// Generated Code - DO NOT EDIT !! // generated by 'emugen' #include #include #include "gles3_wrapper_context.h" 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(); void glGenVertexArrays(GLsizei n, GLuint* arrays); void glBindVertexArray(GLuint array); void glDeleteVertexArrays(GLsizei n, const GLuint* arrays); GLboolean glIsVertexArray(GLuint array); void* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); GLboolean glUnmapBuffer(GLenum target); void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); void glMapBufferRangeAEMU(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* mapped); void glUnmapBufferAEMU(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* guest_buffer, GLboolean* out_res); void glFlushMappedBufferRangeAEMU(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* guest_buffer); void glReadPixelsOffsetAEMU(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint offset); void glCompressedTexImage2DOffsetAEMU(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, GLuint offset); void glCompressedTexSubImage2DOffsetAEMU(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLuint offset); void glTexImage2DOffsetAEMU(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLuint offset); void glTexSubImage2DOffsetAEMU(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint offset); void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); void glBindBufferBase(GLenum target, GLuint index, GLuint buffer); void glCopyBufferSubData(GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); void glClearBufferiv(GLenum buffer, GLint drawBuffer, const GLint* value); void glClearBufferuiv(GLenum buffer, GLint drawBuffer, const GLuint* value); void glClearBufferfv(GLenum buffer, GLint drawBuffer, const GLfloat* value); void glClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil); void glGetBufferParameteri64v(GLenum target, GLenum value, GLint64* data); void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid** params); void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); GLuint glGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName); void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices); void glGetUniformIndicesAEMU(GLuint program, GLsizei uniformCount, const GLchar* packedUniformNames, GLsizei packedLen, GLuint* uniformIndices); void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName); void glUniform1ui(GLint location, GLuint v0); void glUniform2ui(GLint location, GLuint v0, GLuint v1); void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void glUniform1uiv(GLint location, GLsizei count, const GLuint* value); void glUniform2uiv(GLint location, GLsizei count, const GLuint* value); void glUniform3uiv(GLint location, GLsizei count, const GLuint* value); void glUniform4uiv(GLint location, GLsizei count, const GLuint* value); void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glGetUniformuiv(GLuint program, GLint location, GLuint* params); void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); void glVertexAttribI4i(GLuint index, GLint v0, GLint v1, GLint v2, GLint v3); void glVertexAttribI4ui(GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void glVertexAttribI4iv(GLuint index, const GLint* v); void glVertexAttribI4uiv(GLuint index, const GLuint* v); void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); void glVertexAttribIPointerOffsetAEMU(GLuint index, GLint size, GLenum type, GLsizei stride, GLuint offset); void glVertexAttribIPointerDataAEMU(GLuint index, GLint size, GLenum type, GLsizei stride, void* data, GLuint datalen); void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint* params); void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params); void glVertexAttribDivisor(GLuint index, GLuint divisor); void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount); void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount); void glDrawElementsInstancedDataAEMU(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount, GLsizei datalen); void glDrawElementsInstancedOffsetAEMU(GLenum mode, GLsizei count, GLenum type, GLuint offset, GLsizei primcount); void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices); void glDrawRangeElementsDataAEMU(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices, GLsizei datalen); void glDrawRangeElementsOffsetAEMU(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLuint offset); GLsync glFenceSync(GLenum condition, GLbitfield flags); GLenum glClientWaitSync(GLsync wait_on, GLbitfield flags, GLuint64 timeout); void glWaitSync(GLsync wait_on, GLbitfield flags, GLuint64 timeout); void glDeleteSync(GLsync to_delete); GLboolean glIsSync(GLsync sync); void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values); uint64_t glFenceSyncAEMU(GLenum condition, GLbitfield flags); GLenum glClientWaitSyncAEMU(uint64_t wait_on, GLbitfield flags, GLuint64 timeout); void glWaitSyncAEMU(uint64_t wait_on, GLbitfield flags, GLuint64 timeout); void glDeleteSyncAEMU(uint64_t to_delete); GLboolean glIsSyncAEMU(uint64_t sync); void glGetSyncivAEMU(uint64_t sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values); void glDrawBuffers(GLsizei n, const GLenum* bufs); void glReadBuffer(GLenum src); void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments); void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height); void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params); void glBeginTransformFeedback(GLenum primitiveMode); void glEndTransformFeedback(); void glGenTransformFeedbacks(GLsizei n, GLuint* ids); void glDeleteTransformFeedbacks(GLsizei n, const GLuint* ids); void glBindTransformFeedback(GLenum target, GLuint id); void glPauseTransformFeedback(); void glResumeTransformFeedback(); GLboolean glIsTransformFeedback(GLuint id); void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode); void glTransformFeedbackVaryingsAEMU(GLuint program, GLsizei count, const char* packedVaryings, GLuint packedVaryingsLen, GLenum bufferMode); void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, char* name); void glGenSamplers(GLsizei n, GLuint* samplers); void glDeleteSamplers(GLsizei n, const GLuint* samplers); void glBindSampler(GLuint unit, GLuint sampler); void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param); void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* params); void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint* params); void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params); void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params); GLboolean glIsSampler(GLuint sampler); void glGenQueries(GLsizei n, GLuint* queries); void glDeleteQueries(GLsizei n, const GLuint* queries); void glBeginQuery(GLenum target, GLuint query); void glEndQuery(GLenum target); void glGetQueryiv(GLenum target, GLenum pname, GLint* params); void glGetQueryObjectuiv(GLuint query, GLenum pname, GLuint* params); GLboolean glIsQuery(GLuint query); void glProgramParameteri(GLuint program, GLenum pname, GLint value); void glProgramBinary(GLuint program, GLenum binaryFormat, const void* binary, GLsizei length); void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, void* binary); GLint glGetFragDataLocation(GLuint program, const char* name); void glGetInteger64v(GLenum pname, GLint64* data); void glGetIntegeri_v(GLenum target, GLuint index, GLint* data); void glGetInteger64i_v(GLenum target, GLuint index, GLint64* data); void glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* data); void glTexImage3DOffsetAEMU(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GLuint offset); void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* data); void glTexSubImage3DOffsetAEMU(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLuint offset); void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data); void glCompressedTexImage3DOffsetAEMU(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, GLuint offset); void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data); void glCompressedTexSubImage3DOffsetAEMU(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, GLuint data); void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); const GLubyte* glGetStringi(GLenum name, GLuint index); void glGetBooleani_v(GLenum target, GLuint index, GLboolean* data); void glMemoryBarrier(GLbitfield barriers); void glMemoryBarrierByRegion(GLbitfield barriers); void glGenProgramPipelines(GLsizei n, GLuint* pipelines); void glDeleteProgramPipelines(GLsizei n, const GLuint* pipelines); void glBindProgramPipeline(GLuint pipeline); void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint* params); void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog); void glValidateProgramPipeline(GLuint pipeline); GLboolean glIsProgramPipeline(GLuint pipeline); void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program); void glActiveShaderProgram(GLuint pipeline, GLuint program); GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const char** strings); GLuint glCreateShaderProgramvAEMU(GLenum type, GLsizei count, const char* packedStrings, GLuint packedLen); void glProgramUniform1f(GLuint program, GLint location, GLfloat v0); void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1); void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glProgramUniform1i(GLuint program, GLint location, GLint v0); void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1); void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void glProgramUniform1ui(GLuint program, GLint location, GLuint v0); void glProgramUniform2ui(GLuint program, GLint location, GLint v0, GLuint v1); void glProgramUniform3ui(GLuint program, GLint location, GLint v0, GLint v1, GLuint v2); void glProgramUniform4ui(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLuint v3); void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat* value); void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat* value); void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat* value); void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat* value); void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint* value); void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint* value); void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint* value); void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint* value); void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint* value); void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint* value); void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint* value); void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint* value); void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params); void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params); GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const char* name); GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const char* name); void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, char* name); void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); void glDispatchComputeIndirect(GLintptr indirect); void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLintptr stride); void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex); void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor); void glDrawArraysIndirect(GLenum mode, const void* indirect); void glDrawArraysIndirectDataAEMU(GLenum mode, const void* indirect, GLuint datalen); void glDrawArraysIndirectOffsetAEMU(GLenum mode, GLuint offset); void glDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect); void glDrawElementsIndirectDataAEMU(GLenum mode, GLenum type, const void* indirect, GLuint datalen); void glDrawElementsIndirectOffsetAEMU(GLenum mode, GLenum type, GLuint offset); void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); void glSampleMaski(GLuint maskNumber, GLbitfield mask); void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat* val); void glFramebufferParameteri(GLenum target, GLenum pname, GLint param); void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint* params); void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat* params); void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params); }; #ifndef GET_CONTEXT static gles3_wrapper_context_t::CONTEXT_ACCESSOR_TYPE *getCurrentContext = NULL; void gles3_wrapper_context_t::setContextAccessor(CONTEXT_ACCESSOR_TYPE *f) { getCurrentContext = f; } #define GET_CONTEXT gles3_wrapper_context_t * ctx = getCurrentContext() #endif void glActiveTexture(GLenum texture) { GET_CONTEXT; ctx->glActiveTexture( texture); } void glAttachShader(GLuint program, GLuint shader) { GET_CONTEXT; ctx->glAttachShader( program, shader); } void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name) { GET_CONTEXT; ctx->glBindAttribLocation( program, index, name); } void glBindBuffer(GLenum target, GLuint buffer) { GET_CONTEXT; ctx->glBindBuffer( target, buffer); } void glBindFramebuffer(GLenum target, GLuint framebuffer) { GET_CONTEXT; ctx->glBindFramebuffer( target, framebuffer); } void glBindRenderbuffer(GLenum target, GLuint renderbuffer) { GET_CONTEXT; ctx->glBindRenderbuffer( target, renderbuffer); } void glBindTexture(GLenum target, GLuint texture) { GET_CONTEXT; ctx->glBindTexture( target, texture); } void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { GET_CONTEXT; ctx->glBlendColor( red, green, blue, alpha); } void glBlendEquation(GLenum mode) { GET_CONTEXT; ctx->glBlendEquation( mode); } void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { GET_CONTEXT; ctx->glBlendEquationSeparate( modeRGB, modeAlpha); } void glBlendFunc(GLenum sfactor, GLenum dfactor) { GET_CONTEXT; ctx->glBlendFunc( sfactor, dfactor); } void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { GET_CONTEXT; ctx->glBlendFuncSeparate( srcRGB, dstRGB, srcAlpha, dstAlpha); } void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { GET_CONTEXT; ctx->glBufferData( target, size, data, usage); } void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { GET_CONTEXT; ctx->glBufferSubData( target, offset, size, data); } GLenum glCheckFramebufferStatus(GLenum target) { GET_CONTEXT; return ctx->glCheckFramebufferStatus( target); } void glClear(GLbitfield mask) { GET_CONTEXT; ctx->glClear( mask); } void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { GET_CONTEXT; ctx->glClearColor( red, green, blue, alpha); } void glClearDepthf(GLclampf depth) { GET_CONTEXT; ctx->glClearDepthf( depth); } void glClearStencil(GLint s) { GET_CONTEXT; ctx->glClearStencil( s); } void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { GET_CONTEXT; ctx->glColorMask( red, green, blue, alpha); } void glCompileShader(GLuint shader) { GET_CONTEXT; ctx->glCompileShader( shader); } void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) { GET_CONTEXT; ctx->glCompressedTexImage2D( 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( 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( 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( target, level, xoffset, yoffset, x, y, width, height); } GLuint glCreateProgram() { GET_CONTEXT; return ctx->glCreateProgram(); } GLuint glCreateShader(GLenum type) { GET_CONTEXT; return ctx->glCreateShader( type); } void glCullFace(GLenum mode) { GET_CONTEXT; ctx->glCullFace( mode); } void glDeleteBuffers(GLsizei n, const GLuint* buffers) { GET_CONTEXT; ctx->glDeleteBuffers( n, buffers); } void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { GET_CONTEXT; ctx->glDeleteFramebuffers( n, framebuffers); } void glDeleteProgram(GLuint program) { GET_CONTEXT; ctx->glDeleteProgram( program); } void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { GET_CONTEXT; ctx->glDeleteRenderbuffers( n, renderbuffers); } void glDeleteShader(GLuint shader) { GET_CONTEXT; ctx->glDeleteShader( shader); } void glDeleteTextures(GLsizei n, const GLuint* textures) { GET_CONTEXT; ctx->glDeleteTextures( n, textures); } void glDepthFunc(GLenum func) { GET_CONTEXT; ctx->glDepthFunc( func); } void glDepthMask(GLboolean flag) { GET_CONTEXT; ctx->glDepthMask( flag); } void glDepthRangef(GLclampf zNear, GLclampf zFar) { GET_CONTEXT; ctx->glDepthRangef( zNear, zFar); } void glDetachShader(GLuint program, GLuint shader) { GET_CONTEXT; ctx->glDetachShader( program, shader); } void glDisable(GLenum cap) { GET_CONTEXT; ctx->glDisable( cap); } void glDisableVertexAttribArray(GLuint index) { GET_CONTEXT; ctx->glDisableVertexAttribArray( index); } void glDrawArrays(GLenum mode, GLint first, GLsizei count) { GET_CONTEXT; ctx->glDrawArrays( mode, first, count); } void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) { GET_CONTEXT; ctx->glDrawElements( mode, count, type, indices); } void glEnable(GLenum cap) { GET_CONTEXT; ctx->glEnable( cap); } void glEnableVertexAttribArray(GLuint index) { GET_CONTEXT; ctx->glEnableVertexAttribArray( index); } void glFinish() { GET_CONTEXT; ctx->glFinish(); } void glFlush() { GET_CONTEXT; ctx->glFlush(); } void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { GET_CONTEXT; ctx->glFramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer); } void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { GET_CONTEXT; ctx->glFramebufferTexture2D( target, attachment, textarget, texture, level); } void glFrontFace(GLenum mode) { GET_CONTEXT; ctx->glFrontFace( mode); } void glGenBuffers(GLsizei n, GLuint* buffers) { GET_CONTEXT; ctx->glGenBuffers( n, buffers); } void glGenerateMipmap(GLenum target) { GET_CONTEXT; ctx->glGenerateMipmap( target); } void glGenFramebuffers(GLsizei n, GLuint* framebuffers) { GET_CONTEXT; ctx->glGenFramebuffers( n, framebuffers); } void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { GET_CONTEXT; ctx->glGenRenderbuffers( n, renderbuffers); } void glGenTextures(GLsizei n, GLuint* textures) { GET_CONTEXT; ctx->glGenTextures( n, textures); } void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { GET_CONTEXT; ctx->glGetActiveAttrib( 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( program, index, bufsize, length, size, type, name); } void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { GET_CONTEXT; ctx->glGetAttachedShaders( program, maxcount, count, shaders); } int glGetAttribLocation(GLuint program, const GLchar* name) { GET_CONTEXT; return ctx->glGetAttribLocation( program, name); } void glGetBooleanv(GLenum pname, GLboolean* params) { GET_CONTEXT; ctx->glGetBooleanv( pname, params); } void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetBufferParameteriv( target, pname, params); } GLenum glGetError() { GET_CONTEXT; return ctx->glGetError(); } void glGetFloatv(GLenum pname, GLfloat* params) { GET_CONTEXT; ctx->glGetFloatv( pname, params); } void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetFramebufferAttachmentParameteriv( target, attachment, pname, params); } void glGetIntegerv(GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetIntegerv( pname, params); } void glGetProgramiv(GLuint program, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetProgramiv( program, pname, params); } void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) { GET_CONTEXT; ctx->glGetProgramInfoLog( program, bufsize, length, infolog); } void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetRenderbufferParameteriv( target, pname, params); } void glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetShaderiv( shader, pname, params); } void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) { GET_CONTEXT; ctx->glGetShaderInfoLog( shader, bufsize, length, infolog); } void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { GET_CONTEXT; ctx->glGetShaderPrecisionFormat( shadertype, precisiontype, range, precision); } void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { GET_CONTEXT; ctx->glGetShaderSource( shader, bufsize, length, source); } const GLubyte* glGetString(GLenum name) { GET_CONTEXT; return ctx->glGetString( name); } void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { GET_CONTEXT; ctx->glGetTexParameterfv( target, pname, params); } void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetTexParameteriv( target, pname, params); } void glGetUniformfv(GLuint program, GLint location, GLfloat* params) { GET_CONTEXT; ctx->glGetUniformfv( program, location, params); } void glGetUniformiv(GLuint program, GLint location, GLint* params) { GET_CONTEXT; ctx->glGetUniformiv( program, location, params); } int glGetUniformLocation(GLuint program, const GLchar* name) { GET_CONTEXT; return ctx->glGetUniformLocation( program, name); } void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { GET_CONTEXT; ctx->glGetVertexAttribfv( index, pname, params); } void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetVertexAttribiv( index, pname, params); } void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer) { GET_CONTEXT; ctx->glGetVertexAttribPointerv( index, pname, pointer); } void glHint(GLenum target, GLenum mode) { GET_CONTEXT; ctx->glHint( target, mode); } GLboolean glIsBuffer(GLuint buffer) { GET_CONTEXT; return ctx->glIsBuffer( buffer); } GLboolean glIsEnabled(GLenum cap) { GET_CONTEXT; return ctx->glIsEnabled( cap); } GLboolean glIsFramebuffer(GLuint framebuffer) { GET_CONTEXT; return ctx->glIsFramebuffer( framebuffer); } GLboolean glIsProgram(GLuint program) { GET_CONTEXT; return ctx->glIsProgram( program); } GLboolean glIsRenderbuffer(GLuint renderbuffer) { GET_CONTEXT; return ctx->glIsRenderbuffer( renderbuffer); } GLboolean glIsShader(GLuint shader) { GET_CONTEXT; return ctx->glIsShader( shader); } GLboolean glIsTexture(GLuint texture) { GET_CONTEXT; return ctx->glIsTexture( texture); } void glLineWidth(GLfloat width) { GET_CONTEXT; ctx->glLineWidth( width); } void glLinkProgram(GLuint program) { GET_CONTEXT; ctx->glLinkProgram( program); } void glPixelStorei(GLenum pname, GLint param) { GET_CONTEXT; ctx->glPixelStorei( pname, param); } void glPolygonOffset(GLfloat factor, GLfloat units) { GET_CONTEXT; ctx->glPolygonOffset( factor, units); } void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { GET_CONTEXT; ctx->glReadPixels( x, y, width, height, format, type, pixels); } void glReleaseShaderCompiler() { GET_CONTEXT; ctx->glReleaseShaderCompiler(); } void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { GET_CONTEXT; ctx->glRenderbufferStorage( target, internalformat, width, height); } void glSampleCoverage(GLclampf value, GLboolean invert) { GET_CONTEXT; ctx->glSampleCoverage( value, invert); } void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { GET_CONTEXT; ctx->glScissor( x, y, width, height); } void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { GET_CONTEXT; ctx->glShaderBinary( n, shaders, binaryformat, binary, length); } void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) { GET_CONTEXT; ctx->glShaderSource( shader, count, string, length); } void glStencilFunc(GLenum func, GLint ref, GLuint mask) { GET_CONTEXT; ctx->glStencilFunc( func, ref, mask); } void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { GET_CONTEXT; ctx->glStencilFuncSeparate( face, func, ref, mask); } void glStencilMask(GLuint mask) { GET_CONTEXT; ctx->glStencilMask( mask); } void glStencilMaskSeparate(GLenum face, GLuint mask) { GET_CONTEXT; ctx->glStencilMaskSeparate( face, mask); } void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { GET_CONTEXT; ctx->glStencilOp( fail, zfail, zpass); } void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { GET_CONTEXT; ctx->glStencilOpSeparate( 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( target, level, internalformat, width, height, border, format, type, pixels); } void glTexParameterf(GLenum target, GLenum pname, GLfloat param) { GET_CONTEXT; ctx->glTexParameterf( target, pname, param); } void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { GET_CONTEXT; ctx->glTexParameterfv( target, pname, params); } void glTexParameteri(GLenum target, GLenum pname, GLint param) { GET_CONTEXT; ctx->glTexParameteri( target, pname, param); } void glTexParameteriv(GLenum target, GLenum pname, const GLint* params) { GET_CONTEXT; ctx->glTexParameteriv( 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( target, level, xoffset, yoffset, width, height, format, type, pixels); } void glUniform1f(GLint location, GLfloat x) { GET_CONTEXT; ctx->glUniform1f( location, x); } void glUniform1fv(GLint location, GLsizei count, const GLfloat* v) { GET_CONTEXT; ctx->glUniform1fv( location, count, v); } void glUniform1i(GLint location, GLint x) { GET_CONTEXT; ctx->glUniform1i( location, x); } void glUniform1iv(GLint location, GLsizei count, const GLint* v) { GET_CONTEXT; ctx->glUniform1iv( location, count, v); } void glUniform2f(GLint location, GLfloat x, GLfloat y) { GET_CONTEXT; ctx->glUniform2f( location, x, y); } void glUniform2fv(GLint location, GLsizei count, const GLfloat* v) { GET_CONTEXT; ctx->glUniform2fv( location, count, v); } void glUniform2i(GLint location, GLint x, GLint y) { GET_CONTEXT; ctx->glUniform2i( location, x, y); } void glUniform2iv(GLint location, GLsizei count, const GLint* v) { GET_CONTEXT; ctx->glUniform2iv( location, count, v); } void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { GET_CONTEXT; ctx->glUniform3f( location, x, y, z); } void glUniform3fv(GLint location, GLsizei count, const GLfloat* v) { GET_CONTEXT; ctx->glUniform3fv( location, count, v); } void glUniform3i(GLint location, GLint x, GLint y, GLint z) { GET_CONTEXT; ctx->glUniform3i( location, x, y, z); } void glUniform3iv(GLint location, GLsizei count, const GLint* v) { GET_CONTEXT; ctx->glUniform3iv( location, count, v); } void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { GET_CONTEXT; ctx->glUniform4f( location, x, y, z, w); } void glUniform4fv(GLint location, GLsizei count, const GLfloat* v) { GET_CONTEXT; ctx->glUniform4fv( location, count, v); } void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { GET_CONTEXT; ctx->glUniform4i( location, x, y, z, w); } void glUniform4iv(GLint location, GLsizei count, const GLint* v) { GET_CONTEXT; ctx->glUniform4iv( location, count, v); } void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix2fv( location, count, transpose, value); } void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix3fv( location, count, transpose, value); } void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix4fv( location, count, transpose, value); } void glUseProgram(GLuint program) { GET_CONTEXT; ctx->glUseProgram( program); } void glValidateProgram(GLuint program) { GET_CONTEXT; ctx->glValidateProgram( program); } void glVertexAttrib1f(GLuint indx, GLfloat x) { GET_CONTEXT; ctx->glVertexAttrib1f( indx, x); } void glVertexAttrib1fv(GLuint indx, const GLfloat* values) { GET_CONTEXT; ctx->glVertexAttrib1fv( indx, values); } void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { GET_CONTEXT; ctx->glVertexAttrib2f( indx, x, y); } void glVertexAttrib2fv(GLuint indx, const GLfloat* values) { GET_CONTEXT; ctx->glVertexAttrib2fv( indx, values); } void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { GET_CONTEXT; ctx->glVertexAttrib3f( indx, x, y, z); } void glVertexAttrib3fv(GLuint indx, const GLfloat* values) { GET_CONTEXT; ctx->glVertexAttrib3fv( indx, values); } void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { GET_CONTEXT; ctx->glVertexAttrib4f( indx, x, y, z, w); } void glVertexAttrib4fv(GLuint indx, const GLfloat* values) { GET_CONTEXT; ctx->glVertexAttrib4fv( indx, values); } void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) { GET_CONTEXT; ctx->glVertexAttribPointer( indx, size, type, normalized, stride, ptr); } void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { GET_CONTEXT; ctx->glViewport( x, y, width, height); } void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image) { GET_CONTEXT; ctx->glEGLImageTargetTexture2DOES( target, image); } void glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image) { GET_CONTEXT; ctx->glEGLImageTargetRenderbufferStorageOES( target, image); } void glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary) { GET_CONTEXT; ctx->glGetProgramBinaryOES( program, bufSize, length, binaryFormat, binary); } void glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length) { GET_CONTEXT; ctx->glProgramBinaryOES( program, binaryFormat, binary, length); } void* glMapBufferOES(GLenum target, GLenum access) { GET_CONTEXT; return ctx->glMapBufferOES( target, access); } GLboolean glUnmapBufferOES(GLenum target) { GET_CONTEXT; return ctx->glUnmapBufferOES( 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( 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( 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( 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( 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( 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( target, attachment, textarget, texture, level, zoffset); } void glBindVertexArrayOES(GLuint array) { GET_CONTEXT; ctx->glBindVertexArrayOES( array); } void glDeleteVertexArraysOES(GLsizei n, const GLuint* arrays) { GET_CONTEXT; ctx->glDeleteVertexArraysOES( n, arrays); } void glGenVertexArraysOES(GLsizei n, GLuint* arrays) { GET_CONTEXT; ctx->glGenVertexArraysOES( n, arrays); } GLboolean glIsVertexArrayOES(GLuint array) { GET_CONTEXT; return ctx->glIsVertexArrayOES( array); } void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum* attachments) { GET_CONTEXT; ctx->glDiscardFramebufferEXT( target, numAttachments, attachments); } void glMultiDrawArraysEXT(GLenum mode, const GLint* first, const GLsizei* count, GLsizei primcount) { GET_CONTEXT; ctx->glMultiDrawArraysEXT( mode, first, count, primcount); } void glMultiDrawElementsEXT(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei primcount) { GET_CONTEXT; ctx->glMultiDrawElementsEXT( mode, count, type, indices, primcount); } void glGetPerfMonitorGroupsAMD(GLint* numGroups, GLsizei groupsSize, GLuint* groups) { GET_CONTEXT; ctx->glGetPerfMonitorGroupsAMD( numGroups, groupsSize, groups); } void glGetPerfMonitorCountersAMD(GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters) { GET_CONTEXT; ctx->glGetPerfMonitorCountersAMD( group, numCounters, maxActiveCounters, counterSize, counters); } void glGetPerfMonitorGroupStringAMD(GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString) { GET_CONTEXT; ctx->glGetPerfMonitorGroupStringAMD( group, bufSize, length, groupString); } void glGetPerfMonitorCounterStringAMD(GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString) { GET_CONTEXT; ctx->glGetPerfMonitorCounterStringAMD( group, counter, bufSize, length, counterString); } void glGetPerfMonitorCounterInfoAMD(GLuint group, GLuint counter, GLenum pname, GLvoid* data) { GET_CONTEXT; ctx->glGetPerfMonitorCounterInfoAMD( group, counter, pname, data); } void glGenPerfMonitorsAMD(GLsizei n, GLuint* monitors) { GET_CONTEXT; ctx->glGenPerfMonitorsAMD( n, monitors); } void glDeletePerfMonitorsAMD(GLsizei n, GLuint* monitors) { GET_CONTEXT; ctx->glDeletePerfMonitorsAMD( n, monitors); } void glSelectPerfMonitorCountersAMD(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList) { GET_CONTEXT; ctx->glSelectPerfMonitorCountersAMD( monitor, enable, group, numCounters, countersList); } void glBeginPerfMonitorAMD(GLuint monitor) { GET_CONTEXT; ctx->glBeginPerfMonitorAMD( monitor); } void glEndPerfMonitorAMD(GLuint monitor) { GET_CONTEXT; ctx->glEndPerfMonitorAMD( monitor); } void glGetPerfMonitorCounterDataAMD(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten) { GET_CONTEXT; ctx->glGetPerfMonitorCounterDataAMD( monitor, pname, dataSize, data, bytesWritten); } void glRenderbufferStorageMultisampleIMG(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { GET_CONTEXT; ctx->glRenderbufferStorageMultisampleIMG( target, samples, internalformat, width, height); } void glFramebufferTexture2DMultisampleIMG(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) { GET_CONTEXT; ctx->glFramebufferTexture2DMultisampleIMG( target, attachment, textarget, texture, level, samples); } void glDeleteFencesNV(GLsizei n, const GLuint* fences) { GET_CONTEXT; ctx->glDeleteFencesNV( n, fences); } void glGenFencesNV(GLsizei n, GLuint* fences) { GET_CONTEXT; ctx->glGenFencesNV( n, fences); } GLboolean glIsFenceNV(GLuint fence) { GET_CONTEXT; return ctx->glIsFenceNV( fence); } GLboolean glTestFenceNV(GLuint fence) { GET_CONTEXT; return ctx->glTestFenceNV( fence); } void glGetFenceivNV(GLuint fence, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetFenceivNV( fence, pname, params); } void glFinishFenceNV(GLuint fence) { GET_CONTEXT; ctx->glFinishFenceNV( fence); } void glSetFenceNV(GLuint fence, GLenum condition) { GET_CONTEXT; ctx->glSetFenceNV( fence, condition); } void glCoverageMaskNV(GLboolean mask) { GET_CONTEXT; ctx->glCoverageMaskNV( mask); } void glCoverageOperationNV(GLenum operation) { GET_CONTEXT; ctx->glCoverageOperationNV( operation); } void glGetDriverControlsQCOM(GLint* num, GLsizei size, GLuint* driverControls) { GET_CONTEXT; ctx->glGetDriverControlsQCOM( num, size, driverControls); } void glGetDriverControlStringQCOM(GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString) { GET_CONTEXT; ctx->glGetDriverControlStringQCOM( driverControl, bufSize, length, driverControlString); } void glEnableDriverControlQCOM(GLuint driverControl) { GET_CONTEXT; ctx->glEnableDriverControlQCOM( driverControl); } void glDisableDriverControlQCOM(GLuint driverControl) { GET_CONTEXT; ctx->glDisableDriverControlQCOM( driverControl); } void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures) { GET_CONTEXT; ctx->glExtGetTexturesQCOM( textures, maxTextures, numTextures); } void glExtGetBuffersQCOM(GLuint* buffers, GLint maxBuffers, GLint* numBuffers) { GET_CONTEXT; ctx->glExtGetBuffersQCOM( buffers, maxBuffers, numBuffers); } void glExtGetRenderbuffersQCOM(GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers) { GET_CONTEXT; ctx->glExtGetRenderbuffersQCOM( renderbuffers, maxRenderbuffers, numRenderbuffers); } void glExtGetFramebuffersQCOM(GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers) { GET_CONTEXT; ctx->glExtGetFramebuffersQCOM( framebuffers, maxFramebuffers, numFramebuffers); } void glExtGetTexLevelParameterivQCOM(GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glExtGetTexLevelParameterivQCOM( texture, face, level, pname, params); } void glExtTexObjectStateOverrideiQCOM(GLenum target, GLenum pname, GLint param) { GET_CONTEXT; ctx->glExtTexObjectStateOverrideiQCOM( 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( target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, texels); } void glExtGetBufferPointervQCOM(GLenum target, GLvoidptr* params) { GET_CONTEXT; ctx->glExtGetBufferPointervQCOM( target, params); } void glExtGetShadersQCOM(GLuint* shaders, GLint maxShaders, GLint* numShaders) { GET_CONTEXT; ctx->glExtGetShadersQCOM( shaders, maxShaders, numShaders); } void glExtGetProgramsQCOM(GLuint* programs, GLint maxPrograms, GLint* numPrograms) { GET_CONTEXT; ctx->glExtGetProgramsQCOM( programs, maxPrograms, numPrograms); } GLboolean glExtIsProgramBinaryQCOM(GLuint program) { GET_CONTEXT; return ctx->glExtIsProgramBinaryQCOM( program); } void glExtGetProgramBinarySourceQCOM(GLuint program, GLenum shadertype, GLchar* source, GLint* length) { GET_CONTEXT; ctx->glExtGetProgramBinarySourceQCOM( program, shadertype, source, length); } void glStartTilingQCOM(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask) { GET_CONTEXT; ctx->glStartTilingQCOM( x, y, width, height, preserveMask); } void glEndTilingQCOM(GLbitfield preserveMask) { GET_CONTEXT; ctx->glEndTilingQCOM( preserveMask); } void glVertexAttribPointerData(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen) { GET_CONTEXT; ctx->glVertexAttribPointerData( 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( indx, size, type, normalized, stride, offset); } void glDrawElementsOffset(GLenum mode, GLsizei count, GLenum type, GLuint offset) { GET_CONTEXT; ctx->glDrawElementsOffset( mode, count, type, offset); } void glDrawElementsData(GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen) { GET_CONTEXT; ctx->glDrawElementsData( mode, count, type, data, datalen); } void glGetCompressedTextureFormats(int count, GLint* formats) { GET_CONTEXT; ctx->glGetCompressedTextureFormats( count, formats); } void glShaderString(GLuint shader, const GLchar* string, GLsizei len) { GET_CONTEXT; ctx->glShaderString( shader, string, len); } int glFinishRoundTrip() { GET_CONTEXT; return ctx->glFinishRoundTrip(); } void glGenVertexArrays(GLsizei n, GLuint* arrays) { GET_CONTEXT; ctx->glGenVertexArrays( n, arrays); } void glBindVertexArray(GLuint array) { GET_CONTEXT; ctx->glBindVertexArray( array); } void glDeleteVertexArrays(GLsizei n, const GLuint* arrays) { GET_CONTEXT; ctx->glDeleteVertexArrays( n, arrays); } GLboolean glIsVertexArray(GLuint array) { GET_CONTEXT; return ctx->glIsVertexArray( array); } void* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { GET_CONTEXT; return ctx->glMapBufferRange( target, offset, length, access); } GLboolean glUnmapBuffer(GLenum target) { GET_CONTEXT; return ctx->glUnmapBuffer( target); } void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) { GET_CONTEXT; ctx->glFlushMappedBufferRange( target, offset, length); } void glMapBufferRangeAEMU(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* mapped) { GET_CONTEXT; ctx->glMapBufferRangeAEMU( target, offset, length, access, mapped); } void glUnmapBufferAEMU(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* guest_buffer, GLboolean* out_res) { GET_CONTEXT; ctx->glUnmapBufferAEMU( target, offset, length, access, guest_buffer, out_res); } void glFlushMappedBufferRangeAEMU(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* guest_buffer) { GET_CONTEXT; ctx->glFlushMappedBufferRangeAEMU( target, offset, length, access, guest_buffer); } void glReadPixelsOffsetAEMU(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint offset) { GET_CONTEXT; ctx->glReadPixelsOffsetAEMU( x, y, width, height, format, type, offset); } void glCompressedTexImage2DOffsetAEMU(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, GLuint offset) { GET_CONTEXT; ctx->glCompressedTexImage2DOffsetAEMU( target, level, internalformat, width, height, border, imageSize, offset); } void glCompressedTexSubImage2DOffsetAEMU(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLuint offset) { GET_CONTEXT; ctx->glCompressedTexSubImage2DOffsetAEMU( target, level, xoffset, yoffset, width, height, format, imageSize, offset); } void glTexImage2DOffsetAEMU(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLuint offset) { GET_CONTEXT; ctx->glTexImage2DOffsetAEMU( target, level, internalformat, width, height, border, format, type, offset); } void glTexSubImage2DOffsetAEMU(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint offset) { GET_CONTEXT; ctx->glTexSubImage2DOffsetAEMU( target, level, xoffset, yoffset, width, height, format, type, offset); } void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { GET_CONTEXT; ctx->glBindBufferRange( target, index, buffer, offset, size); } void glBindBufferBase(GLenum target, GLuint index, GLuint buffer) { GET_CONTEXT; ctx->glBindBufferBase( target, index, buffer); } void glCopyBufferSubData(GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size) { GET_CONTEXT; ctx->glCopyBufferSubData( readtarget, writetarget, readoffset, writeoffset, size); } void glClearBufferiv(GLenum buffer, GLint drawBuffer, const GLint* value) { GET_CONTEXT; ctx->glClearBufferiv( buffer, drawBuffer, value); } void glClearBufferuiv(GLenum buffer, GLint drawBuffer, const GLuint* value) { GET_CONTEXT; ctx->glClearBufferuiv( buffer, drawBuffer, value); } void glClearBufferfv(GLenum buffer, GLint drawBuffer, const GLfloat* value) { GET_CONTEXT; ctx->glClearBufferfv( buffer, drawBuffer, value); } void glClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil) { GET_CONTEXT; ctx->glClearBufferfi( buffer, drawBuffer, depth, stencil); } void glGetBufferParameteri64v(GLenum target, GLenum value, GLint64* data) { GET_CONTEXT; ctx->glGetBufferParameteri64v( target, value, data); } void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid** params) { GET_CONTEXT; ctx->glGetBufferPointerv( target, pname, params); } void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { GET_CONTEXT; ctx->glUniformBlockBinding( program, uniformBlockIndex, uniformBlockBinding); } GLuint glGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName) { GET_CONTEXT; return ctx->glGetUniformBlockIndex( program, uniformBlockName); } void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices) { GET_CONTEXT; ctx->glGetUniformIndices( program, uniformCount, uniformNames, uniformIndices); } void glGetUniformIndicesAEMU(GLuint program, GLsizei uniformCount, const GLchar* packedUniformNames, GLsizei packedLen, GLuint* uniformIndices) { GET_CONTEXT; ctx->glGetUniformIndicesAEMU( program, uniformCount, packedUniformNames, packedLen, uniformIndices); } void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetActiveUniformBlockiv( program, uniformBlockIndex, pname, params); } void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName) { GET_CONTEXT; ctx->glGetActiveUniformBlockName( program, uniformBlockIndex, bufSize, length, uniformBlockName); } void glUniform1ui(GLint location, GLuint v0) { GET_CONTEXT; ctx->glUniform1ui( location, v0); } void glUniform2ui(GLint location, GLuint v0, GLuint v1) { GET_CONTEXT; ctx->glUniform2ui( location, v0, v1); } void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { GET_CONTEXT; ctx->glUniform3ui( location, v0, v1, v2); } void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { GET_CONTEXT; ctx->glUniform4ui( location, v0, v1, v2, v3); } void glUniform1uiv(GLint location, GLsizei count, const GLuint* value) { GET_CONTEXT; ctx->glUniform1uiv( location, count, value); } void glUniform2uiv(GLint location, GLsizei count, const GLuint* value) { GET_CONTEXT; ctx->glUniform2uiv( location, count, value); } void glUniform3uiv(GLint location, GLsizei count, const GLuint* value) { GET_CONTEXT; ctx->glUniform3uiv( location, count, value); } void glUniform4uiv(GLint location, GLsizei count, const GLuint* value) { GET_CONTEXT; ctx->glUniform4uiv( location, count, value); } void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix2x3fv( location, count, transpose, value); } void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix3x2fv( location, count, transpose, value); } void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix2x4fv( location, count, transpose, value); } void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix4x2fv( location, count, transpose, value); } void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix3x4fv( location, count, transpose, value); } void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glUniformMatrix4x3fv( location, count, transpose, value); } void glGetUniformuiv(GLuint program, GLint location, GLuint* params) { GET_CONTEXT; ctx->glGetUniformuiv( program, location, params); } void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetActiveUniformsiv( program, uniformCount, uniformIndices, pname, params); } void glVertexAttribI4i(GLuint index, GLint v0, GLint v1, GLint v2, GLint v3) { GET_CONTEXT; ctx->glVertexAttribI4i( index, v0, v1, v2, v3); } void glVertexAttribI4ui(GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { GET_CONTEXT; ctx->glVertexAttribI4ui( index, v0, v1, v2, v3); } void glVertexAttribI4iv(GLuint index, const GLint* v) { GET_CONTEXT; ctx->glVertexAttribI4iv( index, v); } void glVertexAttribI4uiv(GLuint index, const GLuint* v) { GET_CONTEXT; ctx->glVertexAttribI4uiv( index, v); } void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) { GET_CONTEXT; ctx->glVertexAttribIPointer( index, size, type, stride, pointer); } void glVertexAttribIPointerOffsetAEMU(GLuint index, GLint size, GLenum type, GLsizei stride, GLuint offset) { GET_CONTEXT; ctx->glVertexAttribIPointerOffsetAEMU( index, size, type, stride, offset); } void glVertexAttribIPointerDataAEMU(GLuint index, GLint size, GLenum type, GLsizei stride, void* data, GLuint datalen) { GET_CONTEXT; ctx->glVertexAttribIPointerDataAEMU( index, size, type, stride, data, datalen); } void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetVertexAttribIiv( index, pname, params); } void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params) { GET_CONTEXT; ctx->glGetVertexAttribIuiv( index, pname, params); } void glVertexAttribDivisor(GLuint index, GLuint divisor) { GET_CONTEXT; ctx->glVertexAttribDivisor( index, divisor); } void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount) { GET_CONTEXT; ctx->glDrawArraysInstanced( mode, first, count, primcount); } void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount) { GET_CONTEXT; ctx->glDrawElementsInstanced( mode, count, type, indices, primcount); } void glDrawElementsInstancedDataAEMU(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount, GLsizei datalen) { GET_CONTEXT; ctx->glDrawElementsInstancedDataAEMU( mode, count, type, indices, primcount, datalen); } void glDrawElementsInstancedOffsetAEMU(GLenum mode, GLsizei count, GLenum type, GLuint offset, GLsizei primcount) { GET_CONTEXT; ctx->glDrawElementsInstancedOffsetAEMU( mode, count, type, offset, primcount); } void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices) { GET_CONTEXT; ctx->glDrawRangeElements( mode, start, end, count, type, indices); } void glDrawRangeElementsDataAEMU(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices, GLsizei datalen) { GET_CONTEXT; ctx->glDrawRangeElementsDataAEMU( mode, start, end, count, type, indices, datalen); } void glDrawRangeElementsOffsetAEMU(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLuint offset) { GET_CONTEXT; ctx->glDrawRangeElementsOffsetAEMU( mode, start, end, count, type, offset); } GLsync glFenceSync(GLenum condition, GLbitfield flags) { GET_CONTEXT; return ctx->glFenceSync( condition, flags); } GLenum glClientWaitSync(GLsync wait_on, GLbitfield flags, GLuint64 timeout) { GET_CONTEXT; return ctx->glClientWaitSync( wait_on, flags, timeout); } void glWaitSync(GLsync wait_on, GLbitfield flags, GLuint64 timeout) { GET_CONTEXT; ctx->glWaitSync( wait_on, flags, timeout); } void glDeleteSync(GLsync to_delete) { GET_CONTEXT; ctx->glDeleteSync( to_delete); } GLboolean glIsSync(GLsync sync) { GET_CONTEXT; return ctx->glIsSync( sync); } void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values) { GET_CONTEXT; ctx->glGetSynciv( sync, pname, bufSize, length, values); } uint64_t glFenceSyncAEMU(GLenum condition, GLbitfield flags) { GET_CONTEXT; return ctx->glFenceSyncAEMU( condition, flags); } GLenum glClientWaitSyncAEMU(uint64_t wait_on, GLbitfield flags, GLuint64 timeout) { GET_CONTEXT; return ctx->glClientWaitSyncAEMU( wait_on, flags, timeout); } void glWaitSyncAEMU(uint64_t wait_on, GLbitfield flags, GLuint64 timeout) { GET_CONTEXT; ctx->glWaitSyncAEMU( wait_on, flags, timeout); } void glDeleteSyncAEMU(uint64_t to_delete) { GET_CONTEXT; ctx->glDeleteSyncAEMU( to_delete); } GLboolean glIsSyncAEMU(uint64_t sync) { GET_CONTEXT; return ctx->glIsSyncAEMU( sync); } void glGetSyncivAEMU(uint64_t sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values) { GET_CONTEXT; ctx->glGetSyncivAEMU( sync, pname, bufSize, length, values); } void glDrawBuffers(GLsizei n, const GLenum* bufs) { GET_CONTEXT; ctx->glDrawBuffers( n, bufs); } void glReadBuffer(GLenum src) { GET_CONTEXT; ctx->glReadBuffer( src); } void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { GET_CONTEXT; ctx->glBlitFramebuffer( srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments) { GET_CONTEXT; ctx->glInvalidateFramebuffer( target, numAttachments, attachments); } void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) { GET_CONTEXT; ctx->glInvalidateSubFramebuffer( target, numAttachments, attachments, x, y, width, height); } void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { GET_CONTEXT; ctx->glFramebufferTextureLayer( target, attachment, texture, level, layer); } void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { GET_CONTEXT; ctx->glRenderbufferStorageMultisample( target, samples, internalformat, width, height); } void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { GET_CONTEXT; ctx->glTexStorage2D( target, levels, internalformat, width, height); } void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params) { GET_CONTEXT; ctx->glGetInternalformativ( target, internalformat, pname, bufSize, params); } void glBeginTransformFeedback(GLenum primitiveMode) { GET_CONTEXT; ctx->glBeginTransformFeedback( primitiveMode); } void glEndTransformFeedback() { GET_CONTEXT; ctx->glEndTransformFeedback(); } void glGenTransformFeedbacks(GLsizei n, GLuint* ids) { GET_CONTEXT; ctx->glGenTransformFeedbacks( n, ids); } void glDeleteTransformFeedbacks(GLsizei n, const GLuint* ids) { GET_CONTEXT; ctx->glDeleteTransformFeedbacks( n, ids); } void glBindTransformFeedback(GLenum target, GLuint id) { GET_CONTEXT; ctx->glBindTransformFeedback( target, id); } void glPauseTransformFeedback() { GET_CONTEXT; ctx->glPauseTransformFeedback(); } void glResumeTransformFeedback() { GET_CONTEXT; ctx->glResumeTransformFeedback(); } GLboolean glIsTransformFeedback(GLuint id) { GET_CONTEXT; return ctx->glIsTransformFeedback( id); } void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode) { GET_CONTEXT; ctx->glTransformFeedbackVaryings( program, count, varyings, bufferMode); } void glTransformFeedbackVaryingsAEMU(GLuint program, GLsizei count, const char* packedVaryings, GLuint packedVaryingsLen, GLenum bufferMode) { GET_CONTEXT; ctx->glTransformFeedbackVaryingsAEMU( program, count, packedVaryings, packedVaryingsLen, bufferMode); } void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, char* name) { GET_CONTEXT; ctx->glGetTransformFeedbackVarying( program, index, bufSize, length, size, type, name); } void glGenSamplers(GLsizei n, GLuint* samplers) { GET_CONTEXT; ctx->glGenSamplers( n, samplers); } void glDeleteSamplers(GLsizei n, const GLuint* samplers) { GET_CONTEXT; ctx->glDeleteSamplers( n, samplers); } void glBindSampler(GLuint unit, GLuint sampler) { GET_CONTEXT; ctx->glBindSampler( unit, sampler); } void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { GET_CONTEXT; ctx->glSamplerParameterf( sampler, pname, param); } void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param) { GET_CONTEXT; ctx->glSamplerParameteri( sampler, pname, param); } void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* params) { GET_CONTEXT; ctx->glSamplerParameterfv( sampler, pname, params); } void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint* params) { GET_CONTEXT; ctx->glSamplerParameteriv( sampler, pname, params); } void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params) { GET_CONTEXT; ctx->glGetSamplerParameterfv( sampler, pname, params); } void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetSamplerParameteriv( sampler, pname, params); } GLboolean glIsSampler(GLuint sampler) { GET_CONTEXT; return ctx->glIsSampler( sampler); } void glGenQueries(GLsizei n, GLuint* queries) { GET_CONTEXT; ctx->glGenQueries( n, queries); } void glDeleteQueries(GLsizei n, const GLuint* queries) { GET_CONTEXT; ctx->glDeleteQueries( n, queries); } void glBeginQuery(GLenum target, GLuint query) { GET_CONTEXT; ctx->glBeginQuery( target, query); } void glEndQuery(GLenum target) { GET_CONTEXT; ctx->glEndQuery( target); } void glGetQueryiv(GLenum target, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetQueryiv( target, pname, params); } void glGetQueryObjectuiv(GLuint query, GLenum pname, GLuint* params) { GET_CONTEXT; ctx->glGetQueryObjectuiv( query, pname, params); } GLboolean glIsQuery(GLuint query) { GET_CONTEXT; return ctx->glIsQuery( query); } void glProgramParameteri(GLuint program, GLenum pname, GLint value) { GET_CONTEXT; ctx->glProgramParameteri( program, pname, value); } void glProgramBinary(GLuint program, GLenum binaryFormat, const void* binary, GLsizei length) { GET_CONTEXT; ctx->glProgramBinary( program, binaryFormat, binary, length); } void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, void* binary) { GET_CONTEXT; ctx->glGetProgramBinary( program, bufSize, length, binaryFormat, binary); } GLint glGetFragDataLocation(GLuint program, const char* name) { GET_CONTEXT; return ctx->glGetFragDataLocation( program, name); } void glGetInteger64v(GLenum pname, GLint64* data) { GET_CONTEXT; ctx->glGetInteger64v( pname, data); } void glGetIntegeri_v(GLenum target, GLuint index, GLint* data) { GET_CONTEXT; ctx->glGetIntegeri_v( target, index, data); } void glGetInteger64i_v(GLenum target, GLuint index, GLint64* data) { GET_CONTEXT; ctx->glGetInteger64i_v( target, index, data); } void glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* data) { GET_CONTEXT; ctx->glTexImage3D( target, level, internalFormat, width, height, depth, border, format, type, data); } void glTexImage3DOffsetAEMU(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GLuint offset) { GET_CONTEXT; ctx->glTexImage3DOffsetAEMU( target, level, internalFormat, width, height, depth, border, format, type, offset); } void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { GET_CONTEXT; ctx->glTexStorage3D( target, levels, internalformat, width, height, depth); } void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* data) { GET_CONTEXT; ctx->glTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data); } void glTexSubImage3DOffsetAEMU(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLuint offset) { GET_CONTEXT; ctx->glTexSubImage3DOffsetAEMU( target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, offset); } void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data) { GET_CONTEXT; ctx->glCompressedTexImage3D( target, level, internalformat, width, height, depth, border, imageSize, data); } void glCompressedTexImage3DOffsetAEMU(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, GLuint offset) { GET_CONTEXT; ctx->glCompressedTexImage3DOffsetAEMU( target, level, internalformat, width, height, depth, border, imageSize, offset); } void glCompressedTexSubImage3D(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->glCompressedTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } void glCompressedTexSubImage3DOffsetAEMU(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, GLuint data) { GET_CONTEXT; ctx->glCompressedTexSubImage3DOffsetAEMU( target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { GET_CONTEXT; ctx->glCopyTexSubImage3D( target, level, xoffset, yoffset, zoffset, x, y, width, height); } const GLubyte* glGetStringi(GLenum name, GLuint index) { GET_CONTEXT; return ctx->glGetStringi( name, index); } void glGetBooleani_v(GLenum target, GLuint index, GLboolean* data) { GET_CONTEXT; ctx->glGetBooleani_v( target, index, data); } void glMemoryBarrier(GLbitfield barriers) { GET_CONTEXT; ctx->glMemoryBarrier( barriers); } void glMemoryBarrierByRegion(GLbitfield barriers) { GET_CONTEXT; ctx->glMemoryBarrierByRegion( barriers); } void glGenProgramPipelines(GLsizei n, GLuint* pipelines) { GET_CONTEXT; ctx->glGenProgramPipelines( n, pipelines); } void glDeleteProgramPipelines(GLsizei n, const GLuint* pipelines) { GET_CONTEXT; ctx->glDeleteProgramPipelines( n, pipelines); } void glBindProgramPipeline(GLuint pipeline) { GET_CONTEXT; ctx->glBindProgramPipeline( pipeline); } void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetProgramPipelineiv( pipeline, pname, params); } void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { GET_CONTEXT; ctx->glGetProgramPipelineInfoLog( pipeline, bufSize, length, infoLog); } void glValidateProgramPipeline(GLuint pipeline) { GET_CONTEXT; ctx->glValidateProgramPipeline( pipeline); } GLboolean glIsProgramPipeline(GLuint pipeline) { GET_CONTEXT; return ctx->glIsProgramPipeline( pipeline); } void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program) { GET_CONTEXT; ctx->glUseProgramStages( pipeline, stages, program); } void glActiveShaderProgram(GLuint pipeline, GLuint program) { GET_CONTEXT; ctx->glActiveShaderProgram( pipeline, program); } GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const char** strings) { GET_CONTEXT; return ctx->glCreateShaderProgramv( type, count, strings); } GLuint glCreateShaderProgramvAEMU(GLenum type, GLsizei count, const char* packedStrings, GLuint packedLen) { GET_CONTEXT; return ctx->glCreateShaderProgramvAEMU( type, count, packedStrings, packedLen); } void glProgramUniform1f(GLuint program, GLint location, GLfloat v0) { GET_CONTEXT; ctx->glProgramUniform1f( program, location, v0); } void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1) { GET_CONTEXT; ctx->glProgramUniform2f( program, location, v0, v1); } void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { GET_CONTEXT; ctx->glProgramUniform3f( program, location, v0, v1, v2); } void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { GET_CONTEXT; ctx->glProgramUniform4f( program, location, v0, v1, v2, v3); } void glProgramUniform1i(GLuint program, GLint location, GLint v0) { GET_CONTEXT; ctx->glProgramUniform1i( program, location, v0); } void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1) { GET_CONTEXT; ctx->glProgramUniform2i( program, location, v0, v1); } void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2) { GET_CONTEXT; ctx->glProgramUniform3i( program, location, v0, v1, v2); } void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { GET_CONTEXT; ctx->glProgramUniform4i( program, location, v0, v1, v2, v3); } void glProgramUniform1ui(GLuint program, GLint location, GLuint v0) { GET_CONTEXT; ctx->glProgramUniform1ui( program, location, v0); } void glProgramUniform2ui(GLuint program, GLint location, GLint v0, GLuint v1) { GET_CONTEXT; ctx->glProgramUniform2ui( program, location, v0, v1); } void glProgramUniform3ui(GLuint program, GLint location, GLint v0, GLint v1, GLuint v2) { GET_CONTEXT; ctx->glProgramUniform3ui( program, location, v0, v1, v2); } void glProgramUniform4ui(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLuint v3) { GET_CONTEXT; ctx->glProgramUniform4ui( program, location, v0, v1, v2, v3); } void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniform1fv( program, location, count, value); } void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniform2fv( program, location, count, value); } void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniform3fv( program, location, count, value); } void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniform4fv( program, location, count, value); } void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint* value) { GET_CONTEXT; ctx->glProgramUniform1iv( program, location, count, value); } void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint* value) { GET_CONTEXT; ctx->glProgramUniform2iv( program, location, count, value); } void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint* value) { GET_CONTEXT; ctx->glProgramUniform3iv( program, location, count, value); } void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint* value) { GET_CONTEXT; ctx->glProgramUniform4iv( program, location, count, value); } void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint* value) { GET_CONTEXT; ctx->glProgramUniform1uiv( program, location, count, value); } void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint* value) { GET_CONTEXT; ctx->glProgramUniform2uiv( program, location, count, value); } void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint* value) { GET_CONTEXT; ctx->glProgramUniform3uiv( program, location, count, value); } void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint* value) { GET_CONTEXT; ctx->glProgramUniform4uiv( program, location, count, value); } void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix2fv( program, location, count, transpose, value); } void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix3fv( program, location, count, transpose, value); } void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix4fv( program, location, count, transpose, value); } void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix2x3fv( program, location, count, transpose, value); } void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix3x2fv( program, location, count, transpose, value); } void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix2x4fv( program, location, count, transpose, value); } void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix4x2fv( program, location, count, transpose, value); } void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix3x4fv( program, location, count, transpose, value); } void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { GET_CONTEXT; ctx->glProgramUniformMatrix4x3fv( program, location, count, transpose, value); } void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetProgramInterfaceiv( program, programInterface, pname, params); } void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params) { GET_CONTEXT; ctx->glGetProgramResourceiv( program, programInterface, index, propCount, props, bufSize, length, params); } GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const char* name) { GET_CONTEXT; return ctx->glGetProgramResourceIndex( program, programInterface, name); } GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const char* name) { GET_CONTEXT; return ctx->glGetProgramResourceLocation( program, programInterface, name); } void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, char* name) { GET_CONTEXT; ctx->glGetProgramResourceName( program, programInterface, index, bufSize, length, name); } void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) { GET_CONTEXT; ctx->glBindImageTexture( unit, texture, level, layered, layer, access, format); } void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z) { GET_CONTEXT; ctx->glDispatchCompute( num_groups_x, num_groups_y, num_groups_z); } void glDispatchComputeIndirect(GLintptr indirect) { GET_CONTEXT; ctx->glDispatchComputeIndirect( indirect); } void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLintptr stride) { GET_CONTEXT; ctx->glBindVertexBuffer( bindingindex, buffer, offset, stride); } void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex) { GET_CONTEXT; ctx->glVertexAttribBinding( attribindex, bindingindex); } void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) { GET_CONTEXT; ctx->glVertexAttribFormat( attribindex, size, type, normalized, relativeoffset); } void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) { GET_CONTEXT; ctx->glVertexAttribIFormat( attribindex, size, type, relativeoffset); } void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor) { GET_CONTEXT; ctx->glVertexBindingDivisor( bindingindex, divisor); } void glDrawArraysIndirect(GLenum mode, const void* indirect) { GET_CONTEXT; ctx->glDrawArraysIndirect( mode, indirect); } void glDrawArraysIndirectDataAEMU(GLenum mode, const void* indirect, GLuint datalen) { GET_CONTEXT; ctx->glDrawArraysIndirectDataAEMU( mode, indirect, datalen); } void glDrawArraysIndirectOffsetAEMU(GLenum mode, GLuint offset) { GET_CONTEXT; ctx->glDrawArraysIndirectOffsetAEMU( mode, offset); } void glDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect) { GET_CONTEXT; ctx->glDrawElementsIndirect( mode, type, indirect); } void glDrawElementsIndirectDataAEMU(GLenum mode, GLenum type, const void* indirect, GLuint datalen) { GET_CONTEXT; ctx->glDrawElementsIndirectDataAEMU( mode, type, indirect, datalen); } void glDrawElementsIndirectOffsetAEMU(GLenum mode, GLenum type, GLuint offset) { GET_CONTEXT; ctx->glDrawElementsIndirectOffsetAEMU( mode, type, offset); } void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { GET_CONTEXT; ctx->glTexStorage2DMultisample( target, samples, internalformat, width, height, fixedsamplelocations); } void glSampleMaski(GLuint maskNumber, GLbitfield mask) { GET_CONTEXT; ctx->glSampleMaski( maskNumber, mask); } void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat* val) { GET_CONTEXT; ctx->glGetMultisamplefv( pname, index, val); } void glFramebufferParameteri(GLenum target, GLenum pname, GLint param) { GET_CONTEXT; ctx->glFramebufferParameteri( target, pname, param); } void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetFramebufferParameteriv( target, pname, params); } void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat* params) { GET_CONTEXT; ctx->glGetTexLevelParameterfv( target, level, pname, params); } void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params) { GET_CONTEXT; ctx->glGetTexLevelParameteriv( target, level, pname, params); }