformat, binary, length);
}
}
void ShaderSource(PP_Resource context_id,
GLuint shader,
GLsizei count,
const char** str,
const GLint* length) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ShaderSource(shader, count, str, length);
}
}
void StencilFunc(PP_Resource context_id, GLenum func, GLint ref, GLuint mask) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->StencilFunc(func, ref, mask);
}
}
void StencilFuncSeparate(PP_Resource context_id,
GLenum face,
GLenum func,
GLint ref,
GLuint mask) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->StencilFuncSeparate(face, func, ref, mask);
}
}
void StencilMask(PP_Resource context_id, GLuint mask) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->StencilMask(mask);
}
}
void StencilMaskSeparate(PP_Resource context_id, GLenum face, GLuint mask) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->StencilMaskSeparate(face, mask);
}
}
void StencilOp(PP_Resource context_id,
GLenum fail,
GLenum zfail,
GLenum zpass) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->StencilOp(fail, zfail, zpass);
}
}
void StencilOpSeparate(PP_Resource context_id,
GLenum face,
GLenum fail,
GLenum zfail,
GLenum zpass) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->StencilOpSeparate(face, fail, zfail, zpass);
}
}
void TexImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void* pixels) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->TexImage2D(target, level, internalformat, width,
height, border, format, type, pixels);
}
}
void TexParameterf(PP_Resource context_id,
GLenum target,
GLenum pname,
GLfloat param) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->TexParameterf(target, pname, param);
}
}
void TexParameterfv(PP_Resource context_id,
GLenum target,
GLenum pname,
const GLfloat* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->TexParameterfv(target, pname, params);
}
}
void TexParameteri(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint param) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->TexParameteri(target, pname, param);
}
}
void TexParameteriv(PP_Resource context_id,
GLenum target,
GLenum pname,
const GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->TexParameteriv(target, pname, params);
}
}
void TexSubImage2D(PP_Resource context_id,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void* pixels) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->TexSubImage2D(target, level, xoffset, yoffset, width,
height, format, type, pixels);
}
}
void Uniform1f(PP_Resource context_id, GLint location, GLfloat x) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform1f(location, x);
}
}
void Uniform1fv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLfloat* v) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform1fv(location, count, v);
}
}
void Uniform1i(PP_Resource context_id, GLint location, GLint x) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform1i(location, x);
}
}
void Uniform1iv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLint* v) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform1iv(location, count, v);
}
}
void Uniform2f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform2f(location, x, y);
}
}
void Uniform2fv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLfloat* v) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform2fv(location, count, v);
}
}
void Uniform2i(PP_Resource context_id, GLint location, GLint x, GLint y) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform2i(location, x, y);
}
}
void Uniform2iv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLint* v) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform2iv(location, count, v);
}
}
void Uniform3f(PP_Resource context_id,
GLint location,
GLfloat x,
GLfloat y,
GLfloat z) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform3f(location, x, y, z);
}
}
void Uniform3fv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLfloat* v) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform3fv(location, count, v);
}
}
void Uniform3i(PP_Resource context_id,
GLint location,
GLint x,
GLint y,
GLint z) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform3i(location, x, y, z);
}
}
void Uniform3iv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLint* v) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform3iv(location, count, v);
}
}
void Uniform4f(PP_Resource context_id,
GLint location,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform4f(location, x, y, z, w);
}
}
void Uniform4fv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLfloat* v) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform4fv(location, count, v);
}
}
void Uniform4i(PP_Resource context_id,
GLint location,
GLint x,
GLint y,
GLint z,
GLint w) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform4i(location, x, y, z, w);
}
}
void Uniform4iv(PP_Resource context_id,
GLint location,
GLsizei count,
const GLint* v) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Uniform4iv(location, count, v);
}
}
void UniformMatrix2fv(PP_Resource context_id,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->UniformMatrix2fv(location, count, transpose, value);
}
}
void UniformMatrix3fv(PP_Resource context_id,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->UniformMatrix3fv(location, count, transpose, value);
}
}
void UniformMatrix4fv(PP_Resource context_id,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->UniformMatrix4fv(location, count, transpose, value);
}
}
void UseProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->UseProgram(program);
}
}
void ValidateProgram(PP_Resource context_id, GLuint program) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->ValidateProgram(program);
}
}
void VertexAttrib1f(PP_Resource context_id, GLuint indx, GLfloat x) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttrib1f(indx, x);
}
}
void VertexAttrib1fv(PP_Resource context_id,
GLuint indx,
const GLfloat* values) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttrib1fv(indx, values);
}
}
void VertexAttrib2f(PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttrib2f(indx, x, y);
}
}
void VertexAttrib2fv(PP_Resource context_id,
GLuint indx,
const GLfloat* values) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttrib2fv(indx, values);
}
}
void VertexAttrib3f(PP_Resource context_id,
GLuint indx,
GLfloat x,
GLfloat y,
GLfloat z) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttrib3f(indx, x, y, z);
}
}
void VertexAttrib3fv(PP_Resource context_id,
GLuint indx,
const GLfloat* values) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttrib3fv(indx, values);
}
}
void VertexAttrib4f(PP_Resource context_id,
GLuint indx,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttrib4f(indx, x, y, z, w);
}
}
void VertexAttrib4fv(PP_Resource context_id,
GLuint indx,
const GLfloat* values) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttrib4fv(indx, values);
}
}
void VertexAttribPointer(PP_Resource context_id,
GLuint indx,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void* ptr) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttribPointer(indx, size, type, normalized,
stride, ptr);
}
}
void Viewport(PP_Resource context_id,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->Viewport(x, y, width, height);
}
}
void BlitFramebufferEXT(PP_Resource context_id,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BlitFramebufferCHROMIUM(
srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
}
void RenderbufferStorageMultisampleEXT(PP_Resource context_id,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->RenderbufferStorageMultisampleCHROMIUM(
target, samples, internalformat, width, height);
}
}
void GenQueriesEXT(PP_Resource context_id, GLsizei n, GLuint* queries) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GenQueriesEXT(n, queries);
}
}
void DeleteQueriesEXT(PP_Resource context_id,
GLsizei n,
const GLuint* queries) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DeleteQueriesEXT(n, queries);
}
}
GLboolean IsQueryEXT(PP_Resource context_id, GLuint id) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsQueryEXT(id);
} else {
return GL_FALSE;
}
}
void BeginQueryEXT(PP_Resource context_id, GLenum target, GLuint id) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BeginQueryEXT(target, id);
}
}
void EndQueryEXT(PP_Resource context_id, GLenum target) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->EndQueryEXT(target);
}
}
void GetQueryivEXT(PP_Resource context_id,
GLenum target,
GLenum pname,
GLint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetQueryivEXT(target, pname, params);
}
}
void GetQueryObjectuivEXT(PP_Resource context_id,
GLuint id,
GLenum pname,
GLuint* params) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GetQueryObjectuivEXT(id, pname, params);
}
}
void GenVertexArraysOES(PP_Resource context_id, GLsizei n, GLuint* arrays) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->GenVertexArraysOES(n, arrays);
}
}
void DeleteVertexArraysOES(PP_Resource context_id,
GLsizei n,
const GLuint* arrays) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DeleteVertexArraysOES(n, arrays);
}
}
GLboolean IsVertexArrayOES(PP_Resource context_id, GLuint array) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->IsVertexArrayOES(array);
} else {
return GL_FALSE;
}
}
void BindVertexArrayOES(PP_Resource context_id, GLuint array) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->BindVertexArrayOES(array);
}
}
GLboolean EnableFeatureCHROMIUM(PP_Resource context_id, const char* feature) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->EnableFeatureCHROMIUM(feature);
} else {
return GL_FALSE;
}
}
void* MapBufferSubDataCHROMIUM(PP_Resource context_id,
GLuint target,
GLintptr offset,
GLsizeiptr size,
GLenum access) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->MapBufferSubDataCHROMIUM(target, offset, size,
access);
} else {
return nullptr;
}
}
void UnmapBufferSubDataCHROMIUM(PP_Resource context_id, const void* mem) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->UnmapBufferSubDataCHROMIUM(mem);
}
}
void* MapTexSubImage2DCHROMIUM(PP_Resource context_id,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLenum access) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
return ToGles2Impl(&enter)->MapTexSubImage2DCHROMIUM(
target, level, xoffset, yoffset, width, height, format, type, access);
} else {
return nullptr;
}
}
void UnmapTexSubImage2DCHROMIUM(PP_Resource context_id, const void* mem) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->UnmapTexSubImage2DCHROMIUM(mem);
}
}
void DrawArraysInstancedANGLE(PP_Resource context_id,
GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DrawArraysInstancedANGLE(mode, first, count,
primcount);
}
}
void DrawElementsInstancedANGLE(PP_Resource context_id,
GLenum mode,
GLsizei count,
GLenum type,
const void* indices,
GLsizei primcount) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DrawElementsInstancedANGLE(mode, count, type, indices,
primcount);
}
}
void VertexAttribDivisorANGLE(PP_Resource context_id,
GLuint index,
GLuint divisor) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->VertexAttribDivisorANGLE(index, divisor);
}
}
void DrawBuffersEXT(PP_Resource context_id, GLsizei count, const GLenum* bufs) {
Enter3D enter(context_id, true);
if (enter.succeeded()) {
ToGles2Impl(&enter)->DrawBuffersEXT(count, bufs);
}
}
} // namespace
const PPB_OpenGLES2* PPB_OpenGLES2_Shared::GetInterface() {
static const struct PPB_OpenGLES2 ppb_opengles2 = {
&ActiveTexture,
&AttachShader,
&BindAttribLocation,
&BindBuffer,
&BindFramebuffer,
&BindRenderbuffer,
&BindTexture,
&BlendColor,
&BlendEquation,
&BlendEquationSeparate,
&BlendFunc,
&BlendFuncSeparate,
&BufferData,
&BufferSubData,
&CheckFramebufferStatus,
&Clear,
&ClearColor,
&ClearDepthf,
&ClearStencil,
&ColorMask,
&CompileShader,
&CompressedTexImage2D,
&CompressedTexSubImage2D,
&CopyTexImage2D,
&CopyTexSubImage2D,
&CreateProgram,
&CreateShader,
&CullFace,
&DeleteBuffers,
&DeleteFramebuffers,
&DeleteProgram,
&DeleteRenderbuffers,
&DeleteShader,
&DeleteTextures,
&DepthFunc,
&DepthMask,
&DepthRangef,
&DetachShader,
&Disable,
&DisableVertexAttribArray,
&DrawArrays,
&DrawElements,
&Enable,
&EnableVertexAttribArray,
&Finish,
&Flush,
&FramebufferRenderbuffer,
&FramebufferTexture2D,
&FrontFace,
&GenBuffers,
&GenerateMipmap,
&GenFramebuffers,
&GenRenderbuffers,
&GenTextures,
&GetActiveAttrib,
&GetActiveUniform,
&GetAttachedShaders,
&GetAttribLocation,
&GetBooleanv,
&GetBufferParameteriv,
&GetError,
&GetFloatv,
&GetFramebufferAttachmentParameteriv,
&GetIntegerv,
&GetProgramiv,
&GetProgramInfoLog,
&GetRenderbufferParameteriv,
&GetShaderiv,
&GetShaderInfoLog,
&GetShaderPrecisionFormat,
&GetShaderSource,
&GetString,
&GetTexParameterfv,
&GetTexParameteriv,
&GetUniformfv,
&GetUniformiv,
&GetUniformLocation,
&GetVertexAttribfv,
&GetVertexAttribiv,
&GetVertexAttribPointerv,
&Hint,
&IsBuffer,
&IsEnabled,
&IsFramebuffer,
&IsProgram,
&IsRenderbuffer,
&IsShader,
&IsTexture,
&LineWidth,
&LinkProgram,
&PixelStorei,
&PolygonOffset,
&ReadPixels,
&ReleaseShaderCompiler,
&RenderbufferStorage,
&SampleCoverage,
&Scissor,
&ShaderBinary,
&ShaderSource,
&StencilFunc,
&StencilFuncSeparate,
&StencilMask,
&StencilMaskSeparate,
&StencilOp,
&StencilOpSeparate,
&TexImage2D,
&TexParameterf,
&TexParameterfv,
&TexParameteri,
&TexParameteriv,
&TexSubImage2D,
&Uniform1f,
&Uniform1fv,
&Uniform1i,
&Uniform1iv,
&Uniform2f,
&Uniform2fv,
&Uniform2i,
&Uniform2iv,
&Uniform3f,
&Uniform3fv,
&Uniform3i,
&Uniform3iv,
&Uniform4f,
&Uniform4fv,
&Uniform4i,
&Uniform4iv,
&UniformMatrix2fv,
&UniformMatrix3fv,
&UniformMatrix4fv,
&UseProgram,
&ValidateProgram,
&VertexAttrib1f,
&VertexAttrib1fv,
&VertexAttrib2f,
&VertexAttrib2fv,
&VertexAttrib3f,
&VertexAttrib3fv,
&VertexAttrib4f,
&VertexAttrib4fv,
&VertexAttribPointer,
&Viewport};
return &ppb_opengles2;
}
const PPB_OpenGLES2InstancedArrays*
PPB_OpenGLES2_Shared::GetInstancedArraysInterface() {
static const struct PPB_OpenGLES2InstancedArrays ppb_opengles2 = {
&DrawArraysInstancedANGLE, &DrawElementsInstancedANGLE,
&VertexAttribDivisorANGLE};
return &ppb_opengles2;
}
const PPB_OpenGLES2FramebufferBlit*
PPB_OpenGLES2_Shared::GetFramebufferBlitInterface() {
static const struct PPB_OpenGLES2FramebufferBlit ppb_opengles2 = {
&BlitFramebufferEXT};
return &ppb_opengles2;
}
const PPB_OpenGLES2FramebufferMultisample*
PPB_OpenGLES2_Shared::GetFramebufferMultisampleInterface() {
static const struct PPB_OpenGLES2FramebufferMultisample ppb_opengles2 = {
&RenderbufferStorageMultisampleEXT};
return &ppb_opengles2;
}
const PPB_OpenGLES2ChromiumEnableFeature*
PPB_OpenGLES2_Shared::GetChromiumEnableFeatureInterface() {
static const struct PPB_OpenGLES2ChromiumEnableFeature ppb_opengles2 = {
&EnableFeatureCHROMIUM};
return &ppb_opengles2;
}
const PPB_OpenGLES2ChromiumMapSub*
PPB_OpenGLES2_Shared::GetChromiumMapSubInterface() {
static const struct PPB_OpenGLES2ChromiumMapSub ppb_opengles2 = {
&MapBufferSubDataCHROMIUM, &UnmapBufferSubDataCHROMIUM,
&MapTexSubImage2DCHROMIUM, &UnmapTexSubImage2DCHROMIUM};
return &ppb_opengles2;
}
const PPB_OpenGLES2Query* PPB_OpenGLES2_Shared::GetQueryInterface() {
static const struct PPB_OpenGLES2Query ppb_opengles2 = {
&GenQueriesEXT, &DeleteQueriesEXT, &IsQueryEXT, &BeginQueryEXT,
&EndQueryEXT, &GetQueryivEXT, &GetQueryObjectuivEXT};
return &ppb_opengles2;
}
const PPB_OpenGLES2VertexArrayObject*
PPB_OpenGLES2_Shared::GetVertexArrayObjectInterface() {
static const struct PPB_OpenGLES2VertexArrayObject ppb_opengles2 = {
&GenVertexArraysOES, &DeleteVertexArraysOES, &IsVertexArrayOES,
&BindVertexArrayOES};
return &ppb_opengles2;
}
const PPB_OpenGLES2DrawBuffers_Dev*
PPB_OpenGLES2_Shared::GetDrawBuffersInterface() {
static const struct PPB_OpenGLES2DrawBuffers_Dev ppb_opengles2 = {
&DrawBuffersEXT};
return &ppb_opengles2;
}
} // namespace ppapi
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