blob: 4de1730bee99b6a5d1446140729920f7d3970485 [file] [log] [blame]
// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// 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. DO NOT EDIT!
#include "ppapi/proxy/ppb_opengles2_proxy.h"
#include "gpu/command_buffer/client/gles2_implementation.h"
#include "ppapi/c/pp_errors.h"
#include "ppapi/c/pp_resource.h"
#include "ppapi/c/dev/ppb_opengles_dev.h"
#include "ppapi/proxy/plugin_dispatcher.h"
#include "ppapi/proxy/plugin_resource.h"
#include "ppapi/proxy/ppb_context_3d_proxy.h"
namespace pp {
namespace proxy {
namespace {
void ActiveTexture(PP_Resource context_id, GLenum texture) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ActiveTexture(texture);
}
void AttachShader(PP_Resource context_id, GLuint program, GLuint shader) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->AttachShader(program, shader);
}
void BindAttribLocation(
PP_Resource context_id, GLuint program, GLuint index, const char* name) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BindAttribLocation(program, index, name);
}
void BindBuffer(PP_Resource context_id, GLenum target, GLuint buffer) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BindBuffer(target, buffer);
}
void BindFramebuffer(
PP_Resource context_id, GLenum target, GLuint framebuffer) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BindFramebuffer(target, framebuffer);
}
void BindRenderbuffer(
PP_Resource context_id, GLenum target, GLuint renderbuffer) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BindRenderbuffer(target, renderbuffer);
}
void BindTexture(PP_Resource context_id, GLenum target, GLuint texture) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BindTexture(target, texture);
}
void BlendColor(
PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BlendColor(red, green, blue, alpha);
}
void BlendEquation(PP_Resource context_id, GLenum mode) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BlendEquation(mode);
}
void BlendEquationSeparate(
PP_Resource context_id, GLenum modeRGB, GLenum modeAlpha) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BlendEquationSeparate(modeRGB, modeAlpha);
}
void BlendFunc(PP_Resource context_id, GLenum sfactor, GLenum dfactor) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BlendFunc(sfactor, dfactor);
}
void BlendFuncSeparate(
PP_Resource context_id, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
GLenum dstAlpha) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void BufferData(
PP_Resource context_id, GLenum target, GLsizeiptr size, const void* data,
GLenum usage) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BufferData(target, size, data, usage);
}
void BufferSubData(
PP_Resource context_id, GLenum target, GLintptr offset, GLsizeiptr size,
const void* data) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->BufferSubData(target, offset, size, data);
}
GLenum CheckFramebufferStatus(PP_Resource context_id, GLenum target) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->CheckFramebufferStatus(target);
}
void Clear(PP_Resource context_id, GLbitfield mask) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Clear(mask);
}
void ClearColor(
PP_Resource context_id, GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ClearColor(red, green, blue, alpha);
}
void ClearDepthf(PP_Resource context_id, GLclampf depth) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ClearDepthf(depth);
}
void ClearStencil(PP_Resource context_id, GLint s) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ClearStencil(s);
}
void ColorMask(
PP_Resource context_id, GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ColorMask(red, green, blue, alpha);
}
void CompileShader(PP_Resource context_id, GLuint shader) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->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) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->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) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->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) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->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) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->CopyTexSubImage2D(
target, level, xoffset, yoffset, x, y, width, height);
}
GLuint CreateProgram(PP_Resource context_id) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->CreateProgram();
}
GLuint CreateShader(PP_Resource context_id, GLenum type) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->CreateShader(type);
}
void CullFace(PP_Resource context_id, GLenum mode) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->CullFace(mode);
}
void DeleteBuffers(PP_Resource context_id, GLsizei n, const GLuint* buffers) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DeleteBuffers(n, buffers);
}
void DeleteFramebuffers(
PP_Resource context_id, GLsizei n, const GLuint* framebuffers) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DeleteFramebuffers(n, framebuffers);
}
void DeleteProgram(PP_Resource context_id, GLuint program) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DeleteProgram(program);
}
void DeleteRenderbuffers(
PP_Resource context_id, GLsizei n, const GLuint* renderbuffers) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DeleteRenderbuffers(n, renderbuffers);
}
void DeleteShader(PP_Resource context_id, GLuint shader) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DeleteShader(shader);
}
void DeleteTextures(
PP_Resource context_id, GLsizei n, const GLuint* textures) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DeleteTextures(n, textures);
}
void DepthFunc(PP_Resource context_id, GLenum func) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DepthFunc(func);
}
void DepthMask(PP_Resource context_id, GLboolean flag) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DepthMask(flag);
}
void DepthRangef(PP_Resource context_id, GLclampf zNear, GLclampf zFar) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DepthRangef(zNear, zFar);
}
void DetachShader(PP_Resource context_id, GLuint program, GLuint shader) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DetachShader(program, shader);
}
void Disable(PP_Resource context_id, GLenum cap) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Disable(cap);
}
void DisableVertexAttribArray(PP_Resource context_id, GLuint index) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DisableVertexAttribArray(index);
}
void DrawArrays(
PP_Resource context_id, GLenum mode, GLint first, GLsizei count) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DrawArrays(mode, first, count);
}
void DrawElements(
PP_Resource context_id, GLenum mode, GLsizei count, GLenum type,
const void* indices) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->DrawElements(mode, count, type, indices);
}
void Enable(PP_Resource context_id, GLenum cap) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Enable(cap);
}
void EnableVertexAttribArray(PP_Resource context_id, GLuint index) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->EnableVertexAttribArray(index);
}
void Finish(PP_Resource context_id) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Finish();
}
void Flush(PP_Resource context_id) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Flush();
}
void FramebufferRenderbuffer(
PP_Resource context_id, GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->FramebufferRenderbuffer(
target, attachment, renderbuffertarget, renderbuffer);
}
void FramebufferTexture2D(
PP_Resource context_id, GLenum target, GLenum attachment, GLenum textarget,
GLuint texture, GLint level) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->FramebufferTexture2D(
target, attachment, textarget, texture, level);
}
void FrontFace(PP_Resource context_id, GLenum mode) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->FrontFace(mode);
}
void GenBuffers(PP_Resource context_id, GLsizei n, GLuint* buffers) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GenBuffers(n, buffers);
}
void GenerateMipmap(PP_Resource context_id, GLenum target) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GenerateMipmap(target);
}
void GenFramebuffers(PP_Resource context_id, GLsizei n, GLuint* framebuffers) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GenFramebuffers(n, framebuffers);
}
void GenRenderbuffers(
PP_Resource context_id, GLsizei n, GLuint* renderbuffers) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GenRenderbuffers(n, renderbuffers);
}
void GenTextures(PP_Resource context_id, GLsizei n, GLuint* textures) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GenTextures(n, textures);
}
void GetActiveAttrib(
PP_Resource context_id, GLuint program, GLuint index, GLsizei bufsize,
GLsizei* length, GLint* size, GLenum* type, char* name) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->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) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetActiveUniform(
program, index, bufsize, length, size, type, name);
}
void GetAttachedShaders(
PP_Resource context_id, GLuint program, GLsizei maxcount, GLsizei* count,
GLuint* shaders) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetAttachedShaders(program, maxcount, count, shaders);
}
GLint GetAttribLocation(
PP_Resource context_id, GLuint program, const char* name) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->GetAttribLocation(program, name);
}
void GetBooleanv(PP_Resource context_id, GLenum pname, GLboolean* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetBooleanv(pname, params);
}
void GetBufferParameteriv(
PP_Resource context_id, GLenum target, GLenum pname, GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetBufferParameteriv(target, pname, params);
}
GLenum GetError(PP_Resource context_id) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->GetError();
}
void GetFloatv(PP_Resource context_id, GLenum pname, GLfloat* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetFloatv(pname, params);
}
void GetFramebufferAttachmentParameteriv(
PP_Resource context_id, GLenum target, GLenum attachment, GLenum pname,
GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetFramebufferAttachmentParameteriv(
target, attachment, pname, params);
}
void GetIntegerv(PP_Resource context_id, GLenum pname, GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetIntegerv(pname, params);
}
void GetProgramiv(
PP_Resource context_id, GLuint program, GLenum pname, GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetProgramiv(program, pname, params);
}
void GetProgramInfoLog(
PP_Resource context_id, GLuint program, GLsizei bufsize, GLsizei* length,
char* infolog) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetProgramInfoLog(program, bufsize, length, infolog);
}
void GetRenderbufferParameteriv(
PP_Resource context_id, GLenum target, GLenum pname, GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetRenderbufferParameteriv(target, pname, params);
}
void GetShaderiv(
PP_Resource context_id, GLuint shader, GLenum pname, GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetShaderiv(shader, pname, params);
}
void GetShaderInfoLog(
PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length,
char* infolog) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetShaderInfoLog(shader, bufsize, length, infolog);
}
void GetShaderPrecisionFormat(
PP_Resource context_id, GLenum shadertype, GLenum precisiontype,
GLint* range, GLint* precision) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetShaderPrecisionFormat(
shadertype, precisiontype, range, precision);
}
void GetShaderSource(
PP_Resource context_id, GLuint shader, GLsizei bufsize, GLsizei* length,
char* source) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetShaderSource(shader, bufsize, length, source);
}
const GLubyte* GetString(PP_Resource context_id, GLenum name) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->GetString(name);
}
void GetTexParameterfv(
PP_Resource context_id, GLenum target, GLenum pname, GLfloat* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetTexParameterfv(target, pname, params);
}
void GetTexParameteriv(
PP_Resource context_id, GLenum target, GLenum pname, GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetTexParameteriv(target, pname, params);
}
void GetUniformfv(
PP_Resource context_id, GLuint program, GLint location, GLfloat* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetUniformfv(program, location, params);
}
void GetUniformiv(
PP_Resource context_id, GLuint program, GLint location, GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetUniformiv(program, location, params);
}
GLint GetUniformLocation(
PP_Resource context_id, GLuint program, const char* name) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->GetUniformLocation(program, name);
}
void GetVertexAttribfv(
PP_Resource context_id, GLuint index, GLenum pname, GLfloat* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetVertexAttribfv(index, pname, params);
}
void GetVertexAttribiv(
PP_Resource context_id, GLuint index, GLenum pname, GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetVertexAttribiv(index, pname, params);
}
void GetVertexAttribPointerv(
PP_Resource context_id, GLuint index, GLenum pname, void** pointer) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->GetVertexAttribPointerv(index, pname, pointer);
}
void Hint(PP_Resource context_id, GLenum target, GLenum mode) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Hint(target, mode);
}
GLboolean IsBuffer(PP_Resource context_id, GLuint buffer) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->IsBuffer(buffer);
}
GLboolean IsEnabled(PP_Resource context_id, GLenum cap) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->IsEnabled(cap);
}
GLboolean IsFramebuffer(PP_Resource context_id, GLuint framebuffer) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->IsFramebuffer(framebuffer);
}
GLboolean IsProgram(PP_Resource context_id, GLuint program) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->IsProgram(program);
}
GLboolean IsRenderbuffer(PP_Resource context_id, GLuint renderbuffer) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->IsRenderbuffer(renderbuffer);
}
GLboolean IsShader(PP_Resource context_id, GLuint shader) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->IsShader(shader);
}
GLboolean IsTexture(PP_Resource context_id, GLuint texture) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
return context->gles2_impl()->IsTexture(texture);
}
void LineWidth(PP_Resource context_id, GLfloat width) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->LineWidth(width);
}
void LinkProgram(PP_Resource context_id, GLuint program) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->LinkProgram(program);
}
void PixelStorei(PP_Resource context_id, GLenum pname, GLint param) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->PixelStorei(pname, param);
}
void PolygonOffset(PP_Resource context_id, GLfloat factor, GLfloat units) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->PolygonOffset(factor, units);
}
void ReadPixels(
PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, void* pixels) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ReadPixels(x, y, width, height, format, type, pixels);
}
void ReleaseShaderCompiler(PP_Resource context_id) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ReleaseShaderCompiler();
}
void RenderbufferStorage(
PP_Resource context_id, GLenum target, GLenum internalformat, GLsizei width,
GLsizei height) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->RenderbufferStorage(
target, internalformat, width, height);
}
void SampleCoverage(PP_Resource context_id, GLclampf value, GLboolean invert) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->SampleCoverage(value, invert);
}
void Scissor(
PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Scissor(x, y, width, height);
}
void ShaderBinary(
PP_Resource context_id, GLsizei n, const GLuint* shaders,
GLenum binaryformat, const void* binary, GLsizei length) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ShaderBinary(
n, shaders, binaryformat, binary, length);
}
void ShaderSource(
PP_Resource context_id, GLuint shader, GLsizei count, const char** str,
const GLint* length) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ShaderSource(shader, count, str, length);
}
void StencilFunc(PP_Resource context_id, GLenum func, GLint ref, GLuint mask) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->StencilFunc(func, ref, mask);
}
void StencilFuncSeparate(
PP_Resource context_id, GLenum face, GLenum func, GLint ref, GLuint mask) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->StencilFuncSeparate(face, func, ref, mask);
}
void StencilMask(PP_Resource context_id, GLuint mask) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->StencilMask(mask);
}
void StencilMaskSeparate(PP_Resource context_id, GLenum face, GLuint mask) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->StencilMaskSeparate(face, mask);
}
void StencilOp(
PP_Resource context_id, GLenum fail, GLenum zfail, GLenum zpass) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->StencilOp(fail, zfail, zpass);
}
void StencilOpSeparate(
PP_Resource context_id, GLenum face, GLenum fail, GLenum zfail,
GLenum zpass) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->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) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->TexImage2D(
target, level, internalformat, width, height, border, format, type,
pixels);
}
void TexParameterf(
PP_Resource context_id, GLenum target, GLenum pname, GLfloat param) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->TexParameterf(target, pname, param);
}
void TexParameterfv(
PP_Resource context_id, GLenum target, GLenum pname,
const GLfloat* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->TexParameterfv(target, pname, params);
}
void TexParameteri(
PP_Resource context_id, GLenum target, GLenum pname, GLint param) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->TexParameteri(target, pname, param);
}
void TexParameteriv(
PP_Resource context_id, GLenum target, GLenum pname, const GLint* params) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->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) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->TexSubImage2D(
target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void Uniform1f(PP_Resource context_id, GLint location, GLfloat x) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform1f(location, x);
}
void Uniform1fv(
PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform1fv(location, count, v);
}
void Uniform1i(PP_Resource context_id, GLint location, GLint x) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform1i(location, x);
}
void Uniform1iv(
PP_Resource context_id, GLint location, GLsizei count, const GLint* v) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform1iv(location, count, v);
}
void Uniform2f(PP_Resource context_id, GLint location, GLfloat x, GLfloat y) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform2f(location, x, y);
}
void Uniform2fv(
PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform2fv(location, count, v);
}
void Uniform2i(PP_Resource context_id, GLint location, GLint x, GLint y) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform2i(location, x, y);
}
void Uniform2iv(
PP_Resource context_id, GLint location, GLsizei count, const GLint* v) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform2iv(location, count, v);
}
void Uniform3f(
PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform3f(location, x, y, z);
}
void Uniform3fv(
PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform3fv(location, count, v);
}
void Uniform3i(
PP_Resource context_id, GLint location, GLint x, GLint y, GLint z) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform3i(location, x, y, z);
}
void Uniform3iv(
PP_Resource context_id, GLint location, GLsizei count, const GLint* v) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform3iv(location, count, v);
}
void Uniform4f(
PP_Resource context_id, GLint location, GLfloat x, GLfloat y, GLfloat z,
GLfloat w) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform4f(location, x, y, z, w);
}
void Uniform4fv(
PP_Resource context_id, GLint location, GLsizei count, const GLfloat* v) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform4fv(location, count, v);
}
void Uniform4i(
PP_Resource context_id, GLint location, GLint x, GLint y, GLint z,
GLint w) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform4i(location, x, y, z, w);
}
void Uniform4iv(
PP_Resource context_id, GLint location, GLsizei count, const GLint* v) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Uniform4iv(location, count, v);
}
void UniformMatrix2fv(
PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->UniformMatrix2fv(location, count, transpose, value);
}
void UniformMatrix3fv(
PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->UniformMatrix3fv(location, count, transpose, value);
}
void UniformMatrix4fv(
PP_Resource context_id, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->UniformMatrix4fv(location, count, transpose, value);
}
void UseProgram(PP_Resource context_id, GLuint program) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->UseProgram(program);
}
void ValidateProgram(PP_Resource context_id, GLuint program) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->ValidateProgram(program);
}
void VertexAttrib1f(PP_Resource context_id, GLuint indx, GLfloat x) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttrib1f(indx, x);
}
void VertexAttrib1fv(
PP_Resource context_id, GLuint indx, const GLfloat* values) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttrib1fv(indx, values);
}
void VertexAttrib2f(
PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttrib2f(indx, x, y);
}
void VertexAttrib2fv(
PP_Resource context_id, GLuint indx, const GLfloat* values) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttrib2fv(indx, values);
}
void VertexAttrib3f(
PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttrib3f(indx, x, y, z);
}
void VertexAttrib3fv(
PP_Resource context_id, GLuint indx, const GLfloat* values) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttrib3fv(indx, values);
}
void VertexAttrib4f(
PP_Resource context_id, GLuint indx, GLfloat x, GLfloat y, GLfloat z,
GLfloat w) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttrib4f(indx, x, y, z, w);
}
void VertexAttrib4fv(
PP_Resource context_id, GLuint indx, const GLfloat* values) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttrib4fv(indx, values);
}
void VertexAttribPointer(
PP_Resource context_id, GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, const void* ptr) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->VertexAttribPointer(
indx, size, type, normalized, stride, ptr);
}
void Viewport(
PP_Resource context_id, GLint x, GLint y, GLsizei width, GLsizei height) {
Context3D* context = PluginResource::GetAs<Context3D>(context_id);
context->gles2_impl()->Viewport(x, y, width, height);
}
const struct PPB_OpenGLES2_Dev opengles2_interface = {
&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
};
InterfaceProxy* CreateOpenGLES2Proxy(Dispatcher* dispatcher,
const void* target_interface) {
return new PPB_OpenGLES2_Proxy(dispatcher, target_interface);
}
} // namespace
PPB_OpenGLES2_Proxy::PPB_OpenGLES2_Proxy(Dispatcher* dispatcher,
const void* target_interface)
: InterfaceProxy(dispatcher, target_interface) {
}
PPB_OpenGLES2_Proxy::~PPB_OpenGLES2_Proxy() {
}
// static
const InterfaceProxy::Info* PPB_OpenGLES2_Proxy::GetInfo() {
static const Info info = {
&opengles2_interface,
PPB_OPENGLES2_DEV_INTERFACE,
INTERFACE_ID_PPB_OPENGLES2,
false,
&CreateOpenGLES2Proxy,
};
return &info;
}
bool PPB_OpenGLES2_Proxy::OnMessageReceived(const IPC::Message& msg) {
return false;
}
} // namespace proxy
} // namespace pp