1*35238bceSAndroid Build Coastguard Worker /*-------------------------------------------------------------------------
2*35238bceSAndroid Build Coastguard Worker * drawElements Quality Program OpenGL ES Utilities
3*35238bceSAndroid Build Coastguard Worker * ------------------------------------------------
4*35238bceSAndroid Build Coastguard Worker *
5*35238bceSAndroid Build Coastguard Worker * Copyright 2014 The Android Open Source Project
6*35238bceSAndroid Build Coastguard Worker *
7*35238bceSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License");
8*35238bceSAndroid Build Coastguard Worker * you may not use this file except in compliance with the License.
9*35238bceSAndroid Build Coastguard Worker * You may obtain a copy of the License at
10*35238bceSAndroid Build Coastguard Worker *
11*35238bceSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0
12*35238bceSAndroid Build Coastguard Worker *
13*35238bceSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software
14*35238bceSAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS,
15*35238bceSAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16*35238bceSAndroid Build Coastguard Worker * See the License for the specific language governing permissions and
17*35238bceSAndroid Build Coastguard Worker * limitations under the License.
18*35238bceSAndroid Build Coastguard Worker *
19*35238bceSAndroid Build Coastguard Worker *//*!
20*35238bceSAndroid Build Coastguard Worker * \file
21*35238bceSAndroid Build Coastguard Worker * \brief Context wrapper that exposes sglr API as GL-compatible API.
22*35238bceSAndroid Build Coastguard Worker *//*--------------------------------------------------------------------*/
23*35238bceSAndroid Build Coastguard Worker
24*35238bceSAndroid Build Coastguard Worker #include "sglrContextWrapper.hpp"
25*35238bceSAndroid Build Coastguard Worker #include "sglrContext.hpp"
26*35238bceSAndroid Build Coastguard Worker
27*35238bceSAndroid Build Coastguard Worker namespace sglr
28*35238bceSAndroid Build Coastguard Worker {
29*35238bceSAndroid Build Coastguard Worker
ContextWrapper(void)30*35238bceSAndroid Build Coastguard Worker ContextWrapper::ContextWrapper(void) : m_curCtx(DE_NULL)
31*35238bceSAndroid Build Coastguard Worker {
32*35238bceSAndroid Build Coastguard Worker }
33*35238bceSAndroid Build Coastguard Worker
~ContextWrapper(void)34*35238bceSAndroid Build Coastguard Worker ContextWrapper::~ContextWrapper(void)
35*35238bceSAndroid Build Coastguard Worker {
36*35238bceSAndroid Build Coastguard Worker }
37*35238bceSAndroid Build Coastguard Worker
setContext(Context * context)38*35238bceSAndroid Build Coastguard Worker void ContextWrapper::setContext(Context *context)
39*35238bceSAndroid Build Coastguard Worker {
40*35238bceSAndroid Build Coastguard Worker m_curCtx = context;
41*35238bceSAndroid Build Coastguard Worker }
42*35238bceSAndroid Build Coastguard Worker
getCurrentContext(void) const43*35238bceSAndroid Build Coastguard Worker Context *ContextWrapper::getCurrentContext(void) const
44*35238bceSAndroid Build Coastguard Worker {
45*35238bceSAndroid Build Coastguard Worker return m_curCtx;
46*35238bceSAndroid Build Coastguard Worker }
47*35238bceSAndroid Build Coastguard Worker
getWidth(void) const48*35238bceSAndroid Build Coastguard Worker int ContextWrapper::getWidth(void) const
49*35238bceSAndroid Build Coastguard Worker {
50*35238bceSAndroid Build Coastguard Worker return m_curCtx->getWidth();
51*35238bceSAndroid Build Coastguard Worker }
52*35238bceSAndroid Build Coastguard Worker
getHeight(void) const53*35238bceSAndroid Build Coastguard Worker int ContextWrapper::getHeight(void) const
54*35238bceSAndroid Build Coastguard Worker {
55*35238bceSAndroid Build Coastguard Worker return m_curCtx->getHeight();
56*35238bceSAndroid Build Coastguard Worker }
57*35238bceSAndroid Build Coastguard Worker
glViewport(int x,int y,int width,int height)58*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glViewport(int x, int y, int width, int height)
59*35238bceSAndroid Build Coastguard Worker {
60*35238bceSAndroid Build Coastguard Worker m_curCtx->viewport(x, y, width, height);
61*35238bceSAndroid Build Coastguard Worker }
62*35238bceSAndroid Build Coastguard Worker
glActiveTexture(uint32_t texture)63*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glActiveTexture(uint32_t texture)
64*35238bceSAndroid Build Coastguard Worker {
65*35238bceSAndroid Build Coastguard Worker m_curCtx->activeTexture(texture);
66*35238bceSAndroid Build Coastguard Worker }
67*35238bceSAndroid Build Coastguard Worker
glBindTexture(uint32_t target,uint32_t texture)68*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBindTexture(uint32_t target, uint32_t texture)
69*35238bceSAndroid Build Coastguard Worker {
70*35238bceSAndroid Build Coastguard Worker m_curCtx->bindTexture(target, texture);
71*35238bceSAndroid Build Coastguard Worker }
72*35238bceSAndroid Build Coastguard Worker
glGenTextures(int numTextures,uint32_t * textures)73*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glGenTextures(int numTextures, uint32_t *textures)
74*35238bceSAndroid Build Coastguard Worker {
75*35238bceSAndroid Build Coastguard Worker m_curCtx->genTextures(numTextures, textures);
76*35238bceSAndroid Build Coastguard Worker }
77*35238bceSAndroid Build Coastguard Worker
glDeleteTextures(int numTextures,const uint32_t * textures)78*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glDeleteTextures(int numTextures, const uint32_t *textures)
79*35238bceSAndroid Build Coastguard Worker {
80*35238bceSAndroid Build Coastguard Worker m_curCtx->deleteTextures(numTextures, textures);
81*35238bceSAndroid Build Coastguard Worker }
82*35238bceSAndroid Build Coastguard Worker
glBindFramebuffer(uint32_t target,uint32_t framebuffer)83*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBindFramebuffer(uint32_t target, uint32_t framebuffer)
84*35238bceSAndroid Build Coastguard Worker {
85*35238bceSAndroid Build Coastguard Worker m_curCtx->bindFramebuffer(target, framebuffer);
86*35238bceSAndroid Build Coastguard Worker }
87*35238bceSAndroid Build Coastguard Worker
glGenFramebuffers(int numFramebuffers,uint32_t * framebuffers)88*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glGenFramebuffers(int numFramebuffers, uint32_t *framebuffers)
89*35238bceSAndroid Build Coastguard Worker {
90*35238bceSAndroid Build Coastguard Worker m_curCtx->genFramebuffers(numFramebuffers, framebuffers);
91*35238bceSAndroid Build Coastguard Worker }
92*35238bceSAndroid Build Coastguard Worker
glDeleteFramebuffers(int numFramebuffers,const uint32_t * framebuffers)93*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glDeleteFramebuffers(int numFramebuffers, const uint32_t *framebuffers)
94*35238bceSAndroid Build Coastguard Worker {
95*35238bceSAndroid Build Coastguard Worker m_curCtx->deleteFramebuffers(numFramebuffers, framebuffers);
96*35238bceSAndroid Build Coastguard Worker }
97*35238bceSAndroid Build Coastguard Worker
glBindRenderbuffer(uint32_t target,uint32_t renderbuffer)98*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBindRenderbuffer(uint32_t target, uint32_t renderbuffer)
99*35238bceSAndroid Build Coastguard Worker {
100*35238bceSAndroid Build Coastguard Worker m_curCtx->bindRenderbuffer(target, renderbuffer);
101*35238bceSAndroid Build Coastguard Worker }
102*35238bceSAndroid Build Coastguard Worker
glGenRenderbuffers(int numRenderbuffers,uint32_t * renderbuffers)103*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glGenRenderbuffers(int numRenderbuffers, uint32_t *renderbuffers)
104*35238bceSAndroid Build Coastguard Worker {
105*35238bceSAndroid Build Coastguard Worker m_curCtx->genRenderbuffers(numRenderbuffers, renderbuffers);
106*35238bceSAndroid Build Coastguard Worker }
107*35238bceSAndroid Build Coastguard Worker
glDeleteRenderbuffers(int numRenderbuffers,const uint32_t * renderbuffers)108*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glDeleteRenderbuffers(int numRenderbuffers, const uint32_t *renderbuffers)
109*35238bceSAndroid Build Coastguard Worker {
110*35238bceSAndroid Build Coastguard Worker m_curCtx->deleteRenderbuffers(numRenderbuffers, renderbuffers);
111*35238bceSAndroid Build Coastguard Worker }
112*35238bceSAndroid Build Coastguard Worker
glPixelStorei(uint32_t pname,int param)113*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glPixelStorei(uint32_t pname, int param)
114*35238bceSAndroid Build Coastguard Worker {
115*35238bceSAndroid Build Coastguard Worker m_curCtx->pixelStorei(pname, param);
116*35238bceSAndroid Build Coastguard Worker }
117*35238bceSAndroid Build Coastguard Worker
glTexImage1D(uint32_t target,int level,int internalFormat,int width,int border,uint32_t format,uint32_t type,const void * data)118*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexImage1D(uint32_t target, int level, int internalFormat, int width, int border,
119*35238bceSAndroid Build Coastguard Worker uint32_t format, uint32_t type, const void *data)
120*35238bceSAndroid Build Coastguard Worker {
121*35238bceSAndroid Build Coastguard Worker m_curCtx->texImage1D(target, level, (uint32_t)internalFormat, width, border, format, type, data);
122*35238bceSAndroid Build Coastguard Worker }
123*35238bceSAndroid Build Coastguard Worker
glTexImage2D(uint32_t target,int level,int internalFormat,int width,int height,int border,uint32_t format,uint32_t type,const void * data)124*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexImage2D(uint32_t target, int level, int internalFormat, int width, int height, int border,
125*35238bceSAndroid Build Coastguard Worker uint32_t format, uint32_t type, const void *data)
126*35238bceSAndroid Build Coastguard Worker {
127*35238bceSAndroid Build Coastguard Worker m_curCtx->texImage2D(target, level, (uint32_t)internalFormat, width, height, border, format, type, data);
128*35238bceSAndroid Build Coastguard Worker }
129*35238bceSAndroid Build Coastguard Worker
glTexImage3D(uint32_t target,int level,int internalFormat,int width,int height,int depth,int border,uint32_t format,uint32_t type,const void * data)130*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexImage3D(uint32_t target, int level, int internalFormat, int width, int height, int depth,
131*35238bceSAndroid Build Coastguard Worker int border, uint32_t format, uint32_t type, const void *data)
132*35238bceSAndroid Build Coastguard Worker {
133*35238bceSAndroid Build Coastguard Worker m_curCtx->texImage3D(target, level, (uint32_t)internalFormat, width, height, depth, border, format, type, data);
134*35238bceSAndroid Build Coastguard Worker }
135*35238bceSAndroid Build Coastguard Worker
glTexSubImage1D(uint32_t target,int level,int xoffset,int width,uint32_t format,uint32_t type,const void * data)136*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexSubImage1D(uint32_t target, int level, int xoffset, int width, uint32_t format, uint32_t type,
137*35238bceSAndroid Build Coastguard Worker const void *data)
138*35238bceSAndroid Build Coastguard Worker {
139*35238bceSAndroid Build Coastguard Worker m_curCtx->texSubImage1D(target, level, xoffset, width, format, type, data);
140*35238bceSAndroid Build Coastguard Worker }
141*35238bceSAndroid Build Coastguard Worker
glTexSubImage2D(uint32_t target,int level,int xoffset,int yoffset,int width,int height,uint32_t format,uint32_t type,const void * data)142*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexSubImage2D(uint32_t target, int level, int xoffset, int yoffset, int width, int height,
143*35238bceSAndroid Build Coastguard Worker uint32_t format, uint32_t type, const void *data)
144*35238bceSAndroid Build Coastguard Worker {
145*35238bceSAndroid Build Coastguard Worker m_curCtx->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, data);
146*35238bceSAndroid Build Coastguard Worker }
147*35238bceSAndroid Build Coastguard Worker
glTexSubImage3D(uint32_t target,int level,int xoffset,int yoffset,int zoffset,int width,int height,int depth,uint32_t format,uint32_t type,const void * data)148*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexSubImage3D(uint32_t target, int level, int xoffset, int yoffset, int zoffset, int width,
149*35238bceSAndroid Build Coastguard Worker int height, int depth, uint32_t format, uint32_t type, const void *data)
150*35238bceSAndroid Build Coastguard Worker {
151*35238bceSAndroid Build Coastguard Worker m_curCtx->texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
152*35238bceSAndroid Build Coastguard Worker }
153*35238bceSAndroid Build Coastguard Worker
glCopyTexImage1D(uint32_t target,int level,uint32_t internalFormat,int x,int y,int width,int border)154*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glCopyTexImage1D(uint32_t target, int level, uint32_t internalFormat, int x, int y, int width,
155*35238bceSAndroid Build Coastguard Worker int border)
156*35238bceSAndroid Build Coastguard Worker {
157*35238bceSAndroid Build Coastguard Worker m_curCtx->copyTexImage1D(target, level, internalFormat, x, y, width, border);
158*35238bceSAndroid Build Coastguard Worker }
159*35238bceSAndroid Build Coastguard Worker
glCopyTexImage2D(uint32_t target,int level,uint32_t internalFormat,int x,int y,int width,int height,int border)160*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glCopyTexImage2D(uint32_t target, int level, uint32_t internalFormat, int x, int y, int width,
161*35238bceSAndroid Build Coastguard Worker int height, int border)
162*35238bceSAndroid Build Coastguard Worker {
163*35238bceSAndroid Build Coastguard Worker m_curCtx->copyTexImage2D(target, level, internalFormat, x, y, width, height, border);
164*35238bceSAndroid Build Coastguard Worker }
165*35238bceSAndroid Build Coastguard Worker
glCopyTexSubImage1D(uint32_t target,int level,int xoffset,int x,int y,int width)166*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glCopyTexSubImage1D(uint32_t target, int level, int xoffset, int x, int y, int width)
167*35238bceSAndroid Build Coastguard Worker {
168*35238bceSAndroid Build Coastguard Worker m_curCtx->copyTexSubImage1D(target, level, xoffset, x, y, width);
169*35238bceSAndroid Build Coastguard Worker }
170*35238bceSAndroid Build Coastguard Worker
glCopyTexSubImage2D(uint32_t target,int level,int xoffset,int yoffset,int x,int y,int width,int height)171*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glCopyTexSubImage2D(uint32_t target, int level, int xoffset, int yoffset, int x, int y, int width,
172*35238bceSAndroid Build Coastguard Worker int height)
173*35238bceSAndroid Build Coastguard Worker {
174*35238bceSAndroid Build Coastguard Worker m_curCtx->copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
175*35238bceSAndroid Build Coastguard Worker }
176*35238bceSAndroid Build Coastguard Worker
glTexStorage2D(uint32_t target,int levels,uint32_t internalFormat,int width,int height)177*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexStorage2D(uint32_t target, int levels, uint32_t internalFormat, int width, int height)
178*35238bceSAndroid Build Coastguard Worker {
179*35238bceSAndroid Build Coastguard Worker m_curCtx->texStorage2D(target, levels, internalFormat, width, height);
180*35238bceSAndroid Build Coastguard Worker }
181*35238bceSAndroid Build Coastguard Worker
glTexStorage3D(uint32_t target,int levels,uint32_t internalFormat,int width,int height,int depth)182*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexStorage3D(uint32_t target, int levels, uint32_t internalFormat, int width, int height,
183*35238bceSAndroid Build Coastguard Worker int depth)
184*35238bceSAndroid Build Coastguard Worker {
185*35238bceSAndroid Build Coastguard Worker m_curCtx->texStorage3D(target, levels, internalFormat, width, height, depth);
186*35238bceSAndroid Build Coastguard Worker }
187*35238bceSAndroid Build Coastguard Worker
glTexParameteri(uint32_t target,uint32_t pname,int value)188*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glTexParameteri(uint32_t target, uint32_t pname, int value)
189*35238bceSAndroid Build Coastguard Worker {
190*35238bceSAndroid Build Coastguard Worker m_curCtx->texParameteri(target, pname, value);
191*35238bceSAndroid Build Coastguard Worker }
192*35238bceSAndroid Build Coastguard Worker
glUseProgram(uint32_t program)193*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glUseProgram(uint32_t program)
194*35238bceSAndroid Build Coastguard Worker {
195*35238bceSAndroid Build Coastguard Worker m_curCtx->useProgram(program);
196*35238bceSAndroid Build Coastguard Worker }
197*35238bceSAndroid Build Coastguard Worker
glFramebufferTexture2D(uint32_t target,uint32_t attachment,uint32_t textarget,uint32_t texture,int level)198*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glFramebufferTexture2D(uint32_t target, uint32_t attachment, uint32_t textarget, uint32_t texture,
199*35238bceSAndroid Build Coastguard Worker int level)
200*35238bceSAndroid Build Coastguard Worker {
201*35238bceSAndroid Build Coastguard Worker m_curCtx->framebufferTexture2D(target, attachment, textarget, texture, level);
202*35238bceSAndroid Build Coastguard Worker }
203*35238bceSAndroid Build Coastguard Worker
glFramebufferTextureLayer(uint32_t target,uint32_t attachment,uint32_t texture,int level,int layer)204*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glFramebufferTextureLayer(uint32_t target, uint32_t attachment, uint32_t texture, int level,
205*35238bceSAndroid Build Coastguard Worker int layer)
206*35238bceSAndroid Build Coastguard Worker {
207*35238bceSAndroid Build Coastguard Worker m_curCtx->framebufferTextureLayer(target, attachment, texture, level, layer);
208*35238bceSAndroid Build Coastguard Worker }
209*35238bceSAndroid Build Coastguard Worker
glFramebufferRenderbuffer(uint32_t target,uint32_t attachment,uint32_t renderbuffertarget,uint32_t renderbuffer)210*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glFramebufferRenderbuffer(uint32_t target, uint32_t attachment, uint32_t renderbuffertarget,
211*35238bceSAndroid Build Coastguard Worker uint32_t renderbuffer)
212*35238bceSAndroid Build Coastguard Worker {
213*35238bceSAndroid Build Coastguard Worker m_curCtx->framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
214*35238bceSAndroid Build Coastguard Worker }
215*35238bceSAndroid Build Coastguard Worker
glCheckFramebufferStatus(uint32_t target)216*35238bceSAndroid Build Coastguard Worker uint32_t ContextWrapper::glCheckFramebufferStatus(uint32_t target)
217*35238bceSAndroid Build Coastguard Worker {
218*35238bceSAndroid Build Coastguard Worker return m_curCtx->checkFramebufferStatus(target);
219*35238bceSAndroid Build Coastguard Worker }
220*35238bceSAndroid Build Coastguard Worker
glGetFramebufferAttachmentParameteriv(uint32_t target,uint32_t attachment,uint32_t pname,int * params)221*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glGetFramebufferAttachmentParameteriv(uint32_t target, uint32_t attachment, uint32_t pname,
222*35238bceSAndroid Build Coastguard Worker int *params)
223*35238bceSAndroid Build Coastguard Worker {
224*35238bceSAndroid Build Coastguard Worker m_curCtx->getFramebufferAttachmentParameteriv(target, attachment, pname, params);
225*35238bceSAndroid Build Coastguard Worker }
226*35238bceSAndroid Build Coastguard Worker
glRenderbufferStorage(uint32_t target,uint32_t internalformat,int width,int height)227*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glRenderbufferStorage(uint32_t target, uint32_t internalformat, int width, int height)
228*35238bceSAndroid Build Coastguard Worker {
229*35238bceSAndroid Build Coastguard Worker m_curCtx->renderbufferStorage(target, internalformat, width, height);
230*35238bceSAndroid Build Coastguard Worker }
231*35238bceSAndroid Build Coastguard Worker
glRenderbufferStorageMultisample(uint32_t target,int samples,uint32_t internalformat,int width,int height)232*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glRenderbufferStorageMultisample(uint32_t target, int samples, uint32_t internalformat, int width,
233*35238bceSAndroid Build Coastguard Worker int height)
234*35238bceSAndroid Build Coastguard Worker {
235*35238bceSAndroid Build Coastguard Worker m_curCtx->renderbufferStorageMultisample(target, samples, internalformat, width, height);
236*35238bceSAndroid Build Coastguard Worker }
237*35238bceSAndroid Build Coastguard Worker
glBindBuffer(uint32_t target,uint32_t buffer)238*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBindBuffer(uint32_t target, uint32_t buffer)
239*35238bceSAndroid Build Coastguard Worker {
240*35238bceSAndroid Build Coastguard Worker m_curCtx->bindBuffer(target, buffer);
241*35238bceSAndroid Build Coastguard Worker }
242*35238bceSAndroid Build Coastguard Worker
glGenBuffers(int n,uint32_t * buffers)243*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glGenBuffers(int n, uint32_t *buffers)
244*35238bceSAndroid Build Coastguard Worker {
245*35238bceSAndroid Build Coastguard Worker m_curCtx->genBuffers(n, buffers);
246*35238bceSAndroid Build Coastguard Worker }
247*35238bceSAndroid Build Coastguard Worker
glDeleteBuffers(int n,const uint32_t * buffers)248*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glDeleteBuffers(int n, const uint32_t *buffers)
249*35238bceSAndroid Build Coastguard Worker {
250*35238bceSAndroid Build Coastguard Worker m_curCtx->deleteBuffers(n, buffers);
251*35238bceSAndroid Build Coastguard Worker }
252*35238bceSAndroid Build Coastguard Worker
glBufferData(uint32_t target,intptr_t size,const void * data,uint32_t usage)253*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBufferData(uint32_t target, intptr_t size, const void *data, uint32_t usage)
254*35238bceSAndroid Build Coastguard Worker {
255*35238bceSAndroid Build Coastguard Worker m_curCtx->bufferData(target, size, data, usage);
256*35238bceSAndroid Build Coastguard Worker }
257*35238bceSAndroid Build Coastguard Worker
glBufferSubData(uint32_t target,intptr_t offset,intptr_t size,const void * data)258*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBufferSubData(uint32_t target, intptr_t offset, intptr_t size, const void *data)
259*35238bceSAndroid Build Coastguard Worker {
260*35238bceSAndroid Build Coastguard Worker m_curCtx->bufferSubData(target, offset, size, data);
261*35238bceSAndroid Build Coastguard Worker }
262*35238bceSAndroid Build Coastguard Worker
glClearColor(float red,float green,float blue,float alpha)263*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glClearColor(float red, float green, float blue, float alpha)
264*35238bceSAndroid Build Coastguard Worker {
265*35238bceSAndroid Build Coastguard Worker m_curCtx->clearColor(red, green, blue, alpha);
266*35238bceSAndroid Build Coastguard Worker }
267*35238bceSAndroid Build Coastguard Worker
glClearDepthf(float depth)268*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glClearDepthf(float depth)
269*35238bceSAndroid Build Coastguard Worker {
270*35238bceSAndroid Build Coastguard Worker m_curCtx->clearDepthf(depth);
271*35238bceSAndroid Build Coastguard Worker }
272*35238bceSAndroid Build Coastguard Worker
glClearStencil(int stencil)273*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glClearStencil(int stencil)
274*35238bceSAndroid Build Coastguard Worker {
275*35238bceSAndroid Build Coastguard Worker m_curCtx->clearStencil(stencil);
276*35238bceSAndroid Build Coastguard Worker }
277*35238bceSAndroid Build Coastguard Worker
glClear(uint32_t buffers)278*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glClear(uint32_t buffers)
279*35238bceSAndroid Build Coastguard Worker {
280*35238bceSAndroid Build Coastguard Worker m_curCtx->clear(buffers);
281*35238bceSAndroid Build Coastguard Worker }
282*35238bceSAndroid Build Coastguard Worker
glClearBufferiv(uint32_t buffer,int drawbuffer,const int * value)283*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glClearBufferiv(uint32_t buffer, int drawbuffer, const int *value)
284*35238bceSAndroid Build Coastguard Worker {
285*35238bceSAndroid Build Coastguard Worker m_curCtx->clearBufferiv(buffer, drawbuffer, value);
286*35238bceSAndroid Build Coastguard Worker }
287*35238bceSAndroid Build Coastguard Worker
glClearBufferfv(uint32_t buffer,int drawbuffer,const float * value)288*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glClearBufferfv(uint32_t buffer, int drawbuffer, const float *value)
289*35238bceSAndroid Build Coastguard Worker {
290*35238bceSAndroid Build Coastguard Worker m_curCtx->clearBufferfv(buffer, drawbuffer, value);
291*35238bceSAndroid Build Coastguard Worker }
292*35238bceSAndroid Build Coastguard Worker
glClearBufferuiv(uint32_t buffer,int drawbuffer,const uint32_t * value)293*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glClearBufferuiv(uint32_t buffer, int drawbuffer, const uint32_t *value)
294*35238bceSAndroid Build Coastguard Worker {
295*35238bceSAndroid Build Coastguard Worker m_curCtx->clearBufferuiv(buffer, drawbuffer, value);
296*35238bceSAndroid Build Coastguard Worker }
297*35238bceSAndroid Build Coastguard Worker
glClearBufferfi(uint32_t buffer,int drawbuffer,float depth,int stencil)298*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glClearBufferfi(uint32_t buffer, int drawbuffer, float depth, int stencil)
299*35238bceSAndroid Build Coastguard Worker {
300*35238bceSAndroid Build Coastguard Worker m_curCtx->clearBufferfi(buffer, drawbuffer, depth, stencil);
301*35238bceSAndroid Build Coastguard Worker }
302*35238bceSAndroid Build Coastguard Worker
glScissor(int x,int y,int width,int height)303*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glScissor(int x, int y, int width, int height)
304*35238bceSAndroid Build Coastguard Worker {
305*35238bceSAndroid Build Coastguard Worker m_curCtx->scissor(x, y, width, height);
306*35238bceSAndroid Build Coastguard Worker }
307*35238bceSAndroid Build Coastguard Worker
glEnable(uint32_t cap)308*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glEnable(uint32_t cap)
309*35238bceSAndroid Build Coastguard Worker {
310*35238bceSAndroid Build Coastguard Worker m_curCtx->enable(cap);
311*35238bceSAndroid Build Coastguard Worker }
312*35238bceSAndroid Build Coastguard Worker
glDisable(uint32_t cap)313*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glDisable(uint32_t cap)
314*35238bceSAndroid Build Coastguard Worker {
315*35238bceSAndroid Build Coastguard Worker m_curCtx->disable(cap);
316*35238bceSAndroid Build Coastguard Worker }
317*35238bceSAndroid Build Coastguard Worker
glStencilFunc(uint32_t func,int ref,uint32_t mask)318*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glStencilFunc(uint32_t func, int ref, uint32_t mask)
319*35238bceSAndroid Build Coastguard Worker {
320*35238bceSAndroid Build Coastguard Worker m_curCtx->stencilFunc(func, ref, mask);
321*35238bceSAndroid Build Coastguard Worker }
322*35238bceSAndroid Build Coastguard Worker
glStencilOp(uint32_t sfail,uint32_t dpfail,uint32_t dppass)323*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glStencilOp(uint32_t sfail, uint32_t dpfail, uint32_t dppass)
324*35238bceSAndroid Build Coastguard Worker {
325*35238bceSAndroid Build Coastguard Worker m_curCtx->stencilOp(sfail, dpfail, dppass);
326*35238bceSAndroid Build Coastguard Worker }
327*35238bceSAndroid Build Coastguard Worker
glDepthFunc(uint32_t func)328*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glDepthFunc(uint32_t func)
329*35238bceSAndroid Build Coastguard Worker {
330*35238bceSAndroid Build Coastguard Worker m_curCtx->depthFunc(func);
331*35238bceSAndroid Build Coastguard Worker }
332*35238bceSAndroid Build Coastguard Worker
glBlendEquation(uint32_t mode)333*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBlendEquation(uint32_t mode)
334*35238bceSAndroid Build Coastguard Worker {
335*35238bceSAndroid Build Coastguard Worker m_curCtx->blendEquation(mode);
336*35238bceSAndroid Build Coastguard Worker }
337*35238bceSAndroid Build Coastguard Worker
glBlendEquationSeparate(uint32_t modeRGB,uint32_t modeAlpha)338*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBlendEquationSeparate(uint32_t modeRGB, uint32_t modeAlpha)
339*35238bceSAndroid Build Coastguard Worker {
340*35238bceSAndroid Build Coastguard Worker m_curCtx->blendEquationSeparate(modeRGB, modeAlpha);
341*35238bceSAndroid Build Coastguard Worker }
342*35238bceSAndroid Build Coastguard Worker
glBlendFunc(uint32_t src,uint32_t dst)343*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBlendFunc(uint32_t src, uint32_t dst)
344*35238bceSAndroid Build Coastguard Worker {
345*35238bceSAndroid Build Coastguard Worker m_curCtx->blendFunc(src, dst);
346*35238bceSAndroid Build Coastguard Worker }
347*35238bceSAndroid Build Coastguard Worker
glBlendFuncSeparate(uint32_t srcRGB,uint32_t dstRGB,uint32_t srcAlpha,uint32_t dstAlpha)348*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBlendFuncSeparate(uint32_t srcRGB, uint32_t dstRGB, uint32_t srcAlpha, uint32_t dstAlpha)
349*35238bceSAndroid Build Coastguard Worker {
350*35238bceSAndroid Build Coastguard Worker m_curCtx->blendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
351*35238bceSAndroid Build Coastguard Worker }
352*35238bceSAndroid Build Coastguard Worker
glBlendColor(float red,float green,float blue,float alpha)353*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBlendColor(float red, float green, float blue, float alpha)
354*35238bceSAndroid Build Coastguard Worker {
355*35238bceSAndroid Build Coastguard Worker m_curCtx->blendColor(red, green, blue, alpha);
356*35238bceSAndroid Build Coastguard Worker }
357*35238bceSAndroid Build Coastguard Worker
glColorMask(bool r,bool g,bool b,bool a)358*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glColorMask(bool r, bool g, bool b, bool a)
359*35238bceSAndroid Build Coastguard Worker {
360*35238bceSAndroid Build Coastguard Worker m_curCtx->colorMask(r, g, b, a);
361*35238bceSAndroid Build Coastguard Worker }
362*35238bceSAndroid Build Coastguard Worker
glDepthMask(bool mask)363*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glDepthMask(bool mask)
364*35238bceSAndroid Build Coastguard Worker {
365*35238bceSAndroid Build Coastguard Worker m_curCtx->depthMask(mask);
366*35238bceSAndroid Build Coastguard Worker }
367*35238bceSAndroid Build Coastguard Worker
glStencilMask(uint32_t mask)368*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glStencilMask(uint32_t mask)
369*35238bceSAndroid Build Coastguard Worker {
370*35238bceSAndroid Build Coastguard Worker m_curCtx->stencilMask(mask);
371*35238bceSAndroid Build Coastguard Worker }
372*35238bceSAndroid Build Coastguard Worker
glBlitFramebuffer(int srcX0,int srcY0,int srcX1,int srcY1,int dstX0,int dstY0,int dstX1,int dstY1,uint32_t mask,uint32_t filter)373*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glBlitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1,
374*35238bceSAndroid Build Coastguard Worker int dstY1, uint32_t mask, uint32_t filter)
375*35238bceSAndroid Build Coastguard Worker {
376*35238bceSAndroid Build Coastguard Worker m_curCtx->blitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
377*35238bceSAndroid Build Coastguard Worker }
378*35238bceSAndroid Build Coastguard Worker
glInvalidateSubFramebuffer(uint32_t target,int numAttachments,const uint32_t * attachments,int x,int y,int width,int height)379*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glInvalidateSubFramebuffer(uint32_t target, int numAttachments, const uint32_t *attachments, int x,
380*35238bceSAndroid Build Coastguard Worker int y, int width, int height)
381*35238bceSAndroid Build Coastguard Worker {
382*35238bceSAndroid Build Coastguard Worker m_curCtx->invalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
383*35238bceSAndroid Build Coastguard Worker }
384*35238bceSAndroid Build Coastguard Worker
glInvalidateFramebuffer(uint32_t target,int numAttachments,const uint32_t * attachments)385*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glInvalidateFramebuffer(uint32_t target, int numAttachments, const uint32_t *attachments)
386*35238bceSAndroid Build Coastguard Worker {
387*35238bceSAndroid Build Coastguard Worker m_curCtx->invalidateFramebuffer(target, numAttachments, attachments);
388*35238bceSAndroid Build Coastguard Worker }
389*35238bceSAndroid Build Coastguard Worker
glReadPixels(int x,int y,int width,int height,uint32_t format,uint32_t type,void * data)390*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glReadPixels(int x, int y, int width, int height, uint32_t format, uint32_t type, void *data)
391*35238bceSAndroid Build Coastguard Worker {
392*35238bceSAndroid Build Coastguard Worker m_curCtx->readPixels(x, y, width, height, format, type, data);
393*35238bceSAndroid Build Coastguard Worker }
394*35238bceSAndroid Build Coastguard Worker
glGetError(void)395*35238bceSAndroid Build Coastguard Worker uint32_t ContextWrapper::glGetError(void)
396*35238bceSAndroid Build Coastguard Worker {
397*35238bceSAndroid Build Coastguard Worker return m_curCtx->getError();
398*35238bceSAndroid Build Coastguard Worker }
399*35238bceSAndroid Build Coastguard Worker
glGetIntegerv(uint32_t pname,int * params)400*35238bceSAndroid Build Coastguard Worker void ContextWrapper::glGetIntegerv(uint32_t pname, int *params)
401*35238bceSAndroid Build Coastguard Worker {
402*35238bceSAndroid Build Coastguard Worker m_curCtx->getIntegerv(pname, params);
403*35238bceSAndroid Build Coastguard Worker }
404*35238bceSAndroid Build Coastguard Worker
405*35238bceSAndroid Build Coastguard Worker } // namespace sglr
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