// Copyright (c) 2010 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 <GLES2/gl2.h>
#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
void GL_APIENTRY glActiveTexture(GLenum texture) {
glGetInterfacePPAPI()->ActiveTexture(glGetCurrentContextPPAPI(), texture);
}
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) {
glGetInterfacePPAPI()->AttachShader(
glGetCurrentContextPPAPI(), program, shader);
}
void GL_APIENTRY glBindAttribLocation(
GLuint program, GLuint index, const char* name) {
glGetInterfacePPAPI()->BindAttribLocation(
glGetCurrentContextPPAPI(), program, index, name);
}
void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) {
glGetInterfacePPAPI()->BindBuffer(
glGetCurrentContextPPAPI(), target, buffer);
}
void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) {
glGetInterfacePPAPI()->BindFramebuffer(
glGetCurrentContextPPAPI(), target, framebuffer);
}
void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) {
glGetInterfacePPAPI()->BindRenderbuffer(
glGetCurrentContextPPAPI(), target, renderbuffer);
}
void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) {
glGetInterfacePPAPI()->BindTexture(
glGetCurrentContextPPAPI(), target, texture);
}
void GL_APIENTRY glBlendColor(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
glGetInterfacePPAPI()->BlendColor(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glBlendEquation(GLenum mode) {
glGetInterfacePPAPI()->BlendEquation(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
glGetInterfacePPAPI()->BlendEquationSeparate(
glGetCurrentContextPPAPI(), modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) {
glGetInterfacePPAPI()->BlendFunc(
glGetCurrentContextPPAPI(), sfactor, dfactor);
}
void GL_APIENTRY glBlendFuncSeparate(
GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) {
glGetInterfacePPAPI()->BlendFuncSeparate(
glGetCurrentContextPPAPI(), srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GL_APIENTRY glBufferData(
GLenum target, GLsizeiptr size, const void* data, GLenum usage) {
glGetInterfacePPAPI()->BufferData(
glGetCurrentContextPPAPI(), target, size, data, usage);
}
void GL_APIENTRY glBufferSubData(
GLenum target, GLintptr offset, GLsizeiptr size, const void* data) {
glGetInterfacePPAPI()->BufferSubData(
glGetCurrentContextPPAPI(), target, offset, size, data);
}
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) {
return glGetInterfacePPAPI()->CheckFramebufferStatus(
glGetCurrentContextPPAPI(), target);
}
void GL_APIENTRY glClear(GLbitfield mask) {
glGetInterfacePPAPI()->Clear(glGetCurrentContextPPAPI(), mask);
}
void GL_APIENTRY glClearColor(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
glGetInterfacePPAPI()->ClearColor(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glClearDepthf(GLclampf depth) {
glGetInterfacePPAPI()->ClearDepthf(glGetCurrentContextPPAPI(), depth);
}
void GL_APIENTRY glClearStencil(GLint s) {
glGetInterfacePPAPI()->ClearStencil(glGetCurrentContextPPAPI(), s);
}
void GL_APIENTRY glColorMask(
GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
glGetInterfacePPAPI()->ColorMask(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glCompileShader(GLuint shader) {
glGetInterfacePPAPI()->CompileShader(glGetCurrentContextPPAPI(), shader);
}
void GL_APIENTRY glCompressedTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLsizei imageSize, const void* data) {
glGetInterfacePPAPI()->CompressedTexImage2D(
glGetCurrentContextPPAPI(), target, level, internalformat, width, height,
border, imageSize, data);
}
void GL_APIENTRY glCompressedTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data) {
glGetInterfacePPAPI()->CompressedTexSubImage2D(
glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width,
height, format, imageSize, data);
}
void GL_APIENTRY glCopyTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border) {
glGetInterfacePPAPI()->CopyTexImage2D(
glGetCurrentContextPPAPI(), target, level, internalformat, x, y, width,
height, border);
}
void GL_APIENTRY glCopyTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->CopyTexSubImage2D(
glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, x, y, width,
height);
}
GLuint GL_APIENTRY glCreateProgram() {
return glGetInterfacePPAPI()->CreateProgram(glGetCurrentContextPPAPI());
}
GLuint GL_APIENTRY glCreateShader(GLenum type) {
return glGetInterfacePPAPI()->CreateShader(glGetCurrentContextPPAPI(), type);
}
void GL_APIENTRY glCullFace(GLenum mode) {
glGetInterfacePPAPI()->CullFace(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) {
glGetInterfacePPAPI()->DeleteBuffers(glGetCurrentContextPPAPI(), n, buffers);
}
void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
glGetInterfacePPAPI()->DeleteFramebuffers(
glGetCurrentContextPPAPI(), n, framebuffers);
}
void GL_APIENTRY glDeleteProgram(GLuint program) {
glGetInterfacePPAPI()->DeleteProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glDeleteRenderbuffers(
GLsizei n, const GLuint* renderbuffers) {
glGetInterfacePPAPI()->DeleteRenderbuffers(
glGetCurrentContextPPAPI(), n, renderbuffers);
}
void GL_APIENTRY glDeleteShader(GLuint shader) {
glGetInterfacePPAPI()->DeleteShader(glGetCurrentContextPPAPI(), shader);
}
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) {
glGetInterfacePPAPI()->DeleteTextures(
glGetCurrentContextPPAPI(), n, textures);
}
void GL_APIENTRY glDepthFunc(GLenum func) {
glGetInterfacePPAPI()->DepthFunc(glGetCurrentContextPPAPI(), func);
}
void GL_APIENTRY glDepthMask(GLboolean flag) {
glGetInterfacePPAPI()->DepthMask(glGetCurrentContextPPAPI(), flag);
}
void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) {
glGetInterfacePPAPI()->DepthRangef(glGetCurrentContextPPAPI(), zNear, zFar);
}
void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) {
glGetInterfacePPAPI()->DetachShader(
glGetCurrentContextPPAPI(), program, shader);
}
void GL_APIENTRY glDisable(GLenum cap) {
glGetInterfacePPAPI()->Disable(glGetCurrentContextPPAPI(), cap);
}
void GL_APIENTRY glDisableVertexAttribArray(GLuint index) {
glGetInterfacePPAPI()->DisableVertexAttribArray(
glGetCurrentContextPPAPI(), index);
}
void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
glGetInterfacePPAPI()->DrawArrays(
glGetCurrentContextPPAPI(), mode, first, count);
}
void GL_APIENTRY glDrawElements(
GLenum mode, GLsizei count, GLenum type, const void* indices) {
glGetInterfacePPAPI()->DrawElements(
glGetCurrentContextPPAPI(), mode, count, type, indices);
}
void GL_APIENTRY glEnable(GLenum cap) {
glGetInterfacePPAPI()->Enable(glGetCurrentContextPPAPI(), cap);
}
void GL_APIENTRY glEnableVertexAttribArray(GLuint index) {
glGetInterfacePPAPI()->EnableVertexAttribArray(
glGetCurrentContextPPAPI(), index);
}
void GL_APIENTRY glFinish() {
glGetInterfacePPAPI()->Finish(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glFlush() {
glGetInterfacePPAPI()->Flush(glGetCur
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all-wcprops 10KB
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egldriver.c 3KB
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stub.c 1KB
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var.cc 11KB
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ppp_class_proxy.cc 11KB
dispatcher.cc 11KB
ppb_font_proxy.cc 10KB
ppb_graphics_2d_proxy.cc 10KB
paint_aggregator.cc 9KB
ppb_audio_proxy.cc 9KB
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test_var.cc 6KB
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find_affected_interfaces.cc 6KB
ppb_url_request_info_proxy.cc 6KB
font_dev.cc 6KB
testing_instance.cc 6KB
paint_manager.cc 6KB
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scriptable_object_deprecated.cc 5KB
paint_manager_example.cc 5KB
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instance.cc 5KB
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file_ref_dev.cc 4KB
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url_loader.cc 4KB
rect.cc 4KB
file_io_dev.cc 3KB
graphics_2d.cc 3KB
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audio_impl.cc 3KB
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