ManaPlus
src
render
opengl
naclglfunctions.h
Go to the documentation of this file.
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/*
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* The ManaPlus Client
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* Copyright (C) 2014-2019 The ManaPlus Developers
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* Copyright (C) 2019-2021 Andrei Karas
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*
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* This file is part of The ManaPlus Client.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RENDER_OPENGL_NACLGLFUNCTIONS_H
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#define RENDER_OPENGL_NACLGLFUNCTIONS_H
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#if defined(__native_client__) && defined(USE_OPENGL)
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#include <ppapi/c/ppb_opengles2.h>
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extern
const
struct
PPB_OpenGLES2* gles2Interface;
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extern
PP_Resource gles2Context;
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#define mglDrawArrays(...) \
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gles2Interface->DrawArrays(gles2Context, __VA_ARGS__)
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#define mglEnableVertexAttribArray(...) \
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gles2Interface->EnableVertexAttribArray(gles2Context, __VA_ARGS__)
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#define mglVertexAttribPointer(...) \
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gles2Interface->VertexAttribPointer(gles2Context, __VA_ARGS__)
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#define mglUseProgram(...) \
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gles2Interface->UseProgram(gles2Context, __VA_ARGS__)
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#define mglViewport(...) \
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gles2Interface->Viewport(gles2Context, __VA_ARGS__)
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#define mglGenBuffers(...) \
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gles2Interface->GenBuffers(gles2Context, __VA_ARGS__)
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#define mglBindBuffer(...) \
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gles2Interface->BindBuffer(gles2Context, __VA_ARGS__)
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#define mglBufferData(...) \
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gles2Interface->BufferData(gles2Context, __VA_ARGS__)
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#define mglDeleteBuffers(...) \
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gles2Interface->DeleteBuffers(gles2Context, __VA_ARGS__)
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#define mglGetUniformLocation(...) \
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gles2Interface->GetUniformLocation(gles2Context, __VA_ARGS__)
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#define mglCreateShader(...) \
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gles2Interface->CreateShader(gles2Context, __VA_ARGS__)
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#define mglShaderSource(...) \
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gles2Interface->ShaderSource(gles2Context, __VA_ARGS__)
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#define mglCompileShader(...) \
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gles2Interface->CompileShader(gles2Context, __VA_ARGS__)
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#define mglGetShaderiv(...) \
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gles2Interface->GetShaderiv(gles2Context, __VA_ARGS__)
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#define mglAttachShader(...) \
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gles2Interface->AttachShader(gles2Context, __VA_ARGS__)
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#define mglBindAttribLocation(...) \
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gles2Interface->BindAttribLocation(gles2Context, __VA_ARGS__)
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#define mglLinkProgram(...) \
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gles2Interface->LinkProgram(gles2Context, __VA_ARGS__)
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#define mglGetProgramiv(...) \
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gles2Interface->GetProgramiv(gles2Context, __VA_ARGS__)
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#define mglClearColor(...) \
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gles2Interface->ClearColor(gles2Context, __VA_ARGS__)
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#define mglUniform1f(...) \
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gles2Interface->Uniform1f(gles2Context, __VA_ARGS__)
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#define mglUniform2f(...) \
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gles2Interface->Uniform2f(gles2Context, __VA_ARGS__)
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#define mglUniform3f(...) \
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gles2Interface->Uniform3f(gles2Context, __VA_ARGS__)
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#define mglUniform4f(...) \
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gles2Interface->Uniform4f(gles2Context, __VA_ARGS__)
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#define mglUniform1i(...) \
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gles2Interface->Uniform1i(gles2Context, __VA_ARGS__)
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#define mglUniform2i(...) \
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gles2Interface->Uniform2i(gles2Context, __VA_ARGS__)
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#define mglUniform3i(...) \
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gles2Interface->Uniform3i(gles2Context, __VA_ARGS__)
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#define mglUniform4i(...) \
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gles2Interface->Uniform4i(gles2Context, __VA_ARGS__)
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#define mglUniform1fv(...) \
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gles2Interface->Uniform1fv(gles2Context, __VA_ARGS__)
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#define mglUniform2fv(...) \
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gles2Interface->Uniform2fv(gles2Context, __VA_ARGS__)
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#define mglUniform3fv(...) \
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gles2Interface->Uniform3fv(gles2Context, __VA_ARGS__)
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#define mglUniform4fv(...) \
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gles2Interface->Uniform4fv(gles2Context, __VA_ARGS__)
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#define mglUniform1iv(...) \
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gles2Interface->Uniform1iv(gles2Context, __VA_ARGS__)
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#define mglUniform2iv(...) \
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gles2Interface->Uniform2iv(gles2Context, __VA_ARGS__)
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#define mglUniform3iv(...) \
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gles2Interface->Uniform3iv(gles2Context, __VA_ARGS__)
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#define mglUniform4iv(...) \
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gles2Interface->Uniform4iv(gles2Context, __VA_ARGS__)
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#define mglActiveTexture(...) \
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gles2Interface->ActiveTexture(gles2Context, __VA_ARGS__)
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#define mglBindTexture(...) \
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gles2Interface->BindTexture(gles2Context, __VA_ARGS__)
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#define mglEnable(...) \
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gles2Interface->Enable(gles2Context, __VA_ARGS__)
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#define mglClear(...) \
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gles2Interface->Clear(gles2Context, __VA_ARGS__)
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#define mglValidateProgram(...) \
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gles2Interface->ValidateProgram(gles2Context, __VA_ARGS__)
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#define mglDeleteProgram(...) \
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gles2Interface->DeleteProgram(gles2Context, __VA_ARGS__)
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#define mglCreateProgram() \
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gles2Interface->CreateProgram(gles2Context)
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#define mglGetProgramInfoLog(...) \
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gles2Interface->GetProgramInfoLog(gles2Context, __VA_ARGS__)
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#define mglDisable(...) \
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gles2Interface->Disable(gles2Context, __VA_ARGS__)
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#define mglHint(...) \
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gles2Interface->Hint(gles2Context, __VA_ARGS__)
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#define mglScissor(...) \
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gles2Interface->Scissor(gles2Context, __VA_ARGS__)
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#define mglEnable(...) \
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gles2Interface->Enable(gles2Context, __VA_ARGS__)
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#define mglGetIntegerv(...) \
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gles2Interface->GetIntegerv(gles2Context, __VA_ARGS__)
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#define mglGetString(...) \
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gles2Interface->GetString(gles2Context, __VA_ARGS__)
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#define mglBindFramebuffer(...) \
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gles2Interface->BindFramebuffer(gles2Context, __VA_ARGS__)
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#define mglBindRenderbuffer(...) \
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gles2Interface->BindRenderbuffer(gles2Context, __VA_ARGS__)
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#define mglBlendColor(...) \
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gles2Interface->BlendColor(gles2Context, __VA_ARGS__)
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#define mglBlendEquation(...) \
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gles2Interface->BlendEquation(gles2Context, __VA_ARGS__)
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#define mglBlendEquationSeparate(...) \
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gles2Interface->BlendEquationSeparate(gles2Context, __VA_ARGS__)
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#define mglBlendFunc(...) \
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gles2Interface->BlendFunc(gles2Context, __VA_ARGS__)
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#define mglBlendFuncSeparate(...) \
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gles2Interface->BlendFuncSeparate(gles2Context, __VA_ARGS__)
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#define mglBufferSubData(...) \
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gles2Interface->BufferSubData(gles2Context, __VA_ARGS__)
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#define mglCheckFramebufferStatus(...) \
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gles2Interface->CheckFramebufferStatus(gles2Context, __VA_ARGS__)
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#define mglClearDepthf(...) \
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gles2Interface->ClearDepthf(gles2Context, __VA_ARGS__)
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#define mglClearStencil(...) \
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gles2Interface->ClearStencil(gles2Context, __VA_ARGS__)
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#define mglColorMask(...) \
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gles2Interface->ColorMask(gles2Context, __VA_ARGS__)
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#define mglCompressedTexImage2D(...) \
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gles2Interface->CompressedTexImage2D(gles2Context, __VA_ARGS__)
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#define mglCompressedTexSubImage2D(...) \
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gles2Interface->CompressedTexSubImage2D(gles2Context, __VA_ARGS__)
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#define mglCopyTexImage2D(...) \
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gles2Interface->CopyTexImage2D(gles2Context, __VA_ARGS__)
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#define mglCopyTexSubImage2D(...) \
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gles2Interface->CopyTexSubImage2D(gles2Context, __VA_ARGS__)
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#define mglCullFace(...) \
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gles2Interface->CullFace(gles2Context, __VA_ARGS__)
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#define mglDeleteFramebuffers(...) \
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gles2Interface->DeleteFramebuffers(gles2Context, __VA_ARGS__)
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#define mglDeleteRenderbuffers(...) \
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gles2Interface->DeleteRenderbuffers(gles2Context, __VA_ARGS__)
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#define mglDeleteShader(...) \
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gles2Interface->DeleteShader(gles2Context, __VA_ARGS__)
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#define mglDeleteTextures(...) \
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gles2Interface->DeleteTextures(gles2Context, __VA_ARGS__)
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#define mglDepthFunc(...) \
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gles2Interface->DepthFunc(gles2Context, __VA_ARGS__)
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#define mglDepthMask(...) \
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gles2Interface->DepthMask(gles2Context, __VA_ARGS__)
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#define mglDepthRangef(...) \
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gles2Interface->DepthRangef(gles2Context, __VA_ARGS__)
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#define mglDetachShader(...) \
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gles2Interface->DetachShader(gles2Context, __VA_ARGS__)
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#define mglDisableVertexAttribArray(...) \
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gles2Interface->DisableVertexAttribArray(gles2Context, __VA_ARGS__)
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#define mglDrawElements(...) \
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gles2Interface->DrawElements(gles2Context, __VA_ARGS__)
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#define mglFinish(...) \
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gles2Interface->Finish(gles2Context, __VA_ARGS__)
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#define mglFlush(...) \
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gles2Interface->Flush(gles2Context, __VA_ARGS__)
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#define mglFramebufferRenderbuffer(...) \
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gles2Interface->FramebufferRenderbuffer(gles2Context, __VA_ARGS__)
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#define mglFramebufferTexture2D(...) \
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gles2Interface->FramebufferTexture2D(gles2Context, __VA_ARGS__)
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#define mglFrontFace(...) \
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gles2Interface->FrontFace(gles2Context, __VA_ARGS__)
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#define mglGenerateMipmap(...) \
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gles2Interface->GenerateMipmap(gles2Context, __VA_ARGS__)
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#define mglGenFramebuffers(...) \
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gles2Interface->GenFramebuffers(gles2Context, __VA_ARGS__)
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#define mglGenRenderbuffers(...) \
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gles2Interface->GenRenderbuffers(gles2Context, __VA_ARGS__)
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#define mglGenTextures(...) \
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gles2Interface->GenTextures(gles2Context, __VA_ARGS__)
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#define mglGetActiveAttrib(...) \
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gles2Interface->GetActiveAttrib(gles2Context, __VA_ARGS__)
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#define mglGetActiveUniform(...) \
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gles2Interface->GetActiveUniform(gles2Context, __VA_ARGS__)
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#define mglGetAttachedShaders(...) \
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gles2Interface->GetAttachedShaders(gles2Context, __VA_ARGS__)
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#define mglGetAttribLocation(...) \
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gles2Interface->GetAttribLocation(gles2Context, __VA_ARGS__)
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#define mglGetBooleanv(...) \
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gles2Interface->GetBooleanv(gles2Context, __VA_ARGS__)
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#define mglGetBufferParameteriv(...) \
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gles2Interface->GetBufferParameteriv(gles2Context, __VA_ARGS__)
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#define mglGetError(...) \
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gles2Interface->GetError(gles2Context, __VA_ARGS__)
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#define mglGetFloatv(...) \
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gles2Interface->GetFloatv(gles2Context, __VA_ARGS__)
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#define mglGetFramebufferAttachmentParameteriv(...) \
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gles2Interface->GetFramebufferAttachmentParameteriv(gles2Context, \
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__VA_ARGS__)
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#define mglGetIntegerv(...) \
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gles2Interface->GetIntegerv(gles2Context, __VA_ARGS__)
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#define mglGetRenderbufferParameteriv(...) \
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gles2Interface->GetRenderbufferParameteriv(gles2Context, __VA_ARGS__)
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#define mglGetShaderInfoLog(...) \
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gles2Interface->GetShaderInfoLog(gles2Context, __VA_ARGS__)
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#define mglGetShaderPrecisionFormat(...) \
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gles2Interface->GetShaderPrecisionFormat(gles2Context, __VA_ARGS__)
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#define mglGetShaderSource(...) \
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gles2Interface->GetShaderSource(gles2Context, __VA_ARGS__)
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#define mglGetTexParameterfv(...) \
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gles2Interface->GetTexParameterfv(gles2Context, __VA_ARGS__)
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#define mglGetTexParameteriv(...) \
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gles2Interface->GetTexParameteriv(gles2Context, __VA_ARGS__)
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#define mglGetUniformfv(...) \
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gles2Interface->GetUniformfv(gles2Context, __VA_ARGS__)
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#define mglGetUniformiv(...) \
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gles2Interface->GetUniformiv(gles2Context, __VA_ARGS__)
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#define mglGetVertexAttribfv(...) \
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gles2Interface->GetVertexAttribfv(gles2Context, __VA_ARGS__)
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#define mglGetVertexAttribiv(...) \
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gles2Interface->GetVertexAttribiv(gles2Context, __VA_ARGS__)
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#define mglGetVertexAttribPointerv(...) \
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gles2Interface->GetVertexAttribPointerv(gles2Context, __VA_ARGS__)
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#define mglIsBuffer(...) \
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gles2Interface->IsBuffer(gles2Context, __VA_ARGS__)
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#define mglIsEnabled(...) \
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gles2Interface->IsEnabled(gles2Context, __VA_ARGS__)
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#define mglIsFramebuffer(...) \
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gles2Interface->IsFramebuffer(gles2Context, __VA_ARGS__)
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#define mglIsProgram(...) \
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gles2Interface->IsProgram(gles2Context, __VA_ARGS__)
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#define mglIsRenderbuffer(...) \
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gles2Interface->IsRenderbuffer(gles2Context, __VA_ARGS__)
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#define mglIsShader(...) \
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gles2Interface->IsShader(gles2Context, __VA_ARGS__)
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#define mglIsTexture(...) \
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gles2Interface->IsTexture(gles2Context, __VA_ARGS__)
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#define mglLineWidth(...) \
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gles2Interface->LineWidth(gles2Context, __VA_ARGS__)
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#define mglPixelStorei(...) \
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gles2Interface->PixelStorei(gles2Context, __VA_ARGS__)
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#define mglPolygonOffset(...) \
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gles2Interface->PolygonOffset(gles2Context, __VA_ARGS__)
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#define mglReadPixels(...) \
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gles2Interface->ReadPixels(gles2Context, __VA_ARGS__)
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#define mglReleaseShaderCompiler(...) \
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gles2Interface->ReleaseShaderCompiler(gles2Context, __VA_ARGS__)
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#define mglRenderbufferStorage(...) \
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gles2Interface->RenderbufferStorage(gles2Context, __VA_ARGS__)
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#define mglSampleCoverage(...) \
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gles2Interface->SampleCoverage(gles2Context, __VA_ARGS__)
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#define mglShaderBinary(...) \
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gles2Interface->ShaderBinary(gles2Context, __VA_ARGS__)
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#define mglStencilFunc(...) \
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gles2Interface->StencilFunc(gles2Context, __VA_ARGS__)
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#define mglStencilFuncSeparate(...) \
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gles2Interface->StencilFuncSeparate(gles2Context, __VA_ARGS__)
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#define mglStencilMask(...) \
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gles2Interface->StencilMask(gles2Context, __VA_ARGS__)
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#define mglStencilMaskSeparate(...) \
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gles2Interface->StencilMaskSeparate(gles2Context, __VA_ARGS__)
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#define mglStencilOp(...) \
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gles2Interface->StencilOp(gles2Context, __VA_ARGS__)
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#define mglStencilOpSeparate(...) \
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gles2Interface->StencilOpSeparate(gles2Context, __VA_ARGS__)
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#define mglTexImage2D(...) \
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gles2Interface->TexImage2D(gles2Context, __VA_ARGS__)
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#define mglTexParameterf(...) \
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gles2Interface->TexParameterf(gles2Context, __VA_ARGS__)
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#define mglTexParameterfv(...) \
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gles2Interface->TexParameterfv(gles2Context, __VA_ARGS__)
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#define mglTexParameteri(...) \
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gles2Interface->TexParameteri(gles2Context, __VA_ARGS__)
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#define mglTexParameteriv(...) \
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gles2Interface->TexParameteriv(gles2Context, __VA_ARGS__)
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#define mglTexSubImage2D(...) \
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gles2Interface->TexSubImage2D(gles2Context, __VA_ARGS__)
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#define mglUniformMatrix2fv(...) \
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gles2Interface->UniformMatrix2fv(gles2Context, __VA_ARGS__)
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#define mglUniformMatrix3fv(...) \
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gles2Interface->UniformMatrix3fv(gles2Context, __VA_ARGS__)
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#define mglUniformMatrix4fv(...) \
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gles2Interface->UniformMatrix4fv(gles2Context, __VA_ARGS__)
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#define mglVertexAttrib1f(...) \
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gles2Interface->VertexAttrib1f(gles2Context, __VA_ARGS__)
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#define mglVertexAttrib2f(...) \
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gles2Interface->VertexAttrib2f(gles2Context, __VA_ARGS__)
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#define mglVertexAttrib3f(...) \
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gles2Interface->VertexAttrib3f(gles2Context, __VA_ARGS__)
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#define mglVertexAttrib4f(...) \
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gles2Interface->VertexAttrib4f(gles2Context, __VA_ARGS__)
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#define mglVertexAttrib1fv(...) \
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gles2Interface->VertexAttrib1fv(gles2Context, __VA_ARGS__)
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#define mglVertexAttrib2fv(...) \
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gles2Interface->VertexAttrib2fv(gles2Context, __VA_ARGS__)
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#define mglVertexAttrib3fv(...) \
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gles2Interface->VertexAttrib3fv(gles2Context, __VA_ARGS__)
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#define mglVertexAttrib4fv(...) \
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gles2Interface->VertexAttrib4fv(gles2Context, __VA_ARGS__)
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#endif
// defined(__native_client__) && defined(USE_OPENGL)
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#endif
// RENDER_OPENGL_NACLGLFUNCTIONS_H
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