0

Moved the logic of maintaining the current context to gles2 helper library.

Review URL: http://codereview.chromium.org/5927002

git-svn-id: svn://svn.chromium.org/chrome/trunk/src@69838 0039d316-1c4b-4281-b951-d872f2087c98
This commit is contained in:
alokp@chromium.org
2010-12-21 17:12:55 +00:00
parent e5b826e46e
commit 3e9d8aa0bb
21 changed files with 1803 additions and 1902 deletions

@ -48,8 +48,8 @@ _GL_TYPES = {
'GLvoid': 'void',
'GLfixed': 'int',
'GLclampx': 'int',
'GLintptr': 'khronos_intptr_t',
'GLsizeiptr': 'khronos_ssize_t',
'GLintptr': 'long int',
'GLsizeiptr': 'long int',
}
_GL_FUNCTIONS = """
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
@ -1462,6 +1462,7 @@ _FUNCTION_INFO = {
'type': 'Custom',
'impl_func': False,
'unit_test': False,
'extension': True,
},
'TexImage2D': {'type': 'Manual', 'immediate': True},
'TexParameterf': {'decoder_func': 'DoTexParameterf'},
@ -4513,6 +4514,9 @@ class Function(object):
"""Adds an info."""
setattr(self.info, name, value)
def IsCoreGLFunction(self):
return not self.GetInfo('extension')
def GetGLFunctionName(self):
"""Gets the function to call to execute GL for this command."""
if self.GetInfo('decoder_func'):
@ -5255,24 +5259,28 @@ class GLGenerator(object):
"""Writes the Pepper OpenGLES interface definition."""
file = CHeaderWriter(
filename,
"// This interface is used to access common and lite profile OpenGL ES "
"2.0\n// functions.\n",
"// OpenGL ES interface.\n",
3)
file.Write("#include \"ppapi/GLES2/khrplatform.h\"\n\n")
file.Write("#define PPB_OPENGLES_DEV_INTERFACE \"PPB_OpenGLES(Dev);2.0\"\n\n")
file.Write("#ifndef __gl2_h_\n")
for (k, v) in _GL_TYPES.iteritems():
file.Write("typedef %s %s;\n" % (v, k))
file.Write("#endif // __gl2_h_\n\n")
file.Write("\nstruct PPB_OpenGLES_Dev {\n")
file.Write("#define PPB_OPENGLES2_DEV_INTERFACE \"PPB_OpenGLES(Dev);2.0\"\n")
file.Write("\nstruct PPB_OpenGLES2_Dev {\n")
for func in self.original_functions:
if func.GetInfo('extension'):
if not func.IsCoreGLFunction():
continue
file.Write(" %s (*%s)(%s);\n" %
(func.return_type, func.name,
func.MakeTypedOriginalArgString("")))
original_arg = func.MakeTypedOriginalArgString("")
context_arg = "PP_Resource context"
if len(original_arg):
arg = context_arg + ", " + original_arg
else:
arg = context_arg
file.Write(" %s (*%s)(%s);\n" % (func.return_type, func.name, arg))
file.Write("};\n\n")
file.Close()
@ -5284,45 +5292,54 @@ class GLGenerator(object):
file.Write(_LICENSE)
file.Write("// This file is auto-generated. DO NOT EDIT!\n\n")
file.Write("#include \"webkit/glue/plugins/pepper_graphics_3d.h\"\n\n")
file.Write("#include \"webkit/plugins/ppapi/ppb_graphics_3d_impl.h\"\n\n")
file.Write("#include \"gpu/command_buffer/client/gles2_implementation.h\"")
file.Write("\n#include \"ppapi/c/dev/ppb_opengles_dev.h\"\n\n")
file.Write("namespace pepper {\n\n")
file.Write("namespace webkit {\n")
file.Write("namespace ppapi {\n\n")
file.Write("namespace {\n\n")
for func in self.original_functions:
if func.GetInfo('extension'):
if not func.IsCoreGLFunction():
continue
file.Write("%s %s(%s) {\n" %
(func.return_type, func.name,
func.MakeTypedOriginalArgString("")))
return_string = "return "
if func.return_type == "void":
return_string = ""
file.Write(" %sGraphics3D::GetCurrent()->impl()->%s(%s);\n" %
(return_string, func.original_name,
original_arg = func.MakeTypedOriginalArgString("")
context_arg = "PP_Resource context"
if len(original_arg):
arg = context_arg + ", " + original_arg
else:
arg = context_arg
file.Write("%s %s(%s) {\n" % (func.return_type, func.name, arg))
file.Write(""" scoped_refptr<PPB_Graphics3D_Impl> graphics_3d =
Resource::GetAs<PPB_Graphics3D_Impl>(context);
""")
return_str = "" if func.return_type == "void" else "return "
file.Write(" %sgraphics_3d->impl()->%s(%s);\n" %
(return_str, func.original_name,
func.MakeOriginalArgString("")))
file.Write("}\n")
file.Write("\nconst struct PPB_OpenGLES_Dev ppb_opengles = {\n")
file.Write("}\n\n")
file.Write("\nconst struct PPB_OpenGLES2_Dev ppb_opengles2 = {\n")
file.Write(" &")
file.Write(",\n &".join(
f.name for f in self.original_functions if not f.GetInfo('extension')))
f.name for f in self.original_functions if f.IsCoreGLFunction()))
file.Write("\n")
file.Write("};\n\n")
file.Write("} // namespace\n")
file.Write("""
const PPB_OpenGLES_Dev* Graphics3D::GetOpenGLESInterface() {
return &ppb_opengles;
const PPB_OpenGLES2_Dev* PPB_Graphics3D_Impl::GetOpenGLES2Interface() {
return &ppb_opengles2;
}
""")
file.Write("} // namespace pepper\n\n")
file.Write("} // namespace ppapi\n")
file.Write("} // namespace webkit\n\n")
file.Close()
@ -5333,19 +5350,28 @@ const PPB_OpenGLES_Dev* Graphics3D::GetOpenGLESInterface() {
file.Write(_LICENSE)
file.Write("// This file is auto-generated. DO NOT EDIT!\n\n")
file.Write("#include <GLES2/gl2.h>\n\n")
file.Write("#include <GLES2/gl2.h>\n")
file.Write("#include \"ppapi/lib/gl/gles2/gl2ext_ppapi.h\"\n\n")
for func in self.original_functions:
if func.GetInfo('extension') or func.name == 'SwapBuffers':
if not func.IsCoreGLFunction():
continue
file.Write("%s GL_APIENTRY gl%s(%s) {\n" %
(func.return_type, func.name,
func.MakeTypedOriginalArgString("")))
if func.return_type != "void":
file.Write(" return 0;\n")
return_str = "" if func.return_type == "void" else "return "
interface_str = "glGetInterfacePPAPI()"
original_arg = func.MakeOriginalArgString("")
context_arg = "glGetCurrentContextPPAPI()"
if len(original_arg):
arg = context_arg + ", " + original_arg
else:
arg = context_arg
file.Write(" %s%s->%s(%s);\n" %
(return_str, interface_str, func.name, arg))
file.Write("}\n\n")
def main(argv):
"""This is the main function."""
parser = OptionParser()
@ -5380,7 +5406,7 @@ def main(argv):
elif options.alternate_mode == "chrome_ppapi":
gen.WritePepperGLES2Implementation(
"webkit/glue/plugins/pepper_graphics_3d_gl.cc")
"webkit/plugins/ppapi/ppb_opengles_impl.cc")
else:
gen.WriteCommandIds("common/gles2_cmd_ids_autogen.h")

@ -3,6 +3,9 @@
# found in the LICENSE file.
{
'includes': [
'../../ppapi/ppapi.gypi',
],
'variables': {
'chromium_code': 1,
'conditions': [
@ -127,12 +130,13 @@
'type': 'static_library',
'dependencies': [
'gpu_demo_framework',
'../../ppapi/ppapi.gyp:ppapi_cpp',
'../../ppapi/ppapi.gyp:ppapi_cpp_objects'
'../../ppapi/ppapi.gyp:ppapi_cpp_objects',
'../../ppapi/ppapi.gyp:ppapi_gles2',
],
'include_dirs': [
'../..',
'../../ppapi',
'../../ppapi/lib/gl/include',
'../../third_party/gles2_book/Common/Include',
],
'sources': [
@ -149,6 +153,7 @@
'../../third_party',
'../../third_party/gles2_book/Common/Include',
'../../ppapi',
'../../ppapi/lib/gl/include',
'../..'
],
'run_as': {
@ -363,6 +368,7 @@
'variables': { 'chromium_code': 0, },
'dependencies': [ 'gpu_demo_framework_ppapi', ],
'sources': [
'<@(ppp_entrypoints_sources)',
'gles2_book/example.h',
'gles2_book/demo_hello_triangle.cc',
'../../third_party/gles2_book/Chapter_2/Hello_Triangle/Hello_Triangle.c',
@ -375,6 +381,7 @@
'variables': { 'chromium_code': 0, },
'dependencies': [ 'gpu_demo_framework_ppapi', ],
'sources': [
'<@(ppp_entrypoints_sources)',
'gles2_book/example.h',
'gles2_book/demo_mip_map_2d.cc',
'../../third_party/gles2_book/Chapter_9/MipMap2D/MipMap2D.c',
@ -387,6 +394,7 @@
'variables': { 'chromium_code': 0, },
'dependencies': [ 'gpu_demo_framework_ppapi', ],
'sources': [
'<@(ppp_entrypoints_sources)',
'gles2_book/example.h',
'gles2_book/demo_simple_texture_2d.cc',
'../../third_party/gles2_book/Chapter_9/Simple_Texture2D/Simple_Texture2D.c',
@ -399,6 +407,7 @@
'variables': { 'chromium_code': 0, },
'dependencies': [ 'gpu_demo_framework_ppapi', ],
'sources': [
'<@(ppp_entrypoints_sources)',
'gles2_book/example.h',
'gles2_book/demo_simple_texture_cubemap.cc',
'../../third_party/gles2_book/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.c',
@ -411,6 +420,7 @@
'variables': { 'chromium_code': 0, },
'dependencies': [ 'gpu_demo_framework_ppapi', ],
'sources': [
'<@(ppp_entrypoints_sources)',
'gles2_book/example.h',
'gles2_book/demo_simple_vertex_shader.cc',
'../../third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.c',
@ -423,6 +433,7 @@
'variables': { 'chromium_code': 0, },
'dependencies': [ 'gpu_demo_framework_ppapi', ],
'sources': [
'<@(ppp_entrypoints_sources)',
'gles2_book/example.h',
'gles2_book/demo_stencil_test.cc',
'../../third_party/gles2_book/Chapter_11/Stencil_Test/Stencil_Test.c',
@ -435,6 +446,7 @@
'variables': { 'chromium_code': 0, },
'dependencies': [ 'gpu_demo_framework_ppapi', ],
'sources': [
'<@(ppp_entrypoints_sources)',
'gles2_book/example.h',
'gles2_book/demo_texture_wrap.cc',
'../../third_party/gles2_book/Chapter_9/TextureWrap/TextureWrap.c',

@ -2,6 +2,8 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <GLES2/gl2.h>
#include "base/at_exit.h"
#include "base/scoped_ptr.h"
#include "gpu/demos/framework/demo.h"
@ -12,6 +14,7 @@
#include "ppapi/cpp/module.h"
#include "ppapi/cpp/rect.h"
#include "ppapi/cpp/size.h"
#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
namespace gpu {
namespace demos {
@ -29,9 +32,9 @@ class PluginInstance : public pp::Instance {
~PluginInstance() {
if (!graphics_.is_null()) {
graphics_.MakeCurrent();
glSetCurrentContextPPAPI(graphics_.pp_resource());
demo_.reset();
pp::Graphics3D_Dev::ResetCurrent();
glSetCurrentContextPPAPI(0);
}
}
@ -51,9 +54,9 @@ class PluginInstance : public pp::Instance {
if (!pp::Instance::BindGraphics(graphics_))
return;
graphics_.MakeCurrent();
glSetCurrentContextPPAPI(graphics_.pp_resource());
demo_->InitGL();
pp::Graphics3D_Dev::ResetCurrent();
glSetCurrentContextPPAPI(0);
}
if (demo_->IsAnimated())
@ -63,10 +66,10 @@ class PluginInstance : public pp::Instance {
}
void Paint() {
graphics_.MakeCurrent();
glSetCurrentContextPPAPI(graphics_.pp_resource());
demo_->Draw();
graphics_.SwapBuffers();
pp::Graphics3D_Dev::ResetCurrent();
glSetCurrentContextPPAPI(0);
}
private:
@ -85,7 +88,14 @@ class PluginInstance : public pp::Instance {
class PluginModule : public pp::Module {
public:
PluginModule() : pp::Module(), at_exit_manager_(new base::AtExitManager) {}
PluginModule() : at_exit_manager_(new base::AtExitManager) {}
~PluginModule() {
glTerminatePPAPI();
}
virtual bool Init() {
return glInitializePPAPI(get_browser_interface()) == GL_TRUE ? true : false;
}
virtual pp::Instance* CreateInstance(PP_Instance instance) {
return new PluginInstance(instance, this);

@ -1,607 +0,0 @@
// Copyright (c 2010 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef __gl2_h_
#define __gl2_h_
#include "ppapi/c/dev/ppb_opengles_dev.h"
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/* OpenGL ES core versions */
#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20 */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
#define GL_CONTEXT_LOST 0x300E // TODO(gman: What value?
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX 0x1901
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
/*-------------------------------------------------------------------------
* GL core functions.
*-----------------------------------------------------------------------*/
#undef GL_APICALL
#define GL_APICALL
#undef GL_APIENTRY
#define GL_APIENTRY
// The client must set this to point to the Pepper OpenGLES interface once it
// is obtained. PPAPI C++ wrappers will do this for you.
#ifdef __cplusplus
extern "C" {
#endif
extern const struct PPB_OpenGLES_Dev* pepper_opengl_interface;
#ifdef __cplusplus
}
#endif
#define glActiveTexture pepper_opengl_interface->ActiveTexture
#define glAttachShader pepper_opengl_interface->AttachShader
#define glBindAttribLocation pepper_opengl_interface->BindAttribLocation
#define glBindBuffer pepper_opengl_interface->BindBuffer
#define glBindFramebuffer pepper_opengl_interface->BindFramebuffer
#define glBindRenderbuffer pepper_opengl_interface->BindRenderbuffer
#define glBindTexture pepper_opengl_interface->BindTexture
#define glBlendColor pepper_opengl_interface->BlendColor
#define glBlendEquation pepper_opengl_interface->BlendEquation
#define glBlendEquationSeparate pepper_opengl_interface->BlendEquationSeparate
#define glBlendFunc pepper_opengl_interface->BlendFunc
#define glBlendFuncSeparate pepper_opengl_interface->BlendFuncSeparate
#define glBufferData pepper_opengl_interface->BufferData
#define glBufferSubData pepper_opengl_interface->BufferSubData
#define glCheckFramebufferStatus pepper_opengl_interface->CheckFramebufferStatus
#define glClear pepper_opengl_interface->Clear
#define glClearColor pepper_opengl_interface->ClearColor
#define glClearDepthf pepper_opengl_interface->ClearDepthf
#define glClearStencil pepper_opengl_interface->ClearStencil
#define glColorMask pepper_opengl_interface->ColorMask
#define glCompileShader pepper_opengl_interface->CompileShader
#define glCompressedTexImage2D pepper_opengl_interface->CompressedTexImage2D
#define glCompressedTexSubImage2D pepper_opengl_interface->CompressedTexSubImage2D
#define glCopyTexImage2D pepper_opengl_interface->CopyTexImage2D
#define glCopyTexSubImage2D pepper_opengl_interface->CopyTexSubImage2D
#define glCreateProgram pepper_opengl_interface->CreateProgram
#define glCreateShader pepper_opengl_interface->CreateShader
#define glCullFace pepper_opengl_interface->CullFace
#define glDeleteBuffers pepper_opengl_interface->DeleteBuffers
#define glDeleteFramebuffers pepper_opengl_interface->DeleteFramebuffers
#define glDeleteProgram pepper_opengl_interface->DeleteProgram
#define glDeleteRenderbuffers pepper_opengl_interface->DeleteRenderbuffers
#define glDeleteShader pepper_opengl_interface->DeleteShader
#define glDeleteTextures pepper_opengl_interface->DeleteTextures
#define glDepthFunc pepper_opengl_interface->DepthFunc
#define glDepthMask pepper_opengl_interface->DepthMask
#define glDepthRangef pepper_opengl_interface->DepthRangef
#define glDetachShader pepper_opengl_interface->DetachShader
#define glDisable pepper_opengl_interface->Disable
#define glDisableVertexAttribArray pepper_opengl_interface->DisableVertexAttribArray
#define glDrawArrays pepper_opengl_interface->DrawArrays
#define glDrawElements pepper_opengl_interface->DrawElements
#define glEnable pepper_opengl_interface->Enable
#define glEnableVertexAttribArray pepper_opengl_interface->EnableVertexAttribArray
#define glFinish pepper_opengl_interface->Finish
#define glFlush pepper_opengl_interface->Flush
#define glFramebufferRenderbuffer pepper_opengl_interface->FramebufferRenderbuffer
#define glFramebufferTexture2D pepper_opengl_interface->FramebufferTexture2D
#define glFrontFace pepper_opengl_interface->FrontFace
#define glGenBuffers pepper_opengl_interface->GenBuffers
#define glGenerateMipmap pepper_opengl_interface->GenerateMipmap
#define glGenFramebuffers pepper_opengl_interface->GenFramebuffers
#define glGenRenderbuffers pepper_opengl_interface->GenRenderbuffers
#define glGenTextures pepper_opengl_interface->GenTextures
#define glGetActiveAttrib pepper_opengl_interface->GetActiveAttrib
#define glGetActiveUniform pepper_opengl_interface->GetActiveUniform
#define glGetAttachedShaders pepper_opengl_interface->GetAttachedShaders
#define glGetAttribLocation pepper_opengl_interface->GetAttribLocation
#define glGetBooleanv pepper_opengl_interface->GetBooleanv
#define glGetBufferParameteriv pepper_opengl_interface->GetBufferParameteriv
#define glGetError pepper_opengl_interface->GetError
#define glGetFloatv pepper_opengl_interface->GetFloatv
#define glGetFramebufferAttachmentParameteriv pepper_opengl_interface->GetFramebufferAttachmentParameteriv
#define glGetIntegerv pepper_opengl_interface->GetIntegerv
#define glGetProgramiv pepper_opengl_interface->GetProgramiv
#define glGetProgramInfoLog pepper_opengl_interface->GetProgramInfoLog
#define glGetRenderbufferParameteriv pepper_opengl_interface->GetRenderbufferParameteriv
#define glGetShaderiv pepper_opengl_interface->GetShaderiv
#define glGetShaderInfoLog pepper_opengl_interface->GetShaderInfoLog
#define glGetShaderPrecisionFormat pepper_opengl_interface->GetShaderPrecisionFormat
#define glGetShaderSource pepper_opengl_interface->GetShaderSource
#define glGetString pepper_opengl_interface->GetString
#define glGetTexParameterfv pepper_opengl_interface->GetTexParameterfv
#define glGetTexParameteriv pepper_opengl_interface->GetTexParameteriv
#define glGetUniformfv pepper_opengl_interface->GetUniformfv
#define glGetUniformiv pepper_opengl_interface->GetUniformiv
#define glGetUniformLocation pepper_opengl_interface->GetUniformLocation
#define glGetVertexAttribfv pepper_opengl_interface->GetVertexAttribfv
#define glGetVertexAttribiv pepper_opengl_interface->GetVertexAttribiv
#define glGetVertexAttribPointerv pepper_opengl_interface->GetVertexAttribPointerv
#define glHint pepper_opengl_interface->Hint
#define glIsBuffer pepper_opengl_interface->IsBuffer
#define glIsEnabled pepper_opengl_interface->IsEnabled
#define glIsFramebuffer pepper_opengl_interface->IsFramebuffer
#define glIsProgram pepper_opengl_interface->IsProgram
#define glIsRenderbuffer pepper_opengl_interface->IsRenderbuffer
#define glIsShader pepper_opengl_interface->IsShader
#define glIsTexture pepper_opengl_interface->IsTexture
#define glLineWidth pepper_opengl_interface->LineWidth
#define glLinkProgram pepper_opengl_interface->LinkProgram
#define glPixelStorei pepper_opengl_interface->PixelStorei
#define glPolygonOffset pepper_opengl_interface->PolygonOffset
#define glReadPixels pepper_opengl_interface->ReadPixels
#define glReleaseShaderCompiler pepper_opengl_interface->ReleaseShaderCompiler
#define glRenderbufferStorage pepper_opengl_interface->RenderbufferStorage
#define glSampleCoverage pepper_opengl_interface->SampleCoverage
#define glScissor pepper_opengl_interface->Scissor
#define glShaderBinary pepper_opengl_interface->ShaderBinary
#define glShaderSource pepper_opengl_interface->ShaderSource
#define glStencilFunc pepper_opengl_interface->StencilFunc
#define glStencilFuncSeparate pepper_opengl_interface->StencilFuncSeparate
#define glStencilMask pepper_opengl_interface->StencilMask
#define glStencilMaskSeparate pepper_opengl_interface->StencilMaskSeparate
#define glStencilOp pepper_opengl_interface->StencilOp
#define glStencilOpSeparate pepper_opengl_interface->StencilOpSeparate
#define glTexImage2D pepper_opengl_interface->TexImage2D
#define glTexParameterf pepper_opengl_interface->TexParameterf
#define glTexParameterfv pepper_opengl_interface->TexParameterfv
#define glTexParameteri pepper_opengl_interface->TexParameteri
#define glTexParameteriv pepper_opengl_interface->TexParameteriv
#define glTexSubImage2D pepper_opengl_interface->TexSubImage2D
#define glUniform1f pepper_opengl_interface->Uniform1f
#define glUniform1fv pepper_opengl_interface->Uniform1fv
#define glUniform1i pepper_opengl_interface->Uniform1i
#define glUniform1iv pepper_opengl_interface->Uniform1iv
#define glUniform2f pepper_opengl_interface->Uniform2f
#define glUniform2fv pepper_opengl_interface->Uniform2fv
#define glUniform2i pepper_opengl_interface->Uniform2i
#define glUniform2iv pepper_opengl_interface->Uniform2iv
#define glUniform3f pepper_opengl_interface->Uniform3f
#define glUniform3fv pepper_opengl_interface->Uniform3fv
#define glUniform3i pepper_opengl_interface->Uniform3i
#define glUniform3iv pepper_opengl_interface->Uniform3iv
#define glUniform4f pepper_opengl_interface->Uniform4f
#define glUniform4fv pepper_opengl_interface->Uniform4fv
#define glUniform4i pepper_opengl_interface->Uniform4i
#define glUniform4iv pepper_opengl_interface->Uniform4iv
#define glUniformMatrix2fv pepper_opengl_interface->UniformMatrix2fv
#define glUniformMatrix3fv pepper_opengl_interface->UniformMatrix3fv
#define glUniformMatrix4fv pepper_opengl_interface->UniformMatrix4fv
#define glUseProgram pepper_opengl_interface->UseProgram
#define glValidateProgram pepper_opengl_interface->ValidateProgram
#define glVertexAttrib1f pepper_opengl_interface->VertexAttrib1f
#define glVertexAttrib1fv pepper_opengl_interface->VertexAttrib1fv
#define glVertexAttrib2f pepper_opengl_interface->VertexAttrib2f
#define glVertexAttrib2fv pepper_opengl_interface->VertexAttrib2fv
#define glVertexAttrib3f pepper_opengl_interface->VertexAttrib3f
#define glVertexAttrib3fv pepper_opengl_interface->VertexAttrib3fv
#define glVertexAttrib4f pepper_opengl_interface->VertexAttrib4f
#define glVertexAttrib4fv pepper_opengl_interface->VertexAttrib4fv
#define glVertexAttribPointer pepper_opengl_interface->VertexAttribPointer
#define glViewport pepper_opengl_interface->Viewport
#endif /* __gl2_h_ */

@ -1,269 +0,0 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2009 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* $Revision: 7820 $ on $Date: 2009-04-03 13:46:26 -0700 (Fri, 03 Apr 2009) $
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by sending them to the public Khronos Bugzilla
* (http://khronos.org/bugzilla) by filing a bug against product
* "Khronos (general)" component "Registry".
*
* A predefined template which fills in some of the bug fields can be
* reached using http://tinyurl.com/khrplatform-h-bugreport, but you
* must create a Bugzilla login first.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(_WIN32) && !defined(__SCITECH_SNAP__)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

@ -78,14 +78,6 @@ struct PPB_Graphics3D_Dev {
// Any thread.
void* (*GetProcAddress)(const char* name);
// Make a particular context current of the calling thread. Returns PP_TRUE
// on success, PP_FALSE on failure.
PP_Bool (*MakeCurent)(PP_Resource context);
// Returns the calling thread's current context or NULL if no context is
// current.
PP_Resource (*GetCurrentContext)();
// Snapshots the rendered frame and makes it available for composition with
// the rest of the page. The alpha channel is used for translucency effects.
// One means fully opaque. Zero means fully transparent. Any thread.

@ -4,20 +4,16 @@
// This file is auto-generated. DO NOT EDIT!
// This interface is used to access common and lite profile OpenGL ES 2.0
// functions.
// OpenGL ES interface.
#ifndef PPAPI_C_DEV_PPB_OPENGLES_DEV_H_
#define PPAPI_C_DEV_PPB_OPENGLES_DEV_H_
#include "ppapi/GLES2/khrplatform.h"
#define PPB_OPENGLES_DEV_INTERFACE "PPB_OpenGLES(Dev);2.0"
#ifndef __gl2_h_
typedef unsigned int GLenum;
typedef void GLvoid;
typedef khronos_intptr_t GLintptr;
typedef long int GLintptr;
typedef int GLsizei;
typedef khronos_ssize_t GLsizeiptr;
typedef long int GLsizeiptr;
typedef int GLint;
typedef unsigned char GLboolean;
typedef unsigned int GLuint;
@ -30,204 +26,275 @@ typedef unsigned char GLubyte;
typedef int GLfixed;
typedef unsigned short GLushort;
typedef int GLclampx;
#endif // __gl2_h_
struct PPB_OpenGLES_Dev {
void (*ActiveTexture)(GLenum texture);
void (*AttachShader)(GLuint program, GLuint shader);
void (*BindAttribLocation)(GLuint program, GLuint index, const char* name);
void (*BindBuffer)(GLenum target, GLuint buffer);
void (*BindFramebuffer)(GLenum target, GLuint framebuffer);
void (*BindRenderbuffer)(GLenum target, GLuint renderbuffer);
void (*BindTexture)(GLenum target, GLuint texture);
#define PPB_OPENGLES2_DEV_INTERFACE "PPB_OpenGLES(Dev);2.0"
struct PPB_OpenGLES2_Dev {
void (*ActiveTexture)(PP_Resource context, GLenum texture);
void (*AttachShader)(PP_Resource context, GLuint program, GLuint shader);
void (*BindAttribLocation)(
PP_Resource context, GLuint program, GLuint index, const char* name);
void (*BindBuffer)(PP_Resource context, GLenum target, GLuint buffer);
void (*BindFramebuffer)(
PP_Resource context, GLenum target, GLuint framebuffer);
void (*BindRenderbuffer)(
PP_Resource context, GLenum target, GLuint renderbuffer);
void (*BindTexture)(PP_Resource context, GLenum target, GLuint texture);
void (*BlendColor)(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*BlendEquation)(GLenum mode);
void (*BlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);
void (*BlendFunc)(GLenum sfactor, GLenum dfactor);
PP_Resource context, GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha);
void (*BlendEquation)(PP_Resource context, GLenum mode);
void (*BlendEquationSeparate)(
PP_Resource context, GLenum modeRGB, GLenum modeAlpha);
void (*BlendFunc)(PP_Resource context, GLenum sfactor, GLenum dfactor);
void (*BlendFuncSeparate)(
GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
PP_Resource context, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
GLenum dstAlpha);
void (*BufferData)(
GLenum target, GLsizeiptr size, const void* data, GLenum usage);
PP_Resource context, GLenum target, GLsizeiptr size, const void* data,
GLenum usage);
void (*BufferSubData)(
GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
GLenum (*CheckFramebufferStatus)(GLenum target);
void (*Clear)(GLbitfield mask);
PP_Resource context, GLenum target, GLintptr offset, GLsizeiptr size,
const void* data);
GLenum (*CheckFramebufferStatus)(PP_Resource context, GLenum target);
void (*Clear)(PP_Resource context, GLbitfield mask);
void (*ClearColor)(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*ClearDepthf)(GLclampf depth);
void (*ClearStencil)(GLint s);
PP_Resource context, GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha);
void (*ClearDepthf)(PP_Resource context, GLclampf depth);
void (*ClearStencil)(PP_Resource context, GLint s);
void (*ColorMask)(
GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (*CompileShader)(GLuint shader);
PP_Resource context, GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha);
void (*CompileShader)(PP_Resource context, GLuint shader);
void (*CompressedTexImage2D)(
GLenum target, GLint level, GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLsizei imageSize, const void* data);
PP_Resource context, GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLsizei imageSize,
const void* data);
void (*CompressedTexSubImage2D)(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data);
PP_Resource context, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height, GLenum format,
GLsizei imageSize, const void* data);
void (*CopyTexImage2D)(
GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border);
PP_Resource context, GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (*CopyTexSubImage2D)(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x,
GLint y, GLsizei width, GLsizei height);
GLuint (*CreateProgram)();
GLuint (*CreateShader)(GLenum type);
void (*CullFace)(GLenum mode);
void (*DeleteBuffers)(GLsizei n, const GLuint* buffers);
void (*DeleteFramebuffers)(GLsizei n, const GLuint* framebuffers);
void (*DeleteProgram)(GLuint program);
void (*DeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers);
void (*DeleteShader)(GLuint shader);
void (*DeleteTextures)(GLsizei n, const GLuint* textures);
void (*DepthFunc)(GLenum func);
void (*DepthMask)(GLboolean flag);
void (*DepthRangef)(GLclampf zNear, GLclampf zFar);
void (*DetachShader)(GLuint program, GLuint shader);
void (*Disable)(GLenum cap);
void (*DisableVertexAttribArray)(GLuint index);
void (*DrawArrays)(GLenum mode, GLint first, GLsizei count);
PP_Resource context, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint (*CreateProgram)(PP_Resource context);
GLuint (*CreateShader)(PP_Resource context, GLenum type);
void (*CullFace)(PP_Resource context, GLenum mode);
void (*DeleteBuffers)(PP_Resource context, GLsizei n, const GLuint* buffers);
void (*DeleteFramebuffers)(
PP_Resource context, GLsizei n, const GLuint* framebuffers);
void (*DeleteProgram)(PP_Resource context, GLuint program);
void (*DeleteRenderbuffers)(
PP_Resource context, GLsizei n, const GLuint* renderbuffers);
void (*DeleteShader)(PP_Resource context, GLuint shader);
void (*DeleteTextures)(
PP_Resource context, GLsizei n, const GLuint* textures);
void (*DepthFunc)(PP_Resource context, GLenum func);
void (*DepthMask)(PP_Resource context, GLboolean flag);
void (*DepthRangef)(PP_Resource context, GLclampf zNear, GLclampf zFar);
void (*DetachShader)(PP_Resource context, GLuint program, GLuint shader);
void (*Disable)(PP_Resource context, GLenum cap);
void (*DisableVertexAttribArray)(PP_Resource context, GLuint index);
void (*DrawArrays)(
PP_Resource context, GLenum mode, GLint first, GLsizei count);
void (*DrawElements)(
GLenum mode, GLsizei count, GLenum type, const void* indices);
void (*Enable)(GLenum cap);
void (*EnableVertexAttribArray)(GLuint index);
void (*Finish)();
void (*Flush)();
PP_Resource context, GLenum mode, GLsizei count, GLenum type,
const void* indices);
void (*Enable)(PP_Resource context, GLenum cap);
void (*EnableVertexAttribArray)(PP_Resource context, GLuint index);
void (*Finish)(PP_Resource context);
void (*Flush)(PP_Resource context);
void (*FramebufferRenderbuffer)(
GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer);
PP_Resource context, GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer);
void (*FramebufferTexture2D)(
GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
GLint level);
void (*FrontFace)(GLenum mode);
void (*GenBuffers)(GLsizei n, GLuint* buffers);
void (*GenerateMipmap)(GLenum target);
void (*GenFramebuffers)(GLsizei n, GLuint* framebuffers);
void (*GenRenderbuffers)(GLsizei n, GLuint* renderbuffers);
void (*GenTextures)(GLsizei n, GLuint* textures);
PP_Resource context, GLenum target, GLenum attachment, GLenum textarget,
GLuint texture, GLint level);
void (*FrontFace)(PP_Resource context, GLenum mode);
void (*GenBuffers)(PP_Resource context, GLsizei n, GLuint* buffers);
void (*GenerateMipmap)(PP_Resource context, GLenum target);
void (*GenFramebuffers)(
PP_Resource context, GLsizei n, GLuint* framebuffers);
void (*GenRenderbuffers)(
PP_Resource context, GLsizei n, GLuint* renderbuffers);
void (*GenTextures)(PP_Resource context, GLsizei n, GLuint* textures);
void (*GetActiveAttrib)(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length,
GLint* size, GLenum* type, char* name);
PP_Resource context, GLuint program, GLuint index, GLsizei bufsize,
GLsizei* length, GLint* size, GLenum* type, char* name);
void (*GetActiveUniform)(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length,
GLint* size, GLenum* type, char* name);
PP_Resource context, GLuint program, GLuint index, GLsizei bufsize,
GLsizei* length, GLint* size, GLenum* type, char* name);
void (*GetAttachedShaders)(
GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GLint (*GetAttribLocation)(GLuint program, const char* name);
void (*GetBooleanv)(GLenum pname, GLboolean* params);
void (*GetBufferParameteriv)(GLenum target, GLenum pname, GLint* params);
GLenum (*GetError)();
void (*GetFloatv)(GLenum pname, GLfloat* params);
PP_Resource context, GLuint program, GLsizei maxcount, GLsizei* count,
GLuint* shaders);
GLint (*GetAttribLocation)(
PP_Resource context, GLuint program, const char* name);
void (*GetBooleanv)(PP_Resource context, GLenum pname, GLboolean* params);
void (*GetBufferParameteriv)(
PP_Resource context, GLenum target, GLenum pname, GLint* params);
GLenum (*GetError)(PP_Resource context);
void (*GetFloatv)(PP_Resource context, GLenum pname, GLfloat* params);
void (*GetFramebufferAttachmentParameteriv)(
GLenum target, GLenum attachment, GLenum pname, GLint* params);
void (*GetIntegerv)(GLenum pname, GLint* params);
void (*GetProgramiv)(GLuint program, GLenum pname, GLint* params);
PP_Resource context, GLenum target, GLenum attachment, GLenum pname,
GLint* params);
void (*GetIntegerv)(PP_Resource context, GLenum pname, GLint* params);
void (*GetProgramiv)(
PP_Resource context, GLuint program, GLenum pname, GLint* params);
void (*GetProgramInfoLog)(
GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
PP_Resource context, GLuint program, GLsizei bufsize, GLsizei* length,
char* infolog);
void (*GetRenderbufferParameteriv)(
GLenum target, GLenum pname, GLint* params);
void (*GetShaderiv)(GLuint shader, GLenum pname, GLint* params);
PP_Resource context, GLenum target, GLenum pname, GLint* params);
void (*GetShaderiv)(
PP_Resource context, GLuint shader, GLenum pname, GLint* params);
void (*GetShaderInfoLog)(
GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
PP_Resource context, GLuint shader, GLsizei bufsize, GLsizei* length,
char* infolog);
void (*GetShaderPrecisionFormat)(
GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
PP_Resource context, GLenum shadertype, GLenum precisiontype,
GLint* range, GLint* precision);
void (*GetShaderSource)(
GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
const GLubyte* (*GetString)(GLenum name);
void (*GetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params);
void (*GetTexParameteriv)(GLenum target, GLenum pname, GLint* params);
void (*GetUniformfv)(GLuint program, GLint location, GLfloat* params);
void (*GetUniformiv)(GLuint program, GLint location, GLint* params);
GLint (*GetUniformLocation)(GLuint program, const char* name);
void (*GetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params);
void (*GetVertexAttribiv)(GLuint index, GLenum pname, GLint* params);
void (*GetVertexAttribPointerv)(GLuint index, GLenum pname, void** pointer);
void (*Hint)(GLenum target, GLenum mode);
GLboolean (*IsBuffer)(GLuint buffer);
GLboolean (*IsEnabled)(GLenum cap);
GLboolean (*IsFramebuffer)(GLuint framebuffer);
GLboolean (*IsProgram)(GLuint program);
GLboolean (*IsRenderbuffer)(GLuint renderbuffer);
GLboolean (*IsShader)(GLuint shader);
GLboolean (*IsTexture)(GLuint texture);
void (*LineWidth)(GLfloat width);
void (*LinkProgram)(GLuint program);
void (*PixelStorei)(GLenum pname, GLint param);
void (*PolygonOffset)(GLfloat factor, GLfloat units);
PP_Resource context, GLuint shader, GLsizei bufsize, GLsizei* length,
char* source);
const GLubyte* (*GetString)(PP_Resource context, GLenum name);
void (*GetTexParameterfv)(
PP_Resource context, GLenum target, GLenum pname, GLfloat* params);
void (*GetTexParameteriv)(
PP_Resource context, GLenum target, GLenum pname, GLint* params);
void (*GetUniformfv)(
PP_Resource context, GLuint program, GLint location, GLfloat* params);
void (*GetUniformiv)(
PP_Resource context, GLuint program, GLint location, GLint* params);
GLint (*GetUniformLocation)(
PP_Resource context, GLuint program, const char* name);
void (*GetVertexAttribfv)(
PP_Resource context, GLuint index, GLenum pname, GLfloat* params);
void (*GetVertexAttribiv)(
PP_Resource context, GLuint index, GLenum pname, GLint* params);
void (*GetVertexAttribPointerv)(
PP_Resource context, GLuint index, GLenum pname, void** pointer);
void (*Hint)(PP_Resource context, GLenum target, GLenum mode);
GLboolean (*IsBuffer)(PP_Resource context, GLuint buffer);
GLboolean (*IsEnabled)(PP_Resource context, GLenum cap);
GLboolean (*IsFramebuffer)(PP_Resource context, GLuint framebuffer);
GLboolean (*IsProgram)(PP_Resource context, GLuint program);
GLboolean (*IsRenderbuffer)(PP_Resource context, GLuint renderbuffer);
GLboolean (*IsShader)(PP_Resource context, GLuint shader);
GLboolean (*IsTexture)(PP_Resource context, GLuint texture);
void (*LineWidth)(PP_Resource context, GLfloat width);
void (*LinkProgram)(PP_Resource context, GLuint program);
void (*PixelStorei)(PP_Resource context, GLenum pname, GLint param);
void (*PolygonOffset)(PP_Resource context, GLfloat factor, GLfloat units);
void (*ReadPixels)(
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, void* pixels);
void (*ReleaseShaderCompiler)();
PP_Resource context, GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, void* pixels);
void (*ReleaseShaderCompiler)(PP_Resource context);
void (*RenderbufferStorage)(
GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (*SampleCoverage)(GLclampf value, GLboolean invert);
void (*Scissor)(GLint x, GLint y, GLsizei width, GLsizei height);
PP_Resource context, GLenum target, GLenum internalformat, GLsizei width,
GLsizei height);
void (*SampleCoverage)(
PP_Resource context, GLclampf value, GLboolean invert);
void (*Scissor)(
PP_Resource context, GLint x, GLint y, GLsizei width, GLsizei height);
void (*ShaderBinary)(
GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary,
GLsizei length);
PP_Resource context, GLsizei n, const GLuint* shaders,
GLenum binaryformat, const void* binary, GLsizei length);
void (*ShaderSource)(
GLuint shader, GLsizei count, const char** str, const GLint* length);
void (*StencilFunc)(GLenum func, GLint ref, GLuint mask);
PP_Resource context, GLuint shader, GLsizei count, const char** str,
const GLint* length);
void (*StencilFunc)(
PP_Resource context, GLenum func, GLint ref, GLuint mask);
void (*StencilFuncSeparate)(
GLenum face, GLenum func, GLint ref, GLuint mask);
void (*StencilMask)(GLuint mask);
void (*StencilMaskSeparate)(GLenum face, GLuint mask);
void (*StencilOp)(GLenum fail, GLenum zfail, GLenum zpass);
PP_Resource context, GLenum face, GLenum func, GLint ref, GLuint mask);
void (*StencilMask)(PP_Resource context, GLuint mask);
void (*StencilMaskSeparate)(PP_Resource context, GLenum face, GLuint mask);
void (*StencilOp)(
PP_Resource context, GLenum fail, GLenum zfail, GLenum zpass);
void (*StencilOpSeparate)(
GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
PP_Resource context, GLenum face, GLenum fail, GLenum zfail,
GLenum zpass);
void (*TexImage2D)(
GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
PP_Resource context, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type,
const void* pixels);
void (*TexParameterf)(GLenum target, GLenum pname, GLfloat param);
void (*TexParameterfv)(GLenum target, GLenum pname, const GLfloat* params);
void (*TexParameteri)(GLenum target, GLenum pname, GLint param);
void (*TexParameteriv)(GLenum target, GLenum pname, const GLint* params);
void (*TexParameterf)(
PP_Resource context, GLenum target, GLenum pname, GLfloat param);
void (*TexParameterfv)(
PP_Resource context, GLenum target, GLenum pname, const GLfloat* params);
void (*TexParameteri)(
PP_Resource context, GLenum target, GLenum pname, GLint param);
void (*TexParameteriv)(
PP_Resource context, GLenum target, GLenum pname, const GLint* params);
void (*TexSubImage2D)(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLenum type, const void* pixels);
void (*Uniform1f)(GLint location, GLfloat x);
void (*Uniform1fv)(GLint location, GLsizei count, const GLfloat* v);
void (*Uniform1i)(GLint location, GLint x);
void (*Uniform1iv)(GLint location, GLsizei count, const GLint* v);
void (*Uniform2f)(GLint location, GLfloat x, GLfloat y);
void (*Uniform2fv)(GLint location, GLsizei count, const GLfloat* v);
void (*Uniform2i)(GLint location, GLint x, GLint y);
void (*Uniform2iv)(GLint location, GLsizei count, const GLint* v);
void (*Uniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z);
void (*Uniform3fv)(GLint location, GLsizei count, const GLfloat* v);
void (*Uniform3i)(GLint location, GLint x, GLint y, GLint z);
void (*Uniform3iv)(GLint location, GLsizei count, const GLint* v);
PP_Resource context, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type,
const void* pixels);
void (*Uniform1f)(PP_Resource context, GLint location, GLfloat x);
void (*Uniform1fv)(
PP_Resource context, GLint location, GLsizei count, const GLfloat* v);
void (*Uniform1i)(PP_Resource context, GLint location, GLint x);
void (*Uniform1iv)(
PP_Resource context, GLint location, GLsizei count, const GLint* v);
void (*Uniform2f)(PP_Resource context, GLint location, GLfloat x, GLfloat y);
void (*Uniform2fv)(
PP_Resource context, GLint location, GLsizei count, const GLfloat* v);
void (*Uniform2i)(PP_Resource context, GLint location, GLint x, GLint y);
void (*Uniform2iv)(
PP_Resource context, GLint location, GLsizei count, const GLint* v);
void (*Uniform3f)(
PP_Resource context, GLint location, GLfloat x, GLfloat y, GLfloat z);
void (*Uniform3fv)(
PP_Resource context, GLint location, GLsizei count, const GLfloat* v);
void (*Uniform3i)(
PP_Resource context, GLint location, GLint x, GLint y, GLint z);
void (*Uniform3iv)(
PP_Resource context, GLint location, GLsizei count, const GLint* v);
void (*Uniform4f)(
GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*Uniform4fv)(GLint location, GLsizei count, const GLfloat* v);
void (*Uniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w);
void (*Uniform4iv)(GLint location, GLsizei count, const GLint* v);
PP_Resource context, GLint location, GLfloat x, GLfloat y, GLfloat z,
GLfloat w);
void (*Uniform4fv)(
PP_Resource context, GLint location, GLsizei count, const GLfloat* v);
void (*Uniform4i)(
PP_Resource context, GLint location, GLint x, GLint y, GLint z, GLint w);
void (*Uniform4iv)(
PP_Resource context, GLint location, GLsizei count, const GLint* v);
void (*UniformMatrix2fv)(
GLint location, GLsizei count, GLboolean transpose,
PP_Resource context, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value);
void (*UniformMatrix3fv)(
GLint location, GLsizei count, GLboolean transpose,
PP_Resource context, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value);
void (*UniformMatrix4fv)(
GLint location, GLsizei count, GLboolean transpose,
PP_Resource context, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value);
void (*UseProgram)(GLuint program);
void (*ValidateProgram)(GLuint program);
void (*VertexAttrib1f)(GLuint indx, GLfloat x);
void (*VertexAttrib1fv)(GLuint indx, const GLfloat* values);
void (*VertexAttrib2f)(GLuint indx, GLfloat x, GLfloat y);
void (*VertexAttrib2fv)(GLuint indx, const GLfloat* values);
void (*VertexAttrib3f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void (*VertexAttrib3fv)(GLuint indx, const GLfloat* values);
void (*UseProgram)(PP_Resource context, GLuint program);
void (*ValidateProgram)(PP_Resource context, GLuint program);
void (*VertexAttrib1f)(PP_Resource context, GLuint indx, GLfloat x);
void (*VertexAttrib1fv)(
PP_Resource context, GLuint indx, const GLfloat* values);
void (*VertexAttrib2f)(
PP_Resource context, GLuint indx, GLfloat x, GLfloat y);
void (*VertexAttrib2fv)(
PP_Resource context, GLuint indx, const GLfloat* values);
void (*VertexAttrib3f)(
PP_Resource context, GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void (*VertexAttrib3fv)(
PP_Resource context, GLuint indx, const GLfloat* values);
void (*VertexAttrib4f)(
GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*VertexAttrib4fv)(GLuint indx, const GLfloat* values);
PP_Resource context, GLuint indx, GLfloat x, GLfloat y, GLfloat z,
GLfloat w);
void (*VertexAttrib4fv)(
PP_Resource context, GLuint indx, const GLfloat* values);
void (*VertexAttribPointer)(
GLuint indx, GLint size, GLenum type, GLboolean normalized,
GLsizei stride, const void* ptr);
void (*Viewport)(GLint x, GLint y, GLsizei width, GLsizei height);
void (*SwapBuffers)();
PP_Resource context, GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, const void* ptr);
void (*Viewport)(
PP_Resource context, GLint x, GLint y, GLsizei width, GLsizei height);
};
#endif // PPAPI_C_DEV_PPB_OPENGLES_DEV_H_

@ -10,10 +10,6 @@
#include "ppapi/cpp/module.h"
#include "ppapi/cpp/module_impl.h"
extern "C" {
const PPB_OpenGLES_Dev* pepper_opengl_interface = NULL;
}
namespace pp {
namespace {
@ -22,13 +18,8 @@ template <> const char* interface_name<PPB_Graphics3D_Dev>() {
return PPB_GRAPHICS_3D_DEV_INTERFACE;
}
template <> const char* interface_name<PPB_OpenGLES_Dev>() {
return PPB_OPENGLES_DEV_INTERFACE;
}
inline void InitializeOpenGLCInterface() {
if (!pepper_opengl_interface)
pepper_opengl_interface = get_interface<PPB_OpenGLES_Dev>();
template <> const char* interface_name<PPB_OpenGLES2_Dev>() {
return PPB_OPENGLES2_DEV_INTERFACE;
}
} // namespace
@ -84,26 +75,14 @@ Graphics3D_Dev Graphics3D_Dev::FromResource(PP_Resource resource_id) {
return Graphics3D_Dev();
}
bool Graphics3D_Dev::ResetCurrent() {
return has_interface<PPB_Graphics3D_Dev>() &&
get_interface<PPB_Graphics3D_Dev>()->MakeCurent(0);
}
Graphics3D_Dev Graphics3D_Dev::GetCurrentContext() {
if (has_interface<PPB_Graphics3D_Dev>())
return FromResource(
get_interface<PPB_Graphics3D_Dev>()->GetCurrentContext());
return Graphics3D_Dev();
}
uint32_t Graphics3D_Dev::GetError() {
if (has_interface<PPB_Graphics3D_Dev>())
return get_interface<PPB_Graphics3D_Dev>()->GetError();
return PP_GRAPHICS_3D_ERROR_NOT_INITIALIZED;
}
const PPB_OpenGLES_Dev* Graphics3D_Dev::GetImplementation() {
return get_interface<PPB_OpenGLES_Dev>();
const PPB_OpenGLES2_Dev* Graphics3D_Dev::GetImplementation() {
return get_interface<PPB_OpenGLES2_Dev>();
}
Graphics3D_Dev::Graphics3D_Dev(const Instance& instance,
@ -111,19 +90,12 @@ Graphics3D_Dev::Graphics3D_Dev(const Instance& instance,
int32_t share_context,
const int32_t* attrib_list) {
if (has_interface<PPB_Graphics3D_Dev>() &&
has_interface<PPB_OpenGLES_Dev>()) {
InitializeOpenGLCInterface();
has_interface<PPB_OpenGLES2_Dev>()) {
PassRefFromConstructor(get_interface<PPB_Graphics3D_Dev>()->CreateContext(
instance.pp_instance(), config, share_context, attrib_list));
}
}
bool Graphics3D_Dev::MakeCurrent() const {
InitializeOpenGLCInterface();
return has_interface<PPB_Graphics3D_Dev>() &&
get_interface<PPB_Graphics3D_Dev>()->MakeCurent(pp_resource());
}
bool Graphics3D_Dev::SwapBuffers() const {
return has_interface<PPB_Graphics3D_Dev>() &&
get_interface<PPB_Graphics3D_Dev>()->SwapBuffers(pp_resource());

@ -27,10 +27,8 @@ class Graphics3D_Dev : public Resource {
static void* GetProcAddress(const char* name);
static bool ResetCurrent();
static Graphics3D_Dev GetCurrentContext();
static uint32_t GetError();
static const PPB_OpenGLES_Dev* GetImplementation();
static const PPB_OpenGLES2_Dev* GetImplementation();
// Creates an is_null() Graphics3D object.
Graphics3D_Dev() {}
@ -40,7 +38,6 @@ class Graphics3D_Dev : public Resource {
int32_t share_context,
const int32_t* attrib_list);
bool MakeCurrent() const;
bool SwapBuffers() const;
protected:

@ -4,26 +4,52 @@
#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
static const struct PPB_OpenGLES_Dev* g_gles2_interface;
#ifndef GL_FALSE
#define GL_FALSE 0
#endif // GL_FALSE
int GL_APIENTRY glInitializePPAPI(
PP_Module module,
#ifndef GL_TRUE
#define GL_TRUE 1
#endif // GL_TRUE
#if defined(__GNUC__) && !defined(__APPLE__)
#define PP_TLS __thread
#elif defined(_MSC_VER)
#define PP_TLS __declspec(thread)
#else
// TODO(alokp): Fix all other platforms.
#define PP_TLS
#endif
// TODO(alokp): This will need to be thread-safe if we build gles2 as a
// shared library.
static const struct PPB_OpenGLES2_Dev* g_gles2_interface = NULL;
// TODO(alokp): Make sure PP_TLS works on all supported platforms.
static PP_TLS PP_Resource g_current_context = 0;
GLboolean GL_APIENTRY glInitializePPAPI(
PPB_GetInterface get_browser_interface) {
return 0;
if (!g_gles2_interface) {
g_gles2_interface = get_browser_interface(PPB_OPENGLES2_DEV_INTERFACE);
}
return g_gles2_interface ? GL_TRUE : GL_FALSE;
}
int GL_APIENTRY glTerminatePPAPI() {
return 0;
GLboolean GL_APIENTRY glTerminatePPAPI() {
g_gles2_interface = NULL;
return GL_TRUE;
}
void GL_APIENTRY glSetCurrentContextPPAPI(PP_Resource context) {
g_current_context = context;
}
PP_Resource GL_APIENTRY glGetCurrentContextPPAPI() {
return 0;
return g_current_context;
}
const struct PPB_OpenGLES_Dev* GL_APIENTRY glGetInterfacePPAPI() {
const struct PPB_OpenGLES2_Dev* GL_APIENTRY glGetInterfacePPAPI() {
return g_gles2_interface;
}

@ -9,7 +9,6 @@
#include <GLES2/gl2platform.h>
#include "ppapi/c/pp_module.h"
#include "ppapi/c/pp_resource.h"
#include "ppapi/c/ppb.h"
#include "ppapi/c/dev/ppb_opengles_dev.h"
@ -21,13 +20,12 @@ extern "C" {
// Initializes OpenGL ES 2.0 library.
// Must be called once before making any gl calls.
// GL_FALSE is returned on failure, GL_TRUE otherwise.
GL_APICALL int GL_APIENTRY glInitializePPAPI(
PP_Module module,
GL_APICALL GLboolean GL_APIENTRY glInitializePPAPI(
PPB_GetInterface get_browser_interface);
// Terminates OpenGL ES 2.0 library.
// GL_FALSE is returned on failure, GL_TRUE otherwise.
GL_APICALL int GL_APIENTRY glTerminatePPAPI();
GL_APICALL GLboolean GL_APIENTRY glTerminatePPAPI();
// Sets context to be used for rendering in the current thread.
GL_APICALL void GL_APIENTRY glSetCurrentContextPPAPI(PP_Resource context);
@ -37,7 +35,7 @@ GL_APICALL void GL_APIENTRY glSetCurrentContextPPAPI(PP_Resource context);
GL_APICALL PP_Resource GL_APIENTRY glGetCurrentContextPPAPI();
// Returns OpenGL ES 2.0 interface.
GL_APICALL const struct PPB_OpenGLES_Dev* GL_APIENTRY glGetInterfacePPAPI();
GL_APICALL const struct PPB_OpenGLES2_Dev* GL_APIENTRY glGetInterfacePPAPI();
#ifdef __cplusplus
}

@ -5,512 +5,749 @@
// This file is auto-generated. DO NOT EDIT!
#include <GLES2/gl2.h>
#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
void GL_APIENTRY glActiveTexture(GLenum texture) {
glGetInterfacePPAPI()->ActiveTexture(glGetCurrentContextPPAPI(), texture);
}
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) {
glGetInterfacePPAPI()->AttachShader(
glGetCurrentContextPPAPI(), program, shader);
}
void GL_APIENTRY glBindAttribLocation(
GLuint program, GLuint index, const char* name) {
glGetInterfacePPAPI()->BindAttribLocation(
glGetCurrentContextPPAPI(), program, index, name);
}
void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) {
glGetInterfacePPAPI()->BindBuffer(
glGetCurrentContextPPAPI(), target, buffer);
}
void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) {
glGetInterfacePPAPI()->BindFramebuffer(
glGetCurrentContextPPAPI(), target, framebuffer);
}
void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) {
glGetInterfacePPAPI()->BindRenderbuffer(
glGetCurrentContextPPAPI(), target, renderbuffer);
}
void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) {
glGetInterfacePPAPI()->BindTexture(
glGetCurrentContextPPAPI(), target, texture);
}
void GL_APIENTRY glBlendColor(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
glGetInterfacePPAPI()->BlendColor(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glBlendEquation(GLenum mode) {
glGetInterfacePPAPI()->BlendEquation(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
glGetInterfacePPAPI()->BlendEquationSeparate(
glGetCurrentContextPPAPI(), modeRGB, modeAlpha);
}
void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) {
glGetInterfacePPAPI()->BlendFunc(
glGetCurrentContextPPAPI(), sfactor, dfactor);
}
void GL_APIENTRY glBlendFuncSeparate(
GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) {
glGetInterfacePPAPI()->BlendFuncSeparate(
glGetCurrentContextPPAPI(), srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GL_APIENTRY glBufferData(
GLenum target, GLsizeiptr size, const void* data, GLenum usage) {
glGetInterfacePPAPI()->BufferData(
glGetCurrentContextPPAPI(), target, size, data, usage);
}
void GL_APIENTRY glBufferSubData(
GLenum target, GLintptr offset, GLsizeiptr size, const void* data) {
glGetInterfacePPAPI()->BufferSubData(
glGetCurrentContextPPAPI(), target, offset, size, data);
}
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) {
return 0;
return glGetInterfacePPAPI()->CheckFramebufferStatus(
glGetCurrentContextPPAPI(), target);
}
void GL_APIENTRY glClear(GLbitfield mask) {
glGetInterfacePPAPI()->Clear(glGetCurrentContextPPAPI(), mask);
}
void GL_APIENTRY glClearColor(
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
glGetInterfacePPAPI()->ClearColor(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glClearDepthf(GLclampf depth) {
glGetInterfacePPAPI()->ClearDepthf(glGetCurrentContextPPAPI(), depth);
}
void GL_APIENTRY glClearStencil(GLint s) {
glGetInterfacePPAPI()->ClearStencil(glGetCurrentContextPPAPI(), s);
}
void GL_APIENTRY glColorMask(
GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
glGetInterfacePPAPI()->ColorMask(
glGetCurrentContextPPAPI(), red, green, blue, alpha);
}
void GL_APIENTRY glCompileShader(GLuint shader) {
glGetInterfacePPAPI()->CompileShader(glGetCurrentContextPPAPI(), shader);
}
void GL_APIENTRY glCompressedTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLsizei imageSize, const void* data) {
glGetInterfacePPAPI()->CompressedTexImage2D(
glGetCurrentContextPPAPI(), target, level, internalformat, width, height,
border, imageSize, data);
}
void GL_APIENTRY glCompressedTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data) {
glGetInterfacePPAPI()->CompressedTexSubImage2D(
glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width,
height, format, imageSize, data);
}
void GL_APIENTRY glCopyTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border) {
glGetInterfacePPAPI()->CopyTexImage2D(
glGetCurrentContextPPAPI(), target, level, internalformat, x, y, width,
height, border);
}
void GL_APIENTRY glCopyTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->CopyTexSubImage2D(
glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, x, y, width,
height);
}
GLuint GL_APIENTRY glCreateProgram() {
return 0;
return glGetInterfacePPAPI()->CreateProgram(glGetCurrentContextPPAPI());
}
GLuint GL_APIENTRY glCreateShader(GLenum type) {
return 0;
return glGetInterfacePPAPI()->CreateShader(glGetCurrentContextPPAPI(), type);
}
void GL_APIENTRY glCullFace(GLenum mode) {
glGetInterfacePPAPI()->CullFace(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers) {
glGetInterfacePPAPI()->DeleteBuffers(glGetCurrentContextPPAPI(), n, buffers);
}
void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
glGetInterfacePPAPI()->DeleteFramebuffers(
glGetCurrentContextPPAPI(), n, framebuffers);
}
void GL_APIENTRY glDeleteProgram(GLuint program) {
glGetInterfacePPAPI()->DeleteProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glDeleteRenderbuffers(
GLsizei n, const GLuint* renderbuffers) {
glGetInterfacePPAPI()->DeleteRenderbuffers(
glGetCurrentContextPPAPI(), n, renderbuffers);
}
void GL_APIENTRY glDeleteShader(GLuint shader) {
glGetInterfacePPAPI()->DeleteShader(glGetCurrentContextPPAPI(), shader);
}
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) {
glGetInterfacePPAPI()->DeleteTextures(
glGetCurrentContextPPAPI(), n, textures);
}
void GL_APIENTRY glDepthFunc(GLenum func) {
glGetInterfacePPAPI()->DepthFunc(glGetCurrentContextPPAPI(), func);
}
void GL_APIENTRY glDepthMask(GLboolean flag) {
glGetInterfacePPAPI()->DepthMask(glGetCurrentContextPPAPI(), flag);
}
void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) {
glGetInterfacePPAPI()->DepthRangef(glGetCurrentContextPPAPI(), zNear, zFar);
}
void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) {
glGetInterfacePPAPI()->DetachShader(
glGetCurrentContextPPAPI(), program, shader);
}
void GL_APIENTRY glDisable(GLenum cap) {
glGetInterfacePPAPI()->Disable(glGetCurrentContextPPAPI(), cap);
}
void GL_APIENTRY glDisableVertexAttribArray(GLuint index) {
glGetInterfacePPAPI()->DisableVertexAttribArray(
glGetCurrentContextPPAPI(), index);
}
void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
glGetInterfacePPAPI()->DrawArrays(
glGetCurrentContextPPAPI(), mode, first, count);
}
void GL_APIENTRY glDrawElements(
GLenum mode, GLsizei count, GLenum type, const void* indices) {
glGetInterfacePPAPI()->DrawElements(
glGetCurrentContextPPAPI(), mode, count, type, indices);
}
void GL_APIENTRY glEnable(GLenum cap) {
glGetInterfacePPAPI()->Enable(glGetCurrentContextPPAPI(), cap);
}
void GL_APIENTRY glEnableVertexAttribArray(GLuint index) {
glGetInterfacePPAPI()->EnableVertexAttribArray(
glGetCurrentContextPPAPI(), index);
}
void GL_APIENTRY glFinish() {
glGetInterfacePPAPI()->Finish(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glFlush() {
glGetInterfacePPAPI()->Flush(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glFramebufferRenderbuffer(
GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer) {
glGetInterfacePPAPI()->FramebufferRenderbuffer(
glGetCurrentContextPPAPI(), target, attachment, renderbuffertarget,
renderbuffer);
}
void GL_APIENTRY glFramebufferTexture2D(
GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
GLint level) {
glGetInterfacePPAPI()->FramebufferTexture2D(
glGetCurrentContextPPAPI(), target, attachment, textarget, texture,
level);
}
void GL_APIENTRY glFrontFace(GLenum mode) {
glGetInterfacePPAPI()->FrontFace(glGetCurrentContextPPAPI(), mode);
}
void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) {
glGetInterfacePPAPI()->GenBuffers(glGetCurrentContextPPAPI(), n, buffers);
}
void GL_APIENTRY glGenerateMipmap(GLenum target) {
glGetInterfacePPAPI()->GenerateMipmap(glGetCurrentContextPPAPI(), target);
}
void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) {
glGetInterfacePPAPI()->GenFramebuffers(
glGetCurrentContextPPAPI(), n, framebuffers);
}
void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
glGetInterfacePPAPI()->GenRenderbuffers(
glGetCurrentContextPPAPI(), n, renderbuffers);
}
void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) {
glGetInterfacePPAPI()->GenTextures(glGetCurrentContextPPAPI(), n, textures);
}
void GL_APIENTRY glGetActiveAttrib(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
GLenum* type, char* name) {
glGetInterfacePPAPI()->GetActiveAttrib(
glGetCurrentContextPPAPI(), program, index, bufsize, length, size, type,
name);
}
void GL_APIENTRY glGetActiveUniform(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
GLenum* type, char* name) {
glGetInterfacePPAPI()->GetActiveUniform(
glGetCurrentContextPPAPI(), program, index, bufsize, length, size, type,
name);
}
void GL_APIENTRY glGetAttachedShaders(
GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) {
glGetInterfacePPAPI()->GetAttachedShaders(
glGetCurrentContextPPAPI(), program, maxcount, count, shaders);
}
GLint GL_APIENTRY glGetAttribLocation(GLuint program, const char* name) {
return 0;
return glGetInterfacePPAPI()->GetAttribLocation(
glGetCurrentContextPPAPI(), program, name);
}
void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params) {
glGetInterfacePPAPI()->GetBooleanv(
glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY glGetBufferParameteriv(
GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetBufferParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
GLenum GL_APIENTRY glGetError() {
return 0;
return glGetInterfacePPAPI()->GetError(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetFloatv(glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY glGetFramebufferAttachmentParameteriv(
GLenum target, GLenum attachment, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetFramebufferAttachmentParameteriv(
glGetCurrentContextPPAPI(), target, attachment, pname, params);
}
void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetIntegerv(
glGetCurrentContextPPAPI(), pname, params);
}
void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetProgramiv(
glGetCurrentContextPPAPI(), program, pname, params);
}
void GL_APIENTRY glGetProgramInfoLog(
GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) {
glGetInterfacePPAPI()->GetProgramInfoLog(
glGetCurrentContextPPAPI(), program, bufsize, length, infolog);
}
void GL_APIENTRY glGetRenderbufferParameteriv(
GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetRenderbufferParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetShaderiv(
glGetCurrentContextPPAPI(), shader, pname, params);
}
void GL_APIENTRY glGetShaderInfoLog(
GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) {
glGetInterfacePPAPI()->GetShaderInfoLog(
glGetCurrentContextPPAPI(), shader, bufsize, length, infolog);
}
void GL_APIENTRY glGetShaderPrecisionFormat(
GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
glGetInterfacePPAPI()->GetShaderPrecisionFormat(
glGetCurrentContextPPAPI(), shadertype, precisiontype, range, precision);
}
void GL_APIENTRY glGetShaderSource(
GLuint shader, GLsizei bufsize, GLsizei* length, char* source) {
glGetInterfacePPAPI()->GetShaderSource(
glGetCurrentContextPPAPI(), shader, bufsize, length, source);
}
const GLubyte* GL_APIENTRY glGetString(GLenum name) {
return 0;
return glGetInterfacePPAPI()->GetString(glGetCurrentContextPPAPI(), name);
}
void GL_APIENTRY glGetTexParameterfv(
GLenum target, GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetTexParameterfv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glGetTexParameteriv(
GLenum target, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetTexParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glGetUniformfv(
GLuint program, GLint location, GLfloat* params) {
glGetInterfacePPAPI()->GetUniformfv(
glGetCurrentContextPPAPI(), program, location, params);
}
void GL_APIENTRY glGetUniformiv(
GLuint program, GLint location, GLint* params) {
glGetInterfacePPAPI()->GetUniformiv(
glGetCurrentContextPPAPI(), program, location, params);
}
GLint GL_APIENTRY glGetUniformLocation(GLuint program, const char* name) {
return 0;
return glGetInterfacePPAPI()->GetUniformLocation(
glGetCurrentContextPPAPI(), program, name);
}
void GL_APIENTRY glGetVertexAttribfv(
GLuint index, GLenum pname, GLfloat* params) {
glGetInterfacePPAPI()->GetVertexAttribfv(
glGetCurrentContextPPAPI(), index, pname, params);
}
void GL_APIENTRY glGetVertexAttribiv(
GLuint index, GLenum pname, GLint* params) {
glGetInterfacePPAPI()->GetVertexAttribiv(
glGetCurrentContextPPAPI(), index, pname, params);
}
void GL_APIENTRY glGetVertexAttribPointerv(
GLuint index, GLenum pname, void** pointer) {
glGetInterfacePPAPI()->GetVertexAttribPointerv(
glGetCurrentContextPPAPI(), index, pname, pointer);
}
void GL_APIENTRY glHint(GLenum target, GLenum mode) {
glGetInterfacePPAPI()->Hint(glGetCurrentContextPPAPI(), target, mode);
}
GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) {
return 0;
return glGetInterfacePPAPI()->IsBuffer(glGetCurrentContextPPAPI(), buffer);
}
GLboolean GL_APIENTRY glIsEnabled(GLenum cap) {
return 0;
return glGetInterfacePPAPI()->IsEnabled(glGetCurrentContextPPAPI(), cap);
}
GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) {
return 0;
return glGetInterfacePPAPI()->IsFramebuffer(
glGetCurrentContextPPAPI(), framebuffer);
}
GLboolean GL_APIENTRY glIsProgram(GLuint program) {
return 0;
return glGetInterfacePPAPI()->IsProgram(glGetCurrentContextPPAPI(), program);
}
GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) {
return 0;
return glGetInterfacePPAPI()->IsRenderbuffer(
glGetCurrentContextPPAPI(), renderbuffer);
}
GLboolean GL_APIENTRY glIsShader(GLuint shader) {
return 0;
return glGetInterfacePPAPI()->IsShader(glGetCurrentContextPPAPI(), shader);
}
GLboolean GL_APIENTRY glIsTexture(GLuint texture) {
return 0;
return glGetInterfacePPAPI()->IsTexture(glGetCurrentContextPPAPI(), texture);
}
void GL_APIENTRY glLineWidth(GLfloat width) {
glGetInterfacePPAPI()->LineWidth(glGetCurrentContextPPAPI(), width);
}
void GL_APIENTRY glLinkProgram(GLuint program) {
glGetInterfacePPAPI()->LinkProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) {
glGetInterfacePPAPI()->PixelStorei(glGetCurrentContextPPAPI(), pname, param);
}
void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) {
glGetInterfacePPAPI()->PolygonOffset(
glGetCurrentContextPPAPI(), factor, units);
}
void GL_APIENTRY glReadPixels(
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
void* pixels) {
glGetInterfacePPAPI()->ReadPixels(
glGetCurrentContextPPAPI(), x, y, width, height, format, type, pixels);
}
void GL_APIENTRY glReleaseShaderCompiler() {
glGetInterfacePPAPI()->ReleaseShaderCompiler(glGetCurrentContextPPAPI());
}
void GL_APIENTRY glRenderbufferStorage(
GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->RenderbufferStorage(
glGetCurrentContextPPAPI(), target, internalformat, width, height);
}
void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert) {
glGetInterfacePPAPI()->SampleCoverage(
glGetCurrentContextPPAPI(), value, invert);
}
void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->Scissor(
glGetCurrentContextPPAPI(), x, y, width, height);
}
void GL_APIENTRY glShaderBinary(
GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary,
GLsizei length) {
glGetInterfacePPAPI()->ShaderBinary(
glGetCurrentContextPPAPI(), n, shaders, binaryformat, binary, length);
}
void GL_APIENTRY glShaderSource(
GLuint shader, GLsizei count, const char** str, const GLint* length) {
glGetInterfacePPAPI()->ShaderSource(
glGetCurrentContextPPAPI(), shader, count, str, length);
}
void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) {
glGetInterfacePPAPI()->StencilFunc(
glGetCurrentContextPPAPI(), func, ref, mask);
}
void GL_APIENTRY glStencilFuncSeparate(
GLenum face, GLenum func, GLint ref, GLuint mask) {
glGetInterfacePPAPI()->StencilFuncSeparate(
glGetCurrentContextPPAPI(), face, func, ref, mask);
}
void GL_APIENTRY glStencilMask(GLuint mask) {
glGetInterfacePPAPI()->StencilMask(glGetCurrentContextPPAPI(), mask);
}
void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) {
glGetInterfacePPAPI()->StencilMaskSeparate(
glGetCurrentContextPPAPI(), face, mask);
}
void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
glGetInterfacePPAPI()->StencilOp(
glGetCurrentContextPPAPI(), fail, zfail, zpass);
}
void GL_APIENTRY glStencilOpSeparate(
GLenum face, GLenum fail, GLenum zfail, GLenum zpass) {
glGetInterfacePPAPI()->StencilOpSeparate(
glGetCurrentContextPPAPI(), face, fail, zfail, zpass);
}
void GL_APIENTRY glTexImage2D(
GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
const void* pixels) {
glGetInterfacePPAPI()->TexImage2D(
glGetCurrentContextPPAPI(), target, level, internalformat, width, height,
border, format, type, pixels);
}
void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) {
glGetInterfacePPAPI()->TexParameterf(
glGetCurrentContextPPAPI(), target, pname, param);
}
void GL_APIENTRY glTexParameterfv(
GLenum target, GLenum pname, const GLfloat* params) {
glGetInterfacePPAPI()->TexParameterfv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) {
glGetInterfacePPAPI()->TexParameteri(
glGetCurrentContextPPAPI(), target, pname, param);
}
void GL_APIENTRY glTexParameteriv(
GLenum target, GLenum pname, const GLint* params) {
glGetInterfacePPAPI()->TexParameteriv(
glGetCurrentContextPPAPI(), target, pname, params);
}
void GL_APIENTRY glTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLenum type, const void* pixels) {
glGetInterfacePPAPI()->TexSubImage2D(
glGetCurrentContextPPAPI(), target, level, xoffset, yoffset, width,
height, format, type, pixels);
}
void GL_APIENTRY glUniform1f(GLint location, GLfloat x) {
glGetInterfacePPAPI()->Uniform1f(glGetCurrentContextPPAPI(), location, x);
}
void GL_APIENTRY glUniform1fv(
GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform1fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform1i(GLint location, GLint x) {
glGetInterfacePPAPI()->Uniform1i(glGetCurrentContextPPAPI(), location, x);
}
void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform1iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y) {
glGetInterfacePPAPI()->Uniform2f(glGetCurrentContextPPAPI(), location, x, y);
}
void GL_APIENTRY glUniform2fv(
GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform2fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) {
glGetInterfacePPAPI()->Uniform2i(glGetCurrentContextPPAPI(), location, x, y);
}
void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform2iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) {
glGetInterfacePPAPI()->Uniform3f(
glGetCurrentContextPPAPI(), location, x, y, z);
}
void GL_APIENTRY glUniform3fv(
GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform3fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z) {
glGetInterfacePPAPI()->Uniform3i(
glGetCurrentContextPPAPI(), location, x, y, z);
}
void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform3iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform4f(
GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
glGetInterfacePPAPI()->Uniform4f(
glGetCurrentContextPPAPI(), location, x, y, z, w);
}
void GL_APIENTRY glUniform4fv(
GLint location, GLsizei count, const GLfloat* v) {
glGetInterfacePPAPI()->Uniform4fv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniform4i(
GLint location, GLint x, GLint y, GLint z, GLint w) {
glGetInterfacePPAPI()->Uniform4i(
glGetCurrentContextPPAPI(), location, x, y, z, w);
}
void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) {
glGetInterfacePPAPI()->Uniform4iv(
glGetCurrentContextPPAPI(), location, count, v);
}
void GL_APIENTRY glUniformMatrix2fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix2fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix3fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix3fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUniformMatrix4fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
glGetInterfacePPAPI()->UniformMatrix4fv(
glGetCurrentContextPPAPI(), location, count, transpose, value);
}
void GL_APIENTRY glUseProgram(GLuint program) {
glGetInterfacePPAPI()->UseProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glValidateProgram(GLuint program) {
glGetInterfacePPAPI()->ValidateProgram(glGetCurrentContextPPAPI(), program);
}
void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x) {
glGetInterfacePPAPI()->VertexAttrib1f(glGetCurrentContextPPAPI(), indx, x);
}
void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib1fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
glGetInterfacePPAPI()->VertexAttrib2f(
glGetCurrentContextPPAPI(), indx, x, y);
}
void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib2fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttrib3f(
GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
glGetInterfacePPAPI()->VertexAttrib3f(
glGetCurrentContextPPAPI(), indx, x, y, z);
}
void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib3fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttrib4f(
GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
glGetInterfacePPAPI()->VertexAttrib4f(
glGetCurrentContextPPAPI(), indx, x, y, z, w);
}
void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values) {
glGetInterfacePPAPI()->VertexAttrib4fv(
glGetCurrentContextPPAPI(), indx, values);
}
void GL_APIENTRY glVertexAttribPointer(
GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride,
const void* ptr) {
glGetInterfacePPAPI()->VertexAttribPointer(
glGetCurrentContextPPAPI(), indx, size, type, normalized, stride, ptr);
}
void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
glGetInterfacePPAPI()->Viewport(
glGetCurrentContextPPAPI(), x, y, width, height);
}

28
ppapi/ppapi.gypi Normal file

@ -0,0 +1,28 @@
# Copyright (c) 2010 The Chromium Authors. All rights reserved.
# Use of this source code is governed by a BSD-style license that can be
# found in the LICENSE file.
{
'variables': {
#
# ppp_entrypoints_sources is a set of source files that provide
# a default implementation of plugin entry-points as defined in
# ppp.h. Note that these source files assume that plugin is dependent
# on ppapi_cpp_objects target defined in ppapi.gyp.
#
# Note that we cannot compile these source files into a static library
# because the entry points need to be exported from the plugin.
#
'ppp_entrypoints_sources': [
'<(DEPTH)/ppapi/cpp/module_embedder.h',
'<(DEPTH)/ppapi/cpp/ppp_entrypoints.cc',
],
},
}
# Local Variables:
# tab-width:2
# indent-tabs-mode:nil
# End:
# vim: set expandtab tabstop=2 shiftwidth=2:

@ -17,9 +17,6 @@
#ifndef ESUTIL_H
#define ESUTIL_H
///
// Includes
//
#include <GLES2/gl2.h>
#ifdef __cplusplus

@ -20,7 +20,6 @@
},
'sources': [
'Common/Include/esUtil.h',
'Common/Include/esUtil_win.h',
'Common/Source/esShader.c',
'Common/Source/esShapes.c',
'Common/Source/esTransform.c',

@ -293,7 +293,7 @@
'../plugins/ppapi/ppb_image_data_impl.h',
'../plugins/ppapi/ppb_nacl_private_impl.cc',
'../plugins/ppapi/ppb_nacl_private_impl.h',
'../plugins/ppapi/ppb_open_gl_es_impl.cc',
'../plugins/ppapi/ppb_opengles_impl.cc',
'../plugins/ppapi/ppb_pdf.h',
'../plugins/ppapi/ppb_pdf_impl.cc',
'../plugins/ppapi/ppb_pdf_impl.h',

@ -283,8 +283,8 @@ const void* GetInterface(const char* name) {
if (!CommandLine::ForCurrentProcess()->HasSwitch("disable-3d-apis")) {
if (strcmp(name, PPB_GRAPHICS_3D_DEV_INTERFACE) == 0)
return PPB_Graphics3D_Impl::GetInterface();
if (strcmp(name, PPB_OPENGLES_DEV_INTERFACE) == 0)
return PPB_Graphics3D_Impl::GetOpenGLESInterface();
if (strcmp(name, PPB_OPENGLES2_DEV_INTERFACE) == 0)
return PPB_Graphics3D_Impl::GetOpenGLES2Interface();
}
#endif // ENABLE_GPU

@ -5,8 +5,6 @@
#include "webkit/plugins/ppapi/ppb_graphics_3d_impl.h"
#include "gpu/command_buffer/common/command_buffer.h"
#include "base/lazy_instance.h"
#include "base/thread_local.h"
#include "ppapi/c/dev/ppb_graphics_3d_dev.h"
#include "webkit/plugins/ppapi/common.h"
#include "webkit/plugins/ppapi/ppapi_plugin_instance.h"
@ -16,9 +14,6 @@ namespace ppapi {
namespace {
static base::LazyInstance<base::ThreadLocalPointer<PPB_Graphics3D_Impl> >
g_current_context_key(base::LINKER_INITIALIZED);
// Size of the transfer buffer.
enum { kTransferBufferSize = 512 * 1024 };
@ -81,22 +76,6 @@ void* GetProcAddress(const char* name) {
return NULL;
}
PP_Bool MakeCurrent(PP_Resource graphics3d) {
if (!graphics3d) {
PPB_Graphics3D_Impl::ResetCurrent();
return PP_TRUE;
} else {
scoped_refptr<PPB_Graphics3D_Impl> context(
Resource::GetAs<PPB_Graphics3D_Impl>(graphics3d));
return BoolToPPBool(context.get() && context->MakeCurrent());
}
}
PP_Resource GetCurrentContext() {
PPB_Graphics3D_Impl* current_context = PPB_Graphics3D_Impl::GetCurrent();
return current_context ? current_context->GetReference() : 0;
}
PP_Bool SwapBuffers(PP_Resource graphics3d) {
scoped_refptr<PPB_Graphics3D_Impl> context(
Resource::GetAs<PPB_Graphics3D_Impl>(graphics3d));
@ -104,14 +83,8 @@ PP_Bool SwapBuffers(PP_Resource graphics3d) {
}
uint32_t GetError() {
// Technically, this should return the last error that occurred on the current
// thread, rather than an error associated with a particular context.
// TODO(apatrick): Fix this.
PPB_Graphics3D_Impl* current_context = PPB_Graphics3D_Impl::GetCurrent();
if (!current_context)
return 0;
return current_context->GetError();
// TODO(alokp): Fix this.
return 0;
}
const PPB_Graphics3D_Dev ppb_graphics3d = {
@ -122,8 +95,6 @@ const PPB_Graphics3D_Dev ppb_graphics3d = {
&QueryString,
&CreateContext,
&GetProcAddress,
&MakeCurrent,
&GetCurrentContext,
&SwapBuffers,
&GetError
};
@ -139,14 +110,6 @@ const PPB_Graphics3D_Dev* PPB_Graphics3D_Impl::GetInterface() {
return &ppb_graphics3d;
}
PPB_Graphics3D_Impl* PPB_Graphics3D_Impl::GetCurrent() {
return g_current_context_key.Get().Get();
}
void PPB_Graphics3D_Impl::ResetCurrent() {
g_current_context_key.Get().Set(NULL);
}
PPB_Graphics3D_Impl::~PPB_Graphics3D_Impl() {
Destroy();
}
@ -203,16 +166,6 @@ bool PPB_Graphics3D_Impl::BindToInstance(PluginInstance* new_instance) {
return true;
}
bool PPB_Graphics3D_Impl::MakeCurrent() {
if (!platform_context_.get())
return false;
g_current_context_key.Get().Set(this);
// TODO(apatrick): Return false on context lost.
return true;
}
bool PPB_Graphics3D_Impl::SwapBuffers() {
if (!platform_context_.get())
return false;
@ -249,12 +202,7 @@ unsigned PPB_Graphics3D_Impl::GetBackingTextureId() {
}
void PPB_Graphics3D_Impl::Destroy() {
if (GetCurrent() == this) {
ResetCurrent();
}
gles2_implementation_ = NULL;
platform_context_.reset();
}

@ -22,7 +22,7 @@ class GLES2Implementation;
} // namespace gpu
struct PPB_Graphics3D_Dev;
struct PPB_OpenGLES_Dev;
struct PPB_OpenGLES2_Dev;
namespace webkit {
namespace ppapi {
@ -34,14 +34,10 @@ class PPB_Graphics3D_Impl : public Resource {
virtual ~PPB_Graphics3D_Impl();
static const PPB_Graphics3D_Dev* GetInterface();
static const PPB_OpenGLES_Dev* GetOpenGLESInterface();
static const PPB_OpenGLES2_Dev* GetOpenGLES2Interface();
static bool Shutdown();
static PPB_Graphics3D_Impl* GetCurrent();
static void ResetCurrent();
// Resource override.
virtual PPB_Graphics3D_Impl* AsPPB_Graphics3D_Impl();
@ -54,8 +50,6 @@ class PPB_Graphics3D_Impl : public Resource {
// TODO(apatrick): Figure out the best semantics here.
bool BindToInstance(PluginInstance* new_instance);
bool MakeCurrent();
bool SwapBuffers();
unsigned GetError();

@ -1,673 +0,0 @@
// Copyright (c) 2010 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This file is auto-generated. DO NOT EDIT!
#include "webkit/plugins/ppapi/ppb_graphics_3d_impl.h"
#include "gpu/command_buffer/client/gles2_implementation.h"
#include "ppapi/c/dev/ppb_opengles_dev.h"
namespace webkit {
namespace ppapi {
namespace {
void ActiveTexture(GLenum texture) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ActiveTexture(texture);
}
void AttachShader(GLuint program, GLuint shader) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->AttachShader(program, shader);
}
void BindAttribLocation(GLuint program, GLuint index, const char* name) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BindAttribLocation(program, index, name);
}
void BindBuffer(GLenum target, GLuint buffer) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BindBuffer(target, buffer);
}
void BindFramebuffer(GLenum target, GLuint framebuffer) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BindFramebuffer(target, framebuffer);
}
void BindRenderbuffer(GLenum target, GLuint renderbuffer) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BindRenderbuffer(target, renderbuffer);
}
void BindTexture(GLenum target, GLuint texture) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BindTexture(target, texture);
}
void BlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BlendColor(red, green, blue, alpha);
}
void BlendEquation(GLenum mode) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BlendEquation(mode);
}
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BlendEquationSeparate(modeRGB, modeAlpha);
}
void BlendFunc(GLenum sfactor, GLenum dfactor) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BlendFunc(sfactor, dfactor);
}
void BlendFuncSeparate(
GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BlendFuncSeparate(
srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void BufferData(
GLenum target, GLsizeiptr size, const void* data, GLenum usage) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BufferData(target, size, data, usage);
}
void BufferSubData(
GLenum target, GLintptr offset, GLsizeiptr size, const void* data) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->BufferSubData(target, offset, size, data);
}
GLenum CheckFramebufferStatus(GLenum target) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->CheckFramebufferStatus(target);
}
void Clear(GLbitfield mask) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Clear(mask);
}
void ClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ClearColor(red, green, blue, alpha);
}
void ClearDepthf(GLclampf depth) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ClearDepthf(depth);
}
void ClearStencil(GLint s) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ClearStencil(s);
}
void ColorMask(
GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ColorMask(red, green, blue, alpha);
}
void CompileShader(GLuint shader) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->CompileShader(shader);
}
void CompressedTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLsizei imageSize, const void* data) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->CompressedTexImage2D(
target, level, internalformat, width, height, border, imageSize, data);
}
void CompressedTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->CompressedTexSubImage2D(
target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
void CopyTexImage2D(
GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->CopyTexImage2D(
target, level, internalformat, x, y, width, height, border);
}
void CopyTexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->CopyTexSubImage2D(
target, level, xoffset, yoffset, x, y, width, height);
}
GLuint CreateProgram() {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->CreateProgram();
}
GLuint CreateShader(GLenum type) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->CreateShader(type);
}
void CullFace(GLenum mode) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->CullFace(mode);
}
void DeleteBuffers(GLsizei n, const GLuint* buffers) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DeleteBuffers(n, buffers);
}
void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DeleteFramebuffers(n, framebuffers);
}
void DeleteProgram(GLuint program) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DeleteProgram(program);
}
void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DeleteRenderbuffers(n, renderbuffers);
}
void DeleteShader(GLuint shader) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DeleteShader(shader);
}
void DeleteTextures(GLsizei n, const GLuint* textures) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DeleteTextures(n, textures);
}
void DepthFunc(GLenum func) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DepthFunc(func);
}
void DepthMask(GLboolean flag) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DepthMask(flag);
}
void DepthRangef(GLclampf zNear, GLclampf zFar) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DepthRangef(zNear, zFar);
}
void DetachShader(GLuint program, GLuint shader) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DetachShader(program, shader);
}
void Disable(GLenum cap) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Disable(cap);
}
void DisableVertexAttribArray(GLuint index) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DisableVertexAttribArray(index);
}
void DrawArrays(GLenum mode, GLint first, GLsizei count) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DrawArrays(mode, first, count);
}
void DrawElements(
GLenum mode, GLsizei count, GLenum type, const void* indices) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->DrawElements(mode, count, type, indices);
}
void Enable(GLenum cap) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Enable(cap);
}
void EnableVertexAttribArray(GLuint index) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->EnableVertexAttribArray(index);
}
void Finish() {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Finish();
}
void Flush() {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Flush();
}
void FramebufferRenderbuffer(
GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->FramebufferRenderbuffer(
target, attachment, renderbuffertarget, renderbuffer);
}
void FramebufferTexture2D(
GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
GLint level) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->FramebufferTexture2D(
target, attachment, textarget, texture, level);
}
void FrontFace(GLenum mode) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->FrontFace(mode);
}
void GenBuffers(GLsizei n, GLuint* buffers) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GenBuffers(n, buffers);
}
void GenerateMipmap(GLenum target) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GenerateMipmap(target);
}
void GenFramebuffers(GLsizei n, GLuint* framebuffers) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GenFramebuffers(n, framebuffers);
}
void GenRenderbuffers(GLsizei n, GLuint* renderbuffers) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GenRenderbuffers(n, renderbuffers);
}
void GenTextures(GLsizei n, GLuint* textures) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GenTextures(n, textures);
}
void GetActiveAttrib(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
GLenum* type, char* name) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetActiveAttrib(
program, index, bufsize, length, size, type, name);
}
void GetActiveUniform(
GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size,
GLenum* type, char* name) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetActiveUniform(
program, index, bufsize, length, size, type, name);
}
void GetAttachedShaders(
GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetAttachedShaders(
program, maxcount, count, shaders);
}
GLint GetAttribLocation(GLuint program, const char* name) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->GetAttribLocation(program, name);
}
void GetBooleanv(GLenum pname, GLboolean* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetBooleanv(pname, params);
}
void GetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetBufferParameteriv(
target, pname, params);
}
GLenum GetError() {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->GetError();
}
void GetFloatv(GLenum pname, GLfloat* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetFloatv(pname, params);
}
void GetFramebufferAttachmentParameteriv(
GLenum target, GLenum attachment, GLenum pname, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetFramebufferAttachmentParameteriv(
target, attachment, pname, params);
}
void GetIntegerv(GLenum pname, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetIntegerv(pname, params);
}
void GetProgramiv(GLuint program, GLenum pname, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetProgramiv(program, pname, params);
}
void GetProgramInfoLog(
GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetProgramInfoLog(
program, bufsize, length, infolog);
}
void GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetRenderbufferParameteriv(
target, pname, params);
}
void GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetShaderiv(shader, pname, params);
}
void GetShaderInfoLog(
GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetShaderInfoLog(
shader, bufsize, length, infolog);
}
void GetShaderPrecisionFormat(
GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetShaderPrecisionFormat(
shadertype, precisiontype, range, precision);
}
void GetShaderSource(
GLuint shader, GLsizei bufsize, GLsizei* length, char* source) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetShaderSource(
shader, bufsize, length, source);
}
const GLubyte* GetString(GLenum name) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->GetString(name);
}
void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetTexParameterfv(target, pname, params);
}
void GetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetTexParameteriv(target, pname, params);
}
void GetUniformfv(GLuint program, GLint location, GLfloat* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetUniformfv(program, location, params);
}
void GetUniformiv(GLuint program, GLint location, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetUniformiv(program, location, params);
}
GLint GetUniformLocation(GLuint program, const char* name) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->GetUniformLocation(program, name);
}
void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetVertexAttribfv(index, pname, params);
}
void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetVertexAttribiv(index, pname, params);
}
void GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->GetVertexAttribPointerv(
index, pname, pointer);
}
void Hint(GLenum target, GLenum mode) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Hint(target, mode);
}
GLboolean IsBuffer(GLuint buffer) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->IsBuffer(buffer);
}
GLboolean IsEnabled(GLenum cap) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->IsEnabled(cap);
}
GLboolean IsFramebuffer(GLuint framebuffer) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->IsFramebuffer(framebuffer);
}
GLboolean IsProgram(GLuint program) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->IsProgram(program);
}
GLboolean IsRenderbuffer(GLuint renderbuffer) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->IsRenderbuffer(renderbuffer);
}
GLboolean IsShader(GLuint shader) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->IsShader(shader);
}
GLboolean IsTexture(GLuint texture) {
return PPB_Graphics3D_Impl::GetCurrent()->impl()->IsTexture(texture);
}
void LineWidth(GLfloat width) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->LineWidth(width);
}
void LinkProgram(GLuint program) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->LinkProgram(program);
}
void PixelStorei(GLenum pname, GLint param) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->PixelStorei(pname, param);
}
void PolygonOffset(GLfloat factor, GLfloat units) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->PolygonOffset(factor, units);
}
void ReadPixels(
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
void* pixels) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ReadPixels(
x, y, width, height, format, type, pixels);
}
void ReleaseShaderCompiler() {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ReleaseShaderCompiler();
}
void RenderbufferStorage(
GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->RenderbufferStorage(
target, internalformat, width, height);
}
void SampleCoverage(GLclampf value, GLboolean invert) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->SampleCoverage(value, invert);
}
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Scissor(x, y, width, height);
}
void ShaderBinary(
GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary,
GLsizei length) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ShaderBinary(
n, shaders, binaryformat, binary, length);
}
void ShaderSource(
GLuint shader, GLsizei count, const char** str, const GLint* length) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ShaderSource(shader, count, str, length);
}
void StencilFunc(GLenum func, GLint ref, GLuint mask) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->StencilFunc(func, ref, mask);
}
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->StencilFuncSeparate(face, func, ref, mask);
}
void StencilMask(GLuint mask) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->StencilMask(mask);
}
void StencilMaskSeparate(GLenum face, GLuint mask) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->StencilMaskSeparate(face, mask);
}
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->StencilOp(fail, zfail, zpass);
}
void StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->StencilOpSeparate(
face, fail, zfail, zpass);
}
void TexImage2D(
GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
const void* pixels) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->TexImage2D(
target, level, internalformat, width, height, border, format, type,
pixels);
}
void TexParameterf(GLenum target, GLenum pname, GLfloat param) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->TexParameterf(target, pname, param);
}
void TexParameterfv(GLenum target, GLenum pname, const GLfloat* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->TexParameterfv(target, pname, params);
}
void TexParameteri(GLenum target, GLenum pname, GLint param) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->TexParameteri(target, pname, param);
}
void TexParameteriv(GLenum target, GLenum pname, const GLint* params) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->TexParameteriv(target, pname, params);
}
void TexSubImage2D(
GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLenum type, const void* pixels) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->TexSubImage2D(
target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void Uniform1f(GLint location, GLfloat x) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform1f(location, x);
}
void Uniform1fv(GLint location, GLsizei count, const GLfloat* v) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform1fv(location, count, v);
}
void Uniform1i(GLint location, GLint x) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform1i(location, x);
}
void Uniform1iv(GLint location, GLsizei count, const GLint* v) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform1iv(location, count, v);
}
void Uniform2f(GLint location, GLfloat x, GLfloat y) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform2f(location, x, y);
}
void Uniform2fv(GLint location, GLsizei count, const GLfloat* v) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform2fv(location, count, v);
}
void Uniform2i(GLint location, GLint x, GLint y) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform2i(location, x, y);
}
void Uniform2iv(GLint location, GLsizei count, const GLint* v) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform2iv(location, count, v);
}
void Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform3f(location, x, y, z);
}
void Uniform3fv(GLint location, GLsizei count, const GLfloat* v) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform3fv(location, count, v);
}
void Uniform3i(GLint location, GLint x, GLint y, GLint z) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform3i(location, x, y, z);
}
void Uniform3iv(GLint location, GLsizei count, const GLint* v) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform3iv(location, count, v);
}
void Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform4f(location, x, y, z, w);
}
void Uniform4fv(GLint location, GLsizei count, const GLfloat* v) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform4fv(location, count, v);
}
void Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform4i(location, x, y, z, w);
}
void Uniform4iv(GLint location, GLsizei count, const GLint* v) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Uniform4iv(location, count, v);
}
void UniformMatrix2fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->UniformMatrix2fv(
location, count, transpose, value);
}
void UniformMatrix3fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->UniformMatrix3fv(
location, count, transpose, value);
}
void UniformMatrix4fv(
GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->UniformMatrix4fv(
location, count, transpose, value);
}
void UseProgram(GLuint program) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->UseProgram(program);
}
void ValidateProgram(GLuint program) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->ValidateProgram(program);
}
void VertexAttrib1f(GLuint indx, GLfloat x) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttrib1f(indx, x);
}
void VertexAttrib1fv(GLuint indx, const GLfloat* values) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttrib1fv(indx, values);
}
void VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttrib2f(indx, x, y);
}
void VertexAttrib2fv(GLuint indx, const GLfloat* values) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttrib2fv(indx, values);
}
void VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttrib3f(indx, x, y, z);
}
void VertexAttrib3fv(GLuint indx, const GLfloat* values) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttrib3fv(indx, values);
}
void VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttrib4f(indx, x, y, z, w);
}
void VertexAttrib4fv(GLuint indx, const GLfloat* values) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttrib4fv(indx, values);
}
void VertexAttribPointer(
GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride,
const void* ptr) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->VertexAttribPointer(
indx, size, type, normalized, stride, ptr);
}
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
PPB_Graphics3D_Impl::GetCurrent()->impl()->Viewport(x, y, width, height);
}
void SwapBuffers() {
PPB_Graphics3D_Impl::GetCurrent()->impl()->SwapBuffers();
}
const struct PPB_OpenGLES_Dev ppb_opengles = {
&ActiveTexture,
&AttachShader,
&BindAttribLocation,
&BindBuffer,
&BindFramebuffer,
&BindRenderbuffer,
&BindTexture,
&BlendColor,
&BlendEquation,
&BlendEquationSeparate,
&BlendFunc,
&BlendFuncSeparate,
&BufferData,
&BufferSubData,
&CheckFramebufferStatus,
&Clear,
&ClearColor,
&ClearDepthf,
&ClearStencil,
&ColorMask,
&CompileShader,
&CompressedTexImage2D,
&CompressedTexSubImage2D,
&CopyTexImage2D,
&CopyTexSubImage2D,
&CreateProgram,
&CreateShader,
&CullFace,
&DeleteBuffers,
&DeleteFramebuffers,
&DeleteProgram,
&DeleteRenderbuffers,
&DeleteShader,
&DeleteTextures,
&DepthFunc,
&DepthMask,
&DepthRangef,
&DetachShader,
&Disable,
&DisableVertexAttribArray,
&DrawArrays,
&DrawElements,
&Enable,
&EnableVertexAttribArray,
&Finish,
&Flush,
&FramebufferRenderbuffer,
&FramebufferTexture2D,
&FrontFace,
&GenBuffers,
&GenerateMipmap,
&GenFramebuffers,
&GenRenderbuffers,
&GenTextures,
&GetActiveAttrib,
&GetActiveUniform,
&GetAttachedShaders,
&GetAttribLocation,
&GetBooleanv,
&GetBufferParameteriv,
&GetError,
&GetFloatv,
&GetFramebufferAttachmentParameteriv,
&GetIntegerv,
&GetProgramiv,
&GetProgramInfoLog,
&GetRenderbufferParameteriv,
&GetShaderiv,
&GetShaderInfoLog,
&GetShaderPrecisionFormat,
&GetShaderSource,
&GetString,
&GetTexParameterfv,
&GetTexParameteriv,
&GetUniformfv,
&GetUniformiv,
&GetUniformLocation,
&GetVertexAttribfv,
&GetVertexAttribiv,
&GetVertexAttribPointerv,
&Hint,
&IsBuffer,
&IsEnabled,
&IsFramebuffer,
&IsProgram,
&IsRenderbuffer,
&IsShader,
&IsTexture,
&LineWidth,
&LinkProgram,
&PixelStorei,
&PolygonOffset,
&ReadPixels,
&ReleaseShaderCompiler,
&RenderbufferStorage,
&SampleCoverage,
&Scissor,
&ShaderBinary,
&ShaderSource,
&StencilFunc,
&StencilFuncSeparate,
&StencilMask,
&StencilMaskSeparate,
&StencilOp,
&StencilOpSeparate,
&TexImage2D,
&TexParameterf,
&TexParameterfv,
&TexParameteri,
&TexParameteriv,
&TexSubImage2D,
&Uniform1f,
&Uniform1fv,
&Uniform1i,
&Uniform1iv,
&Uniform2f,
&Uniform2fv,
&Uniform2i,
&Uniform2iv,
&Uniform3f,
&Uniform3fv,
&Uniform3i,
&Uniform3iv,
&Uniform4f,
&Uniform4fv,
&Uniform4i,
&Uniform4iv,
&UniformMatrix2fv,
&UniformMatrix3fv,
&UniformMatrix4fv,
&UseProgram,
&ValidateProgram,
&VertexAttrib1f,
&VertexAttrib1fv,
&VertexAttrib2f,
&VertexAttrib2fv,
&VertexAttrib3f,
&VertexAttrib3fv,
&VertexAttrib4f,
&VertexAttrib4fv,
&VertexAttribPointer,
&Viewport,
&SwapBuffers
};
} // namespace
const PPB_OpenGLES_Dev* PPB_Graphics3D_Impl::GetOpenGLESInterface() {
return &ppb_opengles;
}
} // namespace ppapi
} // namespace webkit

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