// Generated Code - DO NOT EDIT !!
// generated by 'emugen'
#include <stdio.h>
#include <stdlib.h>
#include "gl2_client_context.h"
#ifndef GL_TRUE
extern "C" {
void glActiveTexture(GLenum texture);
void glAttachShader(GLuint program, GLuint shader);
void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name);
void glBindBuffer(GLenum target, GLuint buffer);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
void glBindTexture(GLenum target, GLuint texture);
void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glBlendEquation(GLenum mode);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GLenum glCheckFramebufferStatus(GLenum target);
void glClear(GLbitfield mask);
void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glClearDepthf(GLclampf depth);
void glClearStencil(GLint s);
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glCompileShader(GLuint shader);
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint glCreateProgram();
GLuint glCreateShader(GLenum type);
void glCullFace(GLenum mode);
void glDeleteBuffers(GLsizei n, const GLuint* buffers);
void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
void glDeleteProgram(GLuint program);
void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
void glDeleteShader(GLuint shader);
void glDeleteTextures(GLsizei n, const GLuint* textures);
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDepthRangef(GLclampf zNear, GLclampf zFar);
void glDetachShader(GLuint program, GLuint shader);
void glDisable(GLenum cap);
void glDisableVertexAttribArray(GLuint index);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
void glEnable(GLenum cap);
void glEnableVertexAttribArray(GLuint index);
void glFinish();
void glFlush();
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFrontFace(GLenum mode);
void glGenBuffers(GLsizei n, GLuint* buffers);
void glGenerateMipmap(GLenum target);
void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
void glGenTextures(GLsizei n, GLuint* textures);
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int glGetAttribLocation(GLuint program, const GLchar* name);
void glGetBooleanv(GLenum pname, GLboolean* params);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
GLenum glGetError();
void glGetFloatv(GLenum pname, GLfloat* params);
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
void glGetIntegerv(GLenum pname, GLint* params);
void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
const GLubyte* glGetString(GLenum name);
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
void glGetUniformiv(GLuint program, GLint location, GLint* params);
int glGetUniformLocation(GLuint program, const GLchar* name);
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
void glHint(GLenum target, GLenum mode);
GLboolean glIsBuffer(GLuint buffer);
GLboolean glIsEnabled(GLenum cap);
GLboolean glIsFramebuffer(GLuint framebuffer);
GLboolean glIsProgram(GLuint program);
GLboolean glIsRenderbuffer(GLuint renderbuffer);
GLboolean glIsShader(GLuint shader);
GLboolean glIsTexture(GLuint texture);
void glLineWidth(GLfloat width);
void glLinkProgram(GLuint program);
void glPixelStorei(GLenum pname, GLint param);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void glReleaseShaderCompiler();
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glSampleCoverage(GLclampf value, GLboolean invert);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMask(GLuint mask);
void glStencilMaskSeparate(GLenum face, GLuint mask);
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameteriv(GLenum target, GLenum pname, const GLint* params);
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
void glUniform1f(GLint location, GLfloat x);
void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform1i(GLint location, GLint x);
void glUniform1iv(GLint location, GLsizei count, const GLint* v);
void glUniform2f(GLint location, GLfloat x, GLfloat y);
void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform2i(GLint location, GLint x, GLint y);
void glUniform2iv(GLint location, GLsizei count, const GLint* v);
void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform3i(GLint location, GLint x, GLint y, GLint z);
void glUniform3iv(GLint location, GLsizei count, const GLint* v);
void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
void glUniform4iv(GLint location, GLsizei count, const GLint* v);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void glUseProgram(GLuint program);
void glValidateProgram(GLuint program);
void glVertexAttrib1f(GLuint indx, GLfloat x);
void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
void glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image);
void glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary);
void glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length);
void* glMapBufferOES(GLenum target, GLenum access);
GLboolean glUnmapBufferOES(GLenum target);
void glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels);
void glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
void glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
void glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
void glBindVertexArrayOES(GLuint array);
void glDeleteVertexArraysOES(GLsizei n, const GLuint* arrays);
void glGenVertexArraysOES(GLsizei n, GLuint* arrays);
GLboolean glIsVertexArrayOES(GLuint array);
void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum* attachments);
void glMultiDrawArraysEXT(GLenum mode, const GLint* first, const GLsizei* count, GLsizei primcount);
void glMultiDrawElementsEXT(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei primcount);
void glGetPerfMonitorGroupsAMD(GLint* numGroups, GLsizei groupsSize, GLuint* groups);
void glGetPerfMonitorCountersAMD(GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters);
void glGetPerfMonitorGroupStringAMD(GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString);
void glGetPerfMonitorCounterStringAMD(GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString);
void glGetPerfMonitorCounterInfoAMD(GLuint group, GLuint counter, GLenum pname, GLvoid* data);
void glGenPerfMonitorsAMD(GLsizei n, GLuint* monitors);
void glDeletePerfMonitorsAMD(GLsizei n, GLuint* monitors);
void glSelectPerfMonitorCountersAMD(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList);
void glBeginPerfMonitorAMD(GLuint monitor);
void glEndPerfMonitorAMD(GLuint monitor);
void glGetPerfMonitorCounterDataAMD(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten);
void glRenderbufferStorageMultisampleIMG(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
void glFramebufferTexture2DMultisampleIMG(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples);
void glDeleteFencesNV(GLsizei n, const GLuint* fences);
void glGenFencesNV(GLsizei n, GLuint* fences);
GLboolean glIsFenceNV(GLuint fence);
GLboolean glTestFenceNV(GLuint fence);
void glGetFenceivNV(GLuint fence, GLenum pname, GLint* params);
void glFinishFenceNV(GLuint fence);
void glSetFenceNV(GLuint fence, GLenum condition);
void glCoverageMaskNV(GLboolean mask);
void glCoverageOperationNV(GLenum operation);
void glGetDriverControlsQCOM(GLint* num, GLsizei size, GLuint* driverControls);
void glGetDriverControlStringQCOM(GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString);
void glEnableDriverControlQCOM(GLuint driverControl);
void glDisableDriverControlQCOM(GLuint driverControl);
void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures);
void glExtGetBuffersQCOM(GLuint* buffers, GLint maxBuffers, GLint* numBuffers);
void glExtGetRenderbuffersQCOM(GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);
void glExtGetFramebuffersQCOM(GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);
void glExtGetTexLevelParameterivQCOM(GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);
void glExtTexObjectStateOverrideiQCOM(GLenum target, GLenum pname, GLint param);
void glExtGetTexSubImageQCOM(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* texels);
void glExtGetBufferPointervQCOM(GLenum target, GLvoidptr* params);
void glExtGetShadersQCOM(GLuint* shaders, GLint maxShaders, GLint* numShaders);
void glExtGetProgramsQCOM(GLuint* programs, GLint maxPrograms, GLint* numPrograms);
GLboolean glExtIsProgramBinaryQCOM(GLuint program);
void glExtGetProgramBinarySourceQCOM(GLuint program, GLenum shadertype, GLchar* source, GLint* length);
void glStartTilingQCOM(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask);
void glEndTilingQCOM(GLbitfield preserveMask);
void glVertexAttribPointerData(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen);
void glVertexAttribPointerOffset(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset);
void glDrawElementsOffset(GLenum mode, GLsizei count, GLenum type, GLuint offset);
void glDrawElementsData(GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen);
void glGetCompressedTextureFormats(int count, GLint* formats);
void glShaderString(GLuint shader, const GLchar* string, GLsizei len);
int glFinishRoundTrip();
};
#endif
#ifndef GET_CONTEXT
static gl2_client_context_t::CONTEXT_ACCESSOR_TYPE *getCurrentContext = NULL;
void gl2_client_context_t::setContextAccessor(CONTEXT_ACCESSOR_TYPE *f) { getCurrentContext = f; }
#define GET_CONTEXT gl2_client_context_t * ctx = getCurrentContext()
#endif
void glActiveTexture(GLenum texture)
{
GET_CONTEXT;
ctx->glActiveTexture(ctx, texture);
}
void glAttachShader(GLuint program, GLuint shader)
{
GET_CONTEXT;
ctx->glAttachShader(ctx, program, shader);
}
void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
{
GET_CONTEXT;
ctx->glBindAttribLocation(ctx, program, index, name);
}
void glBindBuffer(GLenum target, GLuint buffer)
{
GET_CONTEXT;
ctx->glBindBuffer(ctx, target, buffer);
}
void glBindFramebuffer(GLenum target, GLuint framebuffer)
{
GET_CONTEXT;
ctx->glBindFramebuffer(ctx, target, framebuffer);
}
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
GET_CONTEXT;
ctx->glBindRenderbuffer(ctx, target, renderbuffer);
}
void glBindTexture(GLenum target, GLuint texture)
{
GET_CONTEXT;
ctx->glBindTexture(ctx, target, texture);
}
void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
GET_CONTEXT;
ctx->glBlendColor(ctx, red, green, blue, alpha);
}
void glBlendEquation(GLenum mode)
{
GET_CONTEXT;
ctx->glBlendEquation(ctx, mode);
}
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
GET_CONTEXT;
ctx->glBlendEquationSeparate(ctx, modeRGB, modeAlpha);
}
void glBlendFunc(GLenum sfactor, GLenum dfactor)
{
GET_CONTEXT;
ctx->glBlendFunc(ctx, sfactor, dfactor);
}
void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
GET_CONTEXT;
ctx->glBlendFuncSeparate(ctx, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
{
GET_CONTEXT;
ctx->glBufferData(ctx, target, size, data, usage);
}
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
{
GET_CONTEXT;
ctx->glBufferSubData(ctx, target, offset, size, data);
}
GLenum glCheckFramebufferStatus(GLenum target)
{
GET_CONTEXT;
return ctx->glCheckFramebufferStatus(ctx, target);
}
void glClear(GLbitfield mask)
{
GET_CONTEXT;
ctx->glClear(ctx, mask);
}
void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
GET_CONTEXT;
ctx->glClearColor(ctx, red, green, blue, alpha);
}
void glClearDepthf(GLclampf depth)
{
GET_CONTEXT;
ctx->glClearDepthf(ctx, depth);
}
void glClearStencil(GLint s)
{
GET_CONTEXT;
ctx->glClearStencil(ctx, s);
}
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
GET_CONTEXT;
ctx->glColorMask(ctx, red, green, blue, alpha);
}
void glCompileShader(GLuint shader)
{
GET_CONTEXT;
ctx->glCompileShader(ctx, shader);
}
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
{
GET_CONTEXT;
ctx->glCompressedTexImage2D(ctx, target, level, internalformat, width, height, border, imageSize, data);
}
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
{
GET_CONTEXT;
ctx->glCompressedTexSubImage2D(ctx, target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
GET_CONTEXT;
ctx->glCopyTexImage2D(ctx, target, level, internalformat, x, y, width, height, border);
}
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
GET_CONTEXT;
ctx->glCopyTexSubImage2D(ctx, target, level, xoffset, yoffset, x, y, width, height);
}
GLuint glCreateProgram()
{
GET_CONTEXT;
return ctx->glCreateProgram(ctx);
}
GLuint glCreateShader(GLenum type)
{
GET_CONTEXT;
return ctx->glCreateShader(ctx, type);
}
void glCullFace(GLenum mode)
{
GET_CONTEXT;
ctx->glCullFace(ctx, mode);
}
void glDeleteBuffers(GLsizei n, const GLuint* buffers)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glDeleteBuffers(ctx, n, buffers);
}
void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glDeleteFramebuffers(ctx, n, framebuffers);
}
void glDeleteProgram(GLuint program)
{
GET_CONTEXT;
ctx->glDeleteProgram(ctx, program);
}
void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glDeleteRenderbuffers(ctx, n, renderbuffers);
}
void glDeleteShader(GLuint shader)
{
GET_CONTEXT;
ctx->glDeleteShader(ctx, shader);
}
void glDeleteTextures(GLsizei n, const GLuint* textures)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glDeleteTextures(ctx, n, textures);
}
void glDepthFunc(GLenum func)
{
GET_CONTEXT;
ctx->glDepthFunc(ctx, func);
}
void glDepthMask(GLboolean flag)
{
GET_CONTEXT;
ctx->glDepthMask(ctx, flag);
}
void glDepthRangef(GLclampf zNear, GLclampf zFar)
{
GET_CONTEXT;
ctx->glDepthRangef(ctx, zNear, zFar);
}
void glDetachShader(GLuint program, GLuint shader)
{
GET_CONTEXT;
ctx->glDetachShader(ctx, program, shader);
}
void glDisable(GLenum cap)
{
GET_CONTEXT;
ctx->glDisable(ctx, cap);
}
void glDisableVertexAttribArray(GLuint index)
{
GET_CONTEXT;
ctx->glDisableVertexAttribArray(ctx, index);
}
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
GET_CONTEXT;
ctx->glDrawArrays(ctx, mode, first, count);
}
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
{
GET_CONTEXT;
ctx->glDrawElements(ctx, mode, count, type, indices);
}
void glEnable(GLenum cap)
{
GET_CONTEXT;
ctx->glEnable(ctx, cap);
}
void glEnableVertexAttribArray(GLuint index)
{
GET_CONTEXT;
ctx->glEnableVertexAttribArray(ctx, index);
}
void glFinish()
{
GET_CONTEXT;
ctx->glFinish(ctx);
}
void glFlush()
{
GET_CONTEXT;
ctx->glFlush(ctx);
}
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
GET_CONTEXT;
ctx->glFramebufferRenderbuffer(ctx, target, attachment, renderbuffertarget, renderbuffer);
}
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
GET_CONTEXT;
ctx->glFramebufferTexture2D(ctx, target, attachment, textarget, texture, level);
}
void glFrontFace(GLenum mode)
{
GET_CONTEXT;
ctx->glFrontFace(ctx, mode);
}
void glGenBuffers(GLsizei n, GLuint* buffers)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glGenBuffers(ctx, n, buffers);
}
void glGenerateMipmap(GLenum target)
{
GET_CONTEXT;
ctx->glGenerateMipmap(ctx, target);
}
void glGenFramebuffers(GLsizei n, GLuint* framebuffers)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glGenFramebuffers(ctx, n, framebuffers);
}
void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glGenRenderbuffers(ctx, n, renderbuffers);
}
void glGenTextures(GLsizei n, GLuint* textures)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glGenTextures(ctx, n, textures);
}
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
{
GET_CONTEXT;
ctx->glGetActiveAttrib(ctx, program, index, bufsize, length, size, type, name);
}
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
{
GET_CONTEXT;
ctx->glGetActiveUniform(ctx, program, index, bufsize, length, size, type, name);
}
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
{
GET_CONTEXT;
ctx->glGetAttachedShaders(ctx, program, maxcount, count, shaders);
}
int glGetAttribLocation(GLuint program, const GLchar* name)
{
GET_CONTEXT;
return ctx->glGetAttribLocation(ctx, program, name);
}
void glGetBooleanv(GLenum pname, GLboolean* params)
{
GET_CONTEXT;
ctx->glGetBooleanv(ctx, pname, params);
}
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetBufferParameteriv(ctx, target, pname, params);
}
GLenum glGetError()
{
GET_CONTEXT;
return ctx->glGetError(ctx);
}
void glGetFloatv(GLenum pname, GLfloat* params)
{
GET_CONTEXT;
ctx->glGetFloatv(ctx, pname, params);
}
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetFramebufferAttachmentParameteriv(ctx, target, attachment, pname, params);
}
void glGetIntegerv(GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetIntegerv(ctx, pname, params);
}
void glGetProgramiv(GLuint program, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetProgramiv(ctx, program, pname, params);
}
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
GET_CONTEXT;
ctx->glGetProgramInfoLog(ctx, program, bufsize, length, infolog);
}
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetRenderbufferParameteriv(ctx, target, pname, params);
}
void glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetShaderiv(ctx, shader, pname, params);
}
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
GET_CONTEXT;
ctx->glGetShaderInfoLog(ctx, shader, bufsize, length, infolog);
}
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
{
GET_CONTEXT;
ctx->glGetShaderPrecisionFormat(ctx, shadertype, precisiontype, range, precision);
}
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
{
GET_CONTEXT;
ctx->glGetShaderSource(ctx, shader, bufsize, length, source);
}
const GLubyte* glGetString(GLenum name)
{
GET_CONTEXT;
return ctx->glGetString(ctx, name);
}
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
{
GET_CONTEXT;
ctx->glGetTexParameterfv(ctx, target, pname, params);
}
void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetTexParameteriv(ctx, target, pname, params);
}
void glGetUniformfv(GLuint program, GLint location, GLfloat* params)
{
GET_CONTEXT;
ctx->glGetUniformfv(ctx, program, location, params);
}
void glGetUniformiv(GLuint program, GLint location, GLint* params)
{
GET_CONTEXT;
ctx->glGetUniformiv(ctx, program, location, params);
}
int glGetUniformLocation(GLuint program, const GLchar* name)
{
GET_CONTEXT;
return ctx->glGetUniformLocation(ctx, program, name);
}
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
{
GET_CONTEXT;
ctx->glGetVertexAttribfv(ctx, index, pname, params);
}
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetVertexAttribiv(ctx, index, pname, params);
}
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
{
GET_CONTEXT;
ctx->glGetVertexAttribPointerv(ctx, index, pname, pointer);
}
void glHint(GLenum target, GLenum mode)
{
GET_CONTEXT;
ctx->glHint(ctx, target, mode);
}
GLboolean glIsBuffer(GLuint buffer)
{
GET_CONTEXT;
return ctx->glIsBuffer(ctx, buffer);
}
GLboolean glIsEnabled(GLenum cap)
{
GET_CONTEXT;
return ctx->glIsEnabled(ctx, cap);
}
GLboolean glIsFramebuffer(GLuint framebuffer)
{
GET_CONTEXT;
return ctx->glIsFramebuffer(ctx, framebuffer);
}
GLboolean glIsProgram(GLuint program)
{
GET_CONTEXT;
return ctx->glIsProgram(ctx, program);
}
GLboolean glIsRenderbuffer(GLuint renderbuffer)
{
GET_CONTEXT;
return ctx->glIsRenderbuffer(ctx, renderbuffer);
}
GLboolean glIsShader(GLuint shader)
{
GET_CONTEXT;
return ctx->glIsShader(ctx, shader);
}
GLboolean glIsTexture(GLuint texture)
{
GET_CONTEXT;
return ctx->glIsTexture(ctx, texture);
}
void glLineWidth(GLfloat width)
{
GET_CONTEXT;
ctx->glLineWidth(ctx, width);
}
void glLinkProgram(GLuint program)
{
GET_CONTEXT;
ctx->glLinkProgram(ctx, program);
}
void glPixelStorei(GLenum pname, GLint param)
{
GET_CONTEXT;
ctx->glPixelStorei(ctx, pname, param);
}
void glPolygonOffset(GLfloat factor, GLfloat units)
{
GET_CONTEXT;
ctx->glPolygonOffset(ctx, factor, units);
}
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
{
GET_CONTEXT;
ctx->glReadPixels(ctx, x, y, width, height, format, type, pixels);
}
void glReleaseShaderCompiler()
{
GET_CONTEXT;
ctx->glReleaseShaderCompiler(ctx);
}
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
GET_CONTEXT;
ctx->glRenderbufferStorage(ctx, target, internalformat, width, height);
}
void glSampleCoverage(GLclampf value, GLboolean invert)
{
GET_CONTEXT;
ctx->glSampleCoverage(ctx, value, invert);
}
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
GET_CONTEXT;
ctx->glScissor(ctx, x, y, width, height);
}
void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
{
GET_CONTEXT;
ctx->glShaderBinary(ctx, n, shaders, binaryformat, binary, length);
}
void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length)
{
GET_CONTEXT;
ctx->glShaderSource(ctx, shader, count, string, length);
}
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
GET_CONTEXT;
ctx->glStencilFunc(ctx, func, ref, mask);
}
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
GET_CONTEXT;
ctx->glStencilFuncSeparate(ctx, face, func, ref, mask);
}
void glStencilMask(GLuint mask)
{
GET_CONTEXT;
ctx->glStencilMask(ctx, mask);
}
void glStencilMaskSeparate(GLenum face, GLuint mask)
{
GET_CONTEXT;
ctx->glStencilMaskSeparate(ctx, face, mask);
}
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
GET_CONTEXT;
ctx->glStencilOp(ctx, fail, zfail, zpass);
}
void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
GET_CONTEXT;
ctx->glStencilOpSeparate(ctx, face, fail, zfail, zpass);
}
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
GET_CONTEXT;
ctx->glTexImage2D(ctx, target, level, internalformat, width, height, border, format, type, pixels);
}
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
GET_CONTEXT;
ctx->glTexParameterf(ctx, target, pname, param);
}
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
{
GET_CONTEXT;
ctx->glTexParameterfv(ctx, target, pname, params);
}
void glTexParameteri(GLenum target, GLenum pname, GLint param)
{
GET_CONTEXT;
ctx->glTexParameteri(ctx, target, pname, param);
}
void glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
{
GET_CONTEXT;
ctx->glTexParameteriv(ctx, target, pname, params);
}
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels)
{
GET_CONTEXT;
ctx->glTexSubImage2D(ctx, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void glUniform1f(GLint location, GLfloat x)
{
GET_CONTEXT;
ctx->glUniform1f(ctx, location, x);
}
void glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
{
GET_CONTEXT;
ctx->glUniform1fv(ctx, location, count, v);
}
void glUniform1i(GLint location, GLint x)
{
GET_CONTEXT;
ctx->glUniform1i(ctx, location, x);
}
void glUniform1iv(GLint location, GLsizei count, const GLint* v)
{
GET_CONTEXT;
ctx->glUniform1iv(ctx, location, count, v);
}
void glUniform2f(GLint location, GLfloat x, GLfloat y)
{
GET_CONTEXT;
ctx->glUniform2f(ctx, location, x, y);
}
void glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
{
GET_CONTEXT;
ctx->glUniform2fv(ctx, location, count, v);
}
void glUniform2i(GLint location, GLint x, GLint y)
{
GET_CONTEXT;
ctx->glUniform2i(ctx, location, x, y);
}
void glUniform2iv(GLint location, GLsizei count, const GLint* v)
{
GET_CONTEXT;
ctx->glUniform2iv(ctx, location, count, v);
}
void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
{
GET_CONTEXT;
ctx->glUniform3f(ctx, location, x, y, z);
}
void glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
{
GET_CONTEXT;
ctx->glUniform3fv(ctx, location, count, v);
}
void glUniform3i(GLint location, GLint x, GLint y, GLint z)
{
GET_CONTEXT;
ctx->glUniform3i(ctx, location, x, y, z);
}
void glUniform3iv(GLint location, GLsizei count, const GLint* v)
{
GET_CONTEXT;
ctx->glUniform3iv(ctx, location, count, v);
}
void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GET_CONTEXT;
ctx->glUniform4f(ctx, location, x, y, z, w);
}
void glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
{
GET_CONTEXT;
ctx->glUniform4fv(ctx, location, count, v);
}
void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
{
GET_CONTEXT;
ctx->glUniform4i(ctx, location, x, y, z, w);
}
void glUniform4iv(GLint location, GLsizei count, const GLint* v)
{
GET_CONTEXT;
ctx->glUniform4iv(ctx, location, count, v);
}
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GET_CONTEXT;
ctx->glUniformMatrix2fv(ctx, location, count, transpose, value);
}
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GET_CONTEXT;
ctx->glUniformMatrix3fv(ctx, location, count, transpose, value);
}
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GET_CONTEXT;
ctx->glUniformMatrix4fv(ctx, location, count, transpose, value);
}
void glUseProgram(GLuint program)
{
GET_CONTEXT;
ctx->glUseProgram(ctx, program);
}
void glValidateProgram(GLuint program)
{
GET_CONTEXT;
ctx->glValidateProgram(ctx, program);
}
void glVertexAttrib1f(GLuint indx, GLfloat x)
{
GET_CONTEXT;
ctx->glVertexAttrib1f(ctx, indx, x);
}
void glVertexAttrib1fv(GLuint indx, const GLfloat* values)
{
GET_CONTEXT;
ctx->glVertexAttrib1fv(ctx, indx, values);
}
void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
{
GET_CONTEXT;
ctx->glVertexAttrib2f(ctx, indx, x, y);
}
void glVertexAttrib2fv(GLuint indx, const GLfloat* values)
{
GET_CONTEXT;
ctx->glVertexAttrib2fv(ctx, indx, values);
}
void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
{
GET_CONTEXT;
ctx->glVertexAttrib3f(ctx, indx, x, y, z);
}
void glVertexAttrib3fv(GLuint indx, const GLfloat* values)
{
GET_CONTEXT;
ctx->glVertexAttrib3fv(ctx, indx, values);
}
void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GET_CONTEXT;
ctx->glVertexAttrib4f(ctx, indx, x, y, z, w);
}
void glVertexAttrib4fv(GLuint indx, const GLfloat* values)
{
GET_CONTEXT;
ctx->glVertexAttrib4fv(ctx, indx, values);
}
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
{
GET_CONTEXT;
ctx->glVertexAttribPointer(ctx, indx, size, type, normalized, stride, ptr);
}
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
GET_CONTEXT;
ctx->glViewport(ctx, x, y, width, height);
}
void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
{
GET_CONTEXT;
ctx->glEGLImageTargetTexture2DOES(ctx, target, image);
}
void glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
{
GET_CONTEXT;
ctx->glEGLImageTargetRenderbufferStorageOES(ctx, target, image);
}
void glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary)
{
GET_CONTEXT;
ctx->glGetProgramBinaryOES(ctx, program, bufSize, length, binaryFormat, binary);
}
void glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length)
{
GET_CONTEXT;
ctx->glProgramBinaryOES(ctx, program, binaryFormat, binary, length);
}
void* glMapBufferOES(GLenum target, GLenum access)
{
GET_CONTEXT;
return ctx->glMapBufferOES(ctx, target, access);
}
GLboolean glUnmapBufferOES(GLenum target)
{
GET_CONTEXT;
return ctx->glUnmapBufferOES(ctx, target);
}
void glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
GET_CONTEXT;
ctx->glTexImage3DOES(ctx, target, level, internalformat, width, height, depth, border, format, type, pixels);
}
void glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels)
{
GET_CONTEXT;
ctx->glTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}
void glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
GET_CONTEXT;
ctx->glCopyTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
void glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data)
{
GET_CONTEXT;
ctx->glCompressedTexImage3DOES(ctx, target, level, internalformat, width, height, depth, border, imageSize, data);
}
void glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data)
{
GET_CONTEXT;
ctx->glCompressedTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}
void glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
GET_CONTEXT;
ctx->glFramebufferTexture3DOES(ctx, target, attachment, textarget, texture, level, zoffset);
}
void glBindVertexArrayOES(GLuint array)
{
GET_CONTEXT;
ctx->glBindVertexArrayOES(ctx, array);
}
void glDeleteVertexArraysOES(GLsizei n, const GLuint* arrays)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glDeleteVertexArraysOES(ctx, n, arrays);
}
void glGenVertexArraysOES(GLsizei n, GLuint* arrays)
{
GET_CONTEXT;
if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
ctx->glGenVertexArraysOES(ctx, n, arrays);
}
GLboolean glIsVertexArrayOES(GLuint array)
{
GET_CONTEXT;
return ctx->glIsVertexArrayOES(ctx, array);
}
void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum* attachments)
{
GET_CONTEXT;
ctx->glDiscardFramebufferEXT(ctx, target, numAttachments, attachments);
}
void glMultiDrawArraysEXT(GLenum mode, const GLint* first, const GLsizei* count, GLsizei primcount)
{
GET_CONTEXT;
ctx->glMultiDrawArraysEXT(ctx, mode, first, count, primcount);
}
void glMultiDrawElementsEXT(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei primcount)
{
GET_CONTEXT;
ctx->glMultiDrawElementsEXT(ctx, mode, count, type, indices, primcount);
}
void glGetPerfMonitorGroupsAMD(GLint* numGroups, GLsizei groupsSize, GLuint* groups)
{
GET_CONTEXT;
ctx->glGetPerfMonitorGroupsAMD(ctx, numGroups, groupsSize, groups);
}
void glGetPerfMonitorCountersAMD(GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters)
{
GET_CONTEXT;
ctx->glGetPerfMonitorCountersAMD(ctx, group, numCounters, maxActiveCounters, counterSize, counters);
}
void glGetPerfMonitorGroupStringAMD(GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString)
{
GET_CONTEXT;
ctx->glGetPerfMonitorGroupStringAMD(ctx, group, bufSize, length, groupString);
}
void glGetPerfMonitorCounterStringAMD(GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString)
{
GET_CONTEXT;
ctx->glGetPerfMonitorCounterStringAMD(ctx, group, counter, bufSize, length, counterString);
}
void glGetPerfMonitorCounterInfoAMD(GLuint group, GLuint counter, GLenum pname, GLvoid* data)
{
GET_CONTEXT;
ctx->glGetPerfMonitorCounterInfoAMD(ctx, group, counter, pname, data);
}
void glGenPerfMonitorsAMD(GLsizei n, GLuint* monitors)
{
GET_CONTEXT;
ctx->glGenPerfMonitorsAMD(ctx, n, monitors);
}
void glDeletePerfMonitorsAMD(GLsizei n, GLuint* monitors)
{
GET_CONTEXT;
ctx->glDeletePerfMonitorsAMD(ctx, n, monitors);
}
void glSelectPerfMonitorCountersAMD(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList)
{
GET_CONTEXT;
ctx->glSelectPerfMonitorCountersAMD(ctx, monitor, enable, group, numCounters, countersList);
}
void glBeginPerfMonitorAMD(GLuint monitor)
{
GET_CONTEXT;
ctx->glBeginPerfMonitorAMD(ctx, monitor);
}
void glEndPerfMonitorAMD(GLuint monitor)
{
GET_CONTEXT;
ctx->glEndPerfMonitorAMD(ctx, monitor);
}
void glGetPerfMonitorCounterDataAMD(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten)
{
GET_CONTEXT;
ctx->glGetPerfMonitorCounterDataAMD(ctx, monitor, pname, dataSize, data, bytesWritten);
}
void glRenderbufferStorageMultisampleIMG(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
GET_CONTEXT;
ctx->glRenderbufferStorageMultisampleIMG(ctx, target, samples, internalformat, width, height);
}
void glFramebufferTexture2DMultisampleIMG(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples)
{
GET_CONTEXT;
ctx->glFramebufferTexture2DMultisampleIMG(ctx, target, attachment, textarget, texture, level, samples);
}
void glDeleteFencesNV(GLsizei n, const GLuint* fences)
{
GET_CONTEXT;
ctx->glDeleteFencesNV(ctx, n, fences);
}
void glGenFencesNV(GLsizei n, GLuint* fences)
{
GET_CONTEXT;
ctx->glGenFencesNV(ctx, n, fences);
}
GLboolean glIsFenceNV(GLuint fence)
{
GET_CONTEXT;
return ctx->glIsFenceNV(ctx, fence);
}
GLboolean glTestFenceNV(GLuint fence)
{
GET_CONTEXT;
return ctx->glTestFenceNV(ctx, fence);
}
void glGetFenceivNV(GLuint fence, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glGetFenceivNV(ctx, fence, pname, params);
}
void glFinishFenceNV(GLuint fence)
{
GET_CONTEXT;
ctx->glFinishFenceNV(ctx, fence);
}
void glSetFenceNV(GLuint fence, GLenum condition)
{
GET_CONTEXT;
ctx->glSetFenceNV(ctx, fence, condition);
}
void glCoverageMaskNV(GLboolean mask)
{
GET_CONTEXT;
ctx->glCoverageMaskNV(ctx, mask);
}
void glCoverageOperationNV(GLenum operation)
{
GET_CONTEXT;
ctx->glCoverageOperationNV(ctx, operation);
}
void glGetDriverControlsQCOM(GLint* num, GLsizei size, GLuint* driverControls)
{
GET_CONTEXT;
ctx->glGetDriverControlsQCOM(ctx, num, size, driverControls);
}
void glGetDriverControlStringQCOM(GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString)
{
GET_CONTEXT;
ctx->glGetDriverControlStringQCOM(ctx, driverControl, bufSize, length, driverControlString);
}
void glEnableDriverControlQCOM(GLuint driverControl)
{
GET_CONTEXT;
ctx->glEnableDriverControlQCOM(ctx, driverControl);
}
void glDisableDriverControlQCOM(GLuint driverControl)
{
GET_CONTEXT;
ctx->glDisableDriverControlQCOM(ctx, driverControl);
}
void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures)
{
GET_CONTEXT;
ctx->glExtGetTexturesQCOM(ctx, textures, maxTextures, numTextures);
}
void glExtGetBuffersQCOM(GLuint* buffers, GLint maxBuffers, GLint* numBuffers)
{
GET_CONTEXT;
ctx->glExtGetBuffersQCOM(ctx, buffers, maxBuffers, numBuffers);
}
void glExtGetRenderbuffersQCOM(GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers)
{
GET_CONTEXT;
ctx->glExtGetRenderbuffersQCOM(ctx, renderbuffers, maxRenderbuffers, numRenderbuffers);
}
void glExtGetFramebuffersQCOM(GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers)
{
GET_CONTEXT;
ctx->glExtGetFramebuffersQCOM(ctx, framebuffers, maxFramebuffers, numFramebuffers);
}
void glExtGetTexLevelParameterivQCOM(GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params)
{
GET_CONTEXT;
ctx->glExtGetTexLevelParameterivQCOM(ctx, texture, face, level, pname, params);
}
void glExtTexObjectStateOverrideiQCOM(GLenum target, GLenum pname, GLint param)
{
GET_CONTEXT;
ctx->glExtTexObjectStateOverrideiQCOM(ctx, target, pname, param);
}
void glExtGetTexSubImageQCOM(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* texels)
{
GET_CONTEXT;
ctx->glExtGetTexSubImageQCOM(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, texels);
}
void glExtGetBufferPointervQCOM(GLenum target, GLvoidptr* params)
{
GET_CONTEXT;
ctx->glExtGetBufferPointervQCOM(ctx, target, params);
}
void glExtGetShadersQCOM(GLuint* shaders, GLint maxShaders, GLint* numShaders)
{
GET_CONTEXT;
ctx->glExtGetShadersQCOM(ctx, shaders, maxShaders, numShaders);
}
void glExtGetProgramsQCOM(GLuint* programs, GLint maxPrograms, GLint* numPrograms)
{
GET_CONTEXT;
ctx->glExtGetProgramsQCOM(ctx, programs, maxPrograms, numPrograms);
}
GLboolean glExtIsProgramBinaryQCOM(GLuint program)
{
GET_CONTEXT;
return ctx->glExtIsProgramBinaryQCOM(ctx, program);
}
void glExtGetProgramBinarySourceQCOM(GLuint program, GLenum shadertype, GLchar* source, GLint* length)
{
GET_CONTEXT;
ctx->glExtGetProgramBinarySourceQCOM(ctx, program, shadertype, source, length);
}
void glStartTilingQCOM(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask)
{
GET_CONTEXT;
ctx->glStartTilingQCOM(ctx, x, y, width, height, preserveMask);
}
void glEndTilingQCOM(GLbitfield preserveMask)
{
GET_CONTEXT;
ctx->glEndTilingQCOM(ctx, preserveMask);
}
void glVertexAttribPointerData(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen)
{
GET_CONTEXT;
ctx->glVertexAttribPointerData(ctx, indx, size, type, normalized, stride, data, datalen);
}
void glVertexAttribPointerOffset(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset)
{
GET_CONTEXT;
ctx->glVertexAttribPointerOffset(ctx, indx, size, type, normalized, stride, offset);
}
void glDrawElementsOffset(GLenum mode, GLsizei count, GLenum type, GLuint offset)
{
GET_CONTEXT;
ctx->glDrawElementsOffset(ctx, mode, count, type, offset);
}
void glDrawElementsData(GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen)
{
GET_CONTEXT;
ctx->glDrawElementsData(ctx, mode, count, type, data, datalen);
}
void glGetCompressedTextureFormats(int count, GLint* formats)
{
GET_CONTEXT;
ctx->glGetCompressedTextureFormats(ctx, count, formats);
}
void glShaderString(GLuint shader, const GLchar* string, GLsizei len)
{
GET_CONTEXT;
ctx->glShaderString(ctx, shader, string, len);
}
int glFinishRoundTrip()
{
GET_CONTEXT;
return ctx->glFinishRoundTrip(ctx);
}