aa1f54d78f
Somewhat functional, refer to README for details. Need to enable Android.mk to build. It builds libGLES_android.so, which needs to replace the one in system/lib/egl built by libagl. Change-Id: Iec3aaa8f3963a4185d81955cd24019eb0c4a5850 Signed-off-by: David Li <davidxli@google.com>
267 lines
8.8 KiB
C++
267 lines
8.8 KiB
C++
#include "gles2context.h"
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#define API_ENTRY
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#define CALL_GL_API(NAME,...) LOGD("?"#NAME); assert(0);
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#define CALL_GL_API_RETURN(NAME,...) LOGD("?"#NAME); assert(0); return 0;
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void API_ENTRY(glBindFramebuffer)(GLenum target, GLuint framebuffer)
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{
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CALL_GL_API(glBindFramebuffer, target, framebuffer);
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}
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void API_ENTRY(glBindRenderbuffer)(GLenum target, GLuint renderbuffer)
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{
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CALL_GL_API(glBindRenderbuffer, target, renderbuffer);
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}
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GLenum API_ENTRY(glCheckFramebufferStatus)(GLenum target)
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{
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CALL_GL_API_RETURN(glCheckFramebufferStatus, target);
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}
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void API_ENTRY(glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
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{
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CALL_GL_API(glColorMask, red, green, blue, alpha);
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}
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void API_ENTRY(glDeleteFramebuffers)(GLsizei n, const GLuint* framebuffers)
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{
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CALL_GL_API(glDeleteFramebuffers, n, framebuffers);
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}
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void API_ENTRY(glDeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers)
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{
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CALL_GL_API(glDeleteRenderbuffers, n, renderbuffers);
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}
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void API_ENTRY(glDepthFunc)(GLenum func)
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{
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CALL_GL_API(glDepthFunc, func);
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}
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void API_ENTRY(glDepthMask)(GLboolean flag)
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{
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CALL_GL_API(glDepthMask, flag);
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}
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void API_ENTRY(glDepthRangef)(GLclampf zNear, GLclampf zFar)
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{
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CALL_GL_API(glDepthRangef, zNear, zFar);
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}
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void API_ENTRY(glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
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{
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CALL_GL_API(glFramebufferRenderbuffer, target, attachment, renderbuffertarget, renderbuffer);
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}
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void API_ENTRY(glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
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{
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CALL_GL_API(glFramebufferTexture2D, target, attachment, textarget, texture, level);
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}
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void glGenerateMipmap(GLenum target)
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{
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//CALL_GL_API(glGenerateMipmap, target);
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LOGD("agl2: glGenerateMipmap not implemented");
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}
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void API_ENTRY(glGenFramebuffers)(GLsizei n, GLuint* framebuffers)
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{
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CALL_GL_API(glGenFramebuffers, n, framebuffers);
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}
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void API_ENTRY(glGenRenderbuffers)(GLsizei n, GLuint* renderbuffers)
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{
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CALL_GL_API(glGenRenderbuffers, n, renderbuffers);
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}
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void API_ENTRY(glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
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{
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CALL_GL_API(glGetActiveAttrib, program, index, bufsize, length, size, type, name);
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}
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void API_ENTRY(glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
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{
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CALL_GL_API(glGetActiveUniform, program, index, bufsize, length, size, type, name);
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}
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void API_ENTRY(glGetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
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{
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CALL_GL_API(glGetAttachedShaders, program, maxcount, count, shaders);
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}
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void API_ENTRY(glGetBooleanv)(GLenum pname, GLboolean* params)
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{
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CALL_GL_API(glGetBooleanv, pname, params);
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}
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void API_ENTRY(glGetBufferParameteriv)(GLenum target, GLenum pname, GLint* params)
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{
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CALL_GL_API(glGetBufferParameteriv, target, pname, params);
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}
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GLenum glGetError(void)
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{
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puts("agl2: glGetError");
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return GL_NO_ERROR;
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//CALL_GL_API_RETURN(glGetError);
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}
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void API_ENTRY(glGetFloatv)(GLenum pname, GLfloat* params)
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{
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CALL_GL_API(glGetFloatv, pname, params);
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}
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void API_ENTRY(glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params)
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{
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CALL_GL_API(glGetFramebufferAttachmentParameteriv, target, attachment, pname, params);
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}
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void API_ENTRY(glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params)
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{
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CALL_GL_API(glGetRenderbufferParameteriv, target, pname, params);
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}
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void API_ENTRY(glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
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{
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CALL_GL_API(glGetShaderPrecisionFormat, shadertype, precisiontype, range, precision);
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}
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void API_ENTRY(glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
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{
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CALL_GL_API(glGetShaderSource, shader, bufsize, length, source);
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}
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void API_ENTRY(glGetUniformfv)(GLuint program, GLint location, GLfloat* params)
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{
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CALL_GL_API(glGetUniformfv, program, location, params);
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}
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void API_ENTRY(glGetUniformiv)(GLuint program, GLint location, GLint* params)
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{
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CALL_GL_API(glGetUniformiv, program, location, params);
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}
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void API_ENTRY(glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params)
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{
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CALL_GL_API(glGetVertexAttribfv, index, pname, params);
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}
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void API_ENTRY(glGetVertexAttribiv)(GLuint index, GLenum pname, GLint* params)
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{
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CALL_GL_API(glGetVertexAttribiv, index, pname, params);
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}
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void API_ENTRY(glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid** pointer)
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{
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CALL_GL_API(glGetVertexAttribPointerv, index, pname, pointer);
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}
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GLboolean API_ENTRY(glIsBuffer)(GLuint buffer)
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{
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CALL_GL_API_RETURN(glIsBuffer, buffer);
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}
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GLboolean API_ENTRY(glIsEnabled)(GLenum cap)
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{
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CALL_GL_API_RETURN(glIsEnabled, cap);
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}
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GLboolean API_ENTRY(glIsFramebuffer)(GLuint framebuffer)
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{
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CALL_GL_API_RETURN(glIsFramebuffer, framebuffer);
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}
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GLboolean API_ENTRY(glIsProgram)(GLuint program)
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{
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CALL_GL_API_RETURN(glIsProgram, program);
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}
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GLboolean API_ENTRY(glIsRenderbuffer)(GLuint renderbuffer)
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{
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CALL_GL_API_RETURN(glIsRenderbuffer, renderbuffer);
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}
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GLboolean API_ENTRY(glIsShader)(GLuint shader)
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{
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CALL_GL_API_RETURN(glIsShader, shader);
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}
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void API_ENTRY(glLineWidth)(GLfloat width)
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{
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CALL_GL_API(glLineWidth, width);
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}
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void API_ENTRY(glPolygonOffset)(GLfloat factor, GLfloat units)
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{
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CALL_GL_API(glPolygonOffset, factor, units);
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}
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void API_ENTRY(glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
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{
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CALL_GL_API(glReadPixels, x, y, width, height, format, type, pixels);
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}
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void API_ENTRY(glReleaseShaderCompiler)(void)
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{
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CALL_GL_API(glReleaseShaderCompiler);
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}
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void API_ENTRY(glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
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{
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CALL_GL_API(glRenderbufferStorage, target, internalformat, width, height);
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}
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void API_ENTRY(glSampleCoverage)(GLclampf value, GLboolean invert)
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{
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CALL_GL_API(glSampleCoverage, value, invert);
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}
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void API_ENTRY(glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
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{
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CALL_GL_API(glShaderBinary, n, shaders, binaryformat, binary, length);
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}
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void API_ENTRY(glStencilFunc)(GLenum func, GLint ref, GLuint mask)
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{
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CALL_GL_API(glStencilFunc, func, ref, mask);
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}
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void API_ENTRY(glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask)
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{
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CALL_GL_API(glStencilFuncSeparate, face, func, ref, mask);
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}
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void API_ENTRY(glStencilMask)(GLuint mask)
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{
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CALL_GL_API(glStencilMask, mask);
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}
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void API_ENTRY(glStencilMaskSeparate)(GLenum face, GLuint mask)
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{
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CALL_GL_API(glStencilMaskSeparate, face, mask);
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}
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void API_ENTRY(glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass)
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{
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CALL_GL_API(glStencilOp, fail, zfail, zpass);
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}
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void API_ENTRY(glStencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
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{
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CALL_GL_API(glStencilOpSeparate, face, fail, zfail, zpass);
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}
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void API_ENTRY(glUniform1fv)(GLint location, GLsizei count, const GLfloat* v)
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{
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CALL_GL_API(glUniform1fv, location, count, v);
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}
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void API_ENTRY(glUniform1iv)(GLint location, GLsizei count, const GLint* v)
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{
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CALL_GL_API(glUniform1iv, location, count, v);
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}
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void API_ENTRY(glUniform2fv)(GLint location, GLsizei count, const GLfloat* v)
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{
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CALL_GL_API(glUniform2fv, location, count, v);
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}
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void API_ENTRY(glUniform2i)(GLint location, GLint x, GLint y)
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{
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CALL_GL_API(glUniform2i, location, x, y);
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}
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void API_ENTRY(glUniform2iv)(GLint location, GLsizei count, const GLint* v)
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{
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CALL_GL_API(glUniform2iv, location, count, v);
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}
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void API_ENTRY(glUniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z)
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{
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CALL_GL_API(glUniform3f, location, x, y, z);
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}
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void API_ENTRY(glUniform3fv)(GLint location, GLsizei count, const GLfloat* v)
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{
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CALL_GL_API(glUniform3fv, location, count, v);
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}
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void API_ENTRY(glUniform3i)(GLint location, GLint x, GLint y, GLint z)
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{
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CALL_GL_API(glUniform3i, location, x, y, z);
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}
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void API_ENTRY(glUniform3iv)(GLint location, GLsizei count, const GLint* v)
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{
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CALL_GL_API(glUniform3iv, location, count, v);
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}
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void API_ENTRY(glUniform4fv)(GLint location, GLsizei count, const GLfloat* v)
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{
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CALL_GL_API(glUniform4fv, location, count, v);
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}
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void API_ENTRY(glUniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w)
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{
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CALL_GL_API(glUniform4i, location, x, y, z, w);
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}
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void API_ENTRY(glUniform4iv)(GLint location, GLsizei count, const GLint* v)
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{
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CALL_GL_API(glUniform4iv, location, count, v);
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}
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void API_ENTRY(glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
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{
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CALL_GL_API(glUniformMatrix2fv, location, count, transpose, value);
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}
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void API_ENTRY(glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
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{
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CALL_GL_API(glUniformMatrix3fv, location, count, transpose, value);
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}
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void API_ENTRY(glValidateProgram)(GLuint program)
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{
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CALL_GL_API(glValidateProgram, program);
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}
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