557 lines
19 KiB
C
557 lines
19 KiB
C
// Copyright 2015 The Go Authors. All rights reserved.
|
|
// Use of this source code is governed by a BSD-style
|
|
// license that can be found in the LICENSE file.
|
|
|
|
// +build darwin linux openbsd
|
|
|
|
#include <stdlib.h>
|
|
#include "_cgo_export.h"
|
|
#include "work.h"
|
|
|
|
#if defined(GL_ES_VERSION_3_0) && GL_ES_VERSION_3_0
|
|
#else
|
|
#include <stdio.h>
|
|
static void gles3missing() {
|
|
printf("GLES3 function is missing\n");
|
|
exit(2);
|
|
}
|
|
static void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
|
|
static void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
|
|
static void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
|
|
static void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
|
|
static void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
|
|
static void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
|
|
static void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { gles3missing(); }
|
|
static void glUniform1ui(GLint location, GLuint v0) { gles3missing(); }
|
|
static void glUniform2ui(GLint location, GLuint v0, GLuint v1) { gles3missing(); }
|
|
static void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { gles3missing(); }
|
|
static void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { gles3missing(); }
|
|
static void glUniform1uiv(GLint location, GLsizei count, const GLuint *value) { gles3missing(); }
|
|
static void glUniform2uiv(GLint location, GLsizei count, const GLuint *value) { gles3missing(); }
|
|
static void glUniform3uiv(GLint location, GLsizei count, const GLuint *value) { gles3missing(); }
|
|
static void glUniform4uiv(GLint location, GLsizei count, const GLuint *value) { gles3missing(); }
|
|
static void glBindVertexArray(GLuint array) { gles3missing(); }
|
|
static void glGenVertexArrays(GLsizei n, GLuint *arrays) { gles3missing(); }
|
|
static void glDeleteVertexArrays(GLsizei n, const GLuint *arrays) { gles3missing(); }
|
|
#endif
|
|
|
|
uintptr_t processFn(struct fnargs* args, char* parg) {
|
|
uintptr_t ret = 0;
|
|
switch (args->fn) {
|
|
case glfnUNDEFINED:
|
|
abort(); // bad glfn
|
|
break;
|
|
case glfnActiveTexture:
|
|
glActiveTexture((GLenum)args->a0);
|
|
break;
|
|
case glfnAttachShader:
|
|
glAttachShader((GLint)args->a0, (GLint)args->a1);
|
|
break;
|
|
case glfnBindAttribLocation:
|
|
glBindAttribLocation((GLint)args->a0, (GLint)args->a1, (GLchar*)args->a2);
|
|
break;
|
|
case glfnBindBuffer:
|
|
glBindBuffer((GLenum)args->a0, (GLuint)args->a1);
|
|
break;
|
|
case glfnBindFramebuffer:
|
|
glBindFramebuffer((GLenum)args->a0, (GLint)args->a1);
|
|
break;
|
|
case glfnBindRenderbuffer:
|
|
glBindRenderbuffer((GLenum)args->a0, (GLint)args->a1);
|
|
break;
|
|
case glfnBindTexture:
|
|
glBindTexture((GLenum)args->a0, (GLint)args->a1);
|
|
break;
|
|
case glfnBindVertexArray:
|
|
glBindVertexArray((GLenum)args->a0);
|
|
break;
|
|
case glfnBlendColor:
|
|
glBlendColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
|
|
break;
|
|
case glfnBlendEquation:
|
|
glBlendEquation((GLenum)args->a0);
|
|
break;
|
|
case glfnBlendEquationSeparate:
|
|
glBlendEquationSeparate((GLenum)args->a0, (GLenum)args->a1);
|
|
break;
|
|
case glfnBlendFunc:
|
|
glBlendFunc((GLenum)args->a0, (GLenum)args->a1);
|
|
break;
|
|
case glfnBlendFuncSeparate:
|
|
glBlendFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3);
|
|
break;
|
|
case glfnBlitFramebuffer:
|
|
glBlitFramebuffer((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7, (GLbitfield)args->a8, (GLenum)args->a9);
|
|
break;
|
|
case glfnBufferData:
|
|
glBufferData((GLenum)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg, (GLenum)args->a2);
|
|
break;
|
|
case glfnBufferSubData:
|
|
glBufferSubData((GLenum)args->a0, (GLint)args->a1, (GLsizeiptr)args->a2, (GLvoid*)parg);
|
|
break;
|
|
case glfnCheckFramebufferStatus:
|
|
ret = glCheckFramebufferStatus((GLenum)args->a0);
|
|
break;
|
|
case glfnClear:
|
|
glClear((GLenum)args->a0);
|
|
break;
|
|
case glfnClearColor:
|
|
glClearColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
|
|
break;
|
|
case glfnClearDepthf:
|
|
glClearDepthf(*(GLfloat*)&args->a0);
|
|
break;
|
|
case glfnClearStencil:
|
|
glClearStencil((GLint)args->a0);
|
|
break;
|
|
case glfnColorMask:
|
|
glColorMask((GLboolean)args->a0, (GLboolean)args->a1, (GLboolean)args->a2, (GLboolean)args->a3);
|
|
break;
|
|
case glfnCompileShader:
|
|
glCompileShader((GLint)args->a0);
|
|
break;
|
|
case glfnCompressedTexImage2D:
|
|
glCompressedTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLsizeiptr)args->a6, (GLvoid*)parg);
|
|
break;
|
|
case glfnCompressedTexSubImage2D:
|
|
glCompressedTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLenum)args->a6, (GLsizeiptr)args->a7, (GLvoid*)parg);
|
|
break;
|
|
case glfnCopyTexImage2D:
|
|
glCopyTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7);
|
|
break;
|
|
case glfnCopyTexSubImage2D:
|
|
glCopyTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7);
|
|
break;
|
|
case glfnCreateProgram:
|
|
ret = glCreateProgram();
|
|
break;
|
|
case glfnCreateShader:
|
|
ret = glCreateShader((GLenum)args->a0);
|
|
break;
|
|
case glfnCullFace:
|
|
glCullFace((GLenum)args->a0);
|
|
break;
|
|
case glfnDeleteBuffer:
|
|
glDeleteBuffers(1, (const GLuint*)(&args->a0));
|
|
break;
|
|
case glfnDeleteFramebuffer:
|
|
glDeleteFramebuffers(1, (const GLuint*)(&args->a0));
|
|
break;
|
|
case glfnDeleteProgram:
|
|
glDeleteProgram((GLint)args->a0);
|
|
break;
|
|
case glfnDeleteRenderbuffer:
|
|
glDeleteRenderbuffers(1, (const GLuint*)(&args->a0));
|
|
break;
|
|
case glfnDeleteShader:
|
|
glDeleteShader((GLint)args->a0);
|
|
break;
|
|
case glfnDeleteTexture:
|
|
glDeleteTextures(1, (const GLuint*)(&args->a0));
|
|
break;
|
|
case glfnDeleteVertexArray:
|
|
glDeleteVertexArrays(1, (const GLuint*)(&args->a0));
|
|
break;
|
|
case glfnDepthFunc:
|
|
glDepthFunc((GLenum)args->a0);
|
|
break;
|
|
case glfnDepthMask:
|
|
glDepthMask((GLboolean)args->a0);
|
|
break;
|
|
case glfnDepthRangef:
|
|
glDepthRangef(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1);
|
|
break;
|
|
case glfnDetachShader:
|
|
glDetachShader((GLint)args->a0, (GLint)args->a1);
|
|
break;
|
|
case glfnDisable:
|
|
glDisable((GLenum)args->a0);
|
|
break;
|
|
case glfnDisableVertexAttribArray:
|
|
glDisableVertexAttribArray((GLint)args->a0);
|
|
break;
|
|
case glfnDrawArrays:
|
|
glDrawArrays((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2);
|
|
break;
|
|
case glfnDrawElements:
|
|
glDrawElements((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (void*)args->a3);
|
|
break;
|
|
case glfnEnable:
|
|
glEnable((GLenum)args->a0);
|
|
break;
|
|
case glfnEnableVertexAttribArray:
|
|
glEnableVertexAttribArray((GLint)args->a0);
|
|
break;
|
|
case glfnFinish:
|
|
glFinish();
|
|
break;
|
|
case glfnFlush:
|
|
glFlush();
|
|
break;
|
|
case glfnFramebufferRenderbuffer:
|
|
glFramebufferRenderbuffer((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3);
|
|
break;
|
|
case glfnFramebufferTexture2D:
|
|
glFramebufferTexture2D((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4);
|
|
break;
|
|
case glfnFrontFace:
|
|
glFrontFace((GLenum)args->a0);
|
|
break;
|
|
case glfnGenBuffer:
|
|
glGenBuffers(1, (GLuint*)&ret);
|
|
break;
|
|
case glfnGenFramebuffer:
|
|
glGenFramebuffers(1, (GLuint*)&ret);
|
|
break;
|
|
case glfnGenRenderbuffer:
|
|
glGenRenderbuffers(1, (GLuint*)&ret);
|
|
break;
|
|
case glfnGenTexture:
|
|
glGenTextures(1, (GLuint*)&ret);
|
|
break;
|
|
case glfnGenVertexArray:
|
|
glGenVertexArrays(1, (GLuint*)&ret);
|
|
break;
|
|
case glfnGenerateMipmap:
|
|
glGenerateMipmap((GLenum)args->a0);
|
|
break;
|
|
case glfnGetActiveAttrib:
|
|
glGetActiveAttrib(
|
|
(GLuint)args->a0,
|
|
(GLuint)args->a1,
|
|
(GLsizei)args->a2,
|
|
NULL,
|
|
(GLint*)&ret,
|
|
(GLenum*)args->a3,
|
|
(GLchar*)parg);
|
|
break;
|
|
case glfnGetActiveUniform:
|
|
glGetActiveUniform(
|
|
(GLuint)args->a0,
|
|
(GLuint)args->a1,
|
|
(GLsizei)args->a2,
|
|
NULL,
|
|
(GLint*)&ret,
|
|
(GLenum*)args->a3,
|
|
(GLchar*)parg);
|
|
break;
|
|
case glfnGetAttachedShaders:
|
|
glGetAttachedShaders((GLuint)args->a0, (GLsizei)args->a1, (GLsizei*)&ret, (GLuint*)parg);
|
|
break;
|
|
case glfnGetAttribLocation:
|
|
ret = glGetAttribLocation((GLint)args->a0, (GLchar*)args->a1);
|
|
break;
|
|
case glfnGetBooleanv:
|
|
glGetBooleanv((GLenum)args->a0, (GLboolean*)parg);
|
|
break;
|
|
case glfnGetBufferParameteri:
|
|
glGetBufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret);
|
|
break;
|
|
case glfnGetFloatv:
|
|
glGetFloatv((GLenum)args->a0, (GLfloat*)parg);
|
|
break;
|
|
case glfnGetIntegerv:
|
|
glGetIntegerv((GLenum)args->a0, (GLint*)parg);
|
|
break;
|
|
case glfnGetError:
|
|
ret = glGetError();
|
|
break;
|
|
case glfnGetFramebufferAttachmentParameteriv:
|
|
glGetFramebufferAttachmentParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint*)&ret);
|
|
break;
|
|
case glfnGetProgramiv:
|
|
glGetProgramiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret);
|
|
break;
|
|
case glfnGetProgramInfoLog:
|
|
glGetProgramInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
|
|
break;
|
|
case glfnGetRenderbufferParameteriv:
|
|
glGetRenderbufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret);
|
|
break;
|
|
case glfnGetShaderiv:
|
|
glGetShaderiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret);
|
|
break;
|
|
case glfnGetShaderInfoLog:
|
|
glGetShaderInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
|
|
break;
|
|
case glfnGetShaderPrecisionFormat:
|
|
glGetShaderPrecisionFormat((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg, &((GLint*)parg)[2]);
|
|
break;
|
|
case glfnGetShaderSource:
|
|
glGetShaderSource((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
|
|
break;
|
|
case glfnGetString:
|
|
ret = (uintptr_t)glGetString((GLenum)args->a0);
|
|
break;
|
|
case glfnGetTexParameterfv:
|
|
glGetTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg);
|
|
break;
|
|
case glfnGetTexParameteriv:
|
|
glGetTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg);
|
|
break;
|
|
case glfnGetUniformfv:
|
|
glGetUniformfv((GLuint)args->a0, (GLint)args->a1, (GLfloat*)parg);
|
|
break;
|
|
case glfnGetUniformiv:
|
|
glGetUniformiv((GLuint)args->a0, (GLint)args->a1, (GLint*)parg);
|
|
break;
|
|
case glfnGetUniformLocation:
|
|
ret = glGetUniformLocation((GLint)args->a0, (GLchar*)args->a1);
|
|
break;
|
|
case glfnGetVertexAttribfv:
|
|
glGetVertexAttribfv((GLuint)args->a0, (GLenum)args->a1, (GLfloat*)parg);
|
|
break;
|
|
case glfnGetVertexAttribiv:
|
|
glGetVertexAttribiv((GLuint)args->a0, (GLenum)args->a1, (GLint*)parg);
|
|
break;
|
|
case glfnHint:
|
|
glHint((GLenum)args->a0, (GLenum)args->a1);
|
|
break;
|
|
case glfnIsBuffer:
|
|
ret = glIsBuffer((GLint)args->a0);
|
|
break;
|
|
case glfnIsEnabled:
|
|
ret = glIsEnabled((GLenum)args->a0);
|
|
break;
|
|
case glfnIsFramebuffer:
|
|
ret = glIsFramebuffer((GLint)args->a0);
|
|
break;
|
|
case glfnIsProgram:
|
|
ret = glIsProgram((GLint)args->a0);
|
|
break;
|
|
case glfnIsRenderbuffer:
|
|
ret = glIsRenderbuffer((GLint)args->a0);
|
|
break;
|
|
case glfnIsShader:
|
|
ret = glIsShader((GLint)args->a0);
|
|
break;
|
|
case glfnIsTexture:
|
|
ret = glIsTexture((GLint)args->a0);
|
|
break;
|
|
case glfnLineWidth:
|
|
glLineWidth(*(GLfloat*)&args->a0);
|
|
break;
|
|
case glfnLinkProgram:
|
|
glLinkProgram((GLint)args->a0);
|
|
break;
|
|
case glfnPixelStorei:
|
|
glPixelStorei((GLenum)args->a0, (GLint)args->a1);
|
|
break;
|
|
case glfnPolygonOffset:
|
|
glPolygonOffset(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1);
|
|
break;
|
|
case glfnReadPixels:
|
|
glReadPixels((GLint)args->a0, (GLint)args->a1, (GLsizei)args->a2, (GLsizei)args->a3, (GLenum)args->a4, (GLenum)args->a5, (void*)parg);
|
|
break;
|
|
case glfnReleaseShaderCompiler:
|
|
glReleaseShaderCompiler();
|
|
break;
|
|
case glfnRenderbufferStorage:
|
|
glRenderbufferStorage((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLint)args->a3);
|
|
break;
|
|
case glfnSampleCoverage:
|
|
glSampleCoverage(*(GLfloat*)&args->a0, (GLboolean)args->a1);
|
|
break;
|
|
case glfnScissor:
|
|
glScissor((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
|
|
break;
|
|
case glfnShaderSource:
|
|
#if defined(os_ios) || defined(os_macos)
|
|
glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar *const *)args->a2, NULL);
|
|
#else
|
|
glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar **)args->a2, NULL);
|
|
#endif
|
|
break;
|
|
case glfnStencilFunc:
|
|
glStencilFunc((GLenum)args->a0, (GLint)args->a1, (GLuint)args->a2);
|
|
break;
|
|
case glfnStencilFuncSeparate:
|
|
glStencilFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLuint)args->a3);
|
|
break;
|
|
case glfnStencilMask:
|
|
glStencilMask((GLuint)args->a0);
|
|
break;
|
|
case glfnStencilMaskSeparate:
|
|
glStencilMaskSeparate((GLenum)args->a0, (GLuint)args->a1);
|
|
break;
|
|
case glfnStencilOp:
|
|
glStencilOp((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2);
|
|
break;
|
|
case glfnStencilOpSeparate:
|
|
glStencilOpSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3);
|
|
break;
|
|
case glfnTexImage2D:
|
|
glTexImage2D(
|
|
(GLenum)args->a0,
|
|
(GLint)args->a1,
|
|
(GLint)args->a2,
|
|
(GLsizei)args->a3,
|
|
(GLsizei)args->a4,
|
|
0, // border
|
|
(GLenum)args->a5,
|
|
(GLenum)args->a6,
|
|
(const GLvoid*)parg);
|
|
break;
|
|
case glfnTexSubImage2D:
|
|
glTexSubImage2D(
|
|
(GLenum)args->a0,
|
|
(GLint)args->a1,
|
|
(GLint)args->a2,
|
|
(GLint)args->a3,
|
|
(GLsizei)args->a4,
|
|
(GLsizei)args->a5,
|
|
(GLenum)args->a6,
|
|
(GLenum)args->a7,
|
|
(const GLvoid*)parg);
|
|
break;
|
|
case glfnTexParameterf:
|
|
glTexParameterf((GLenum)args->a0, (GLenum)args->a1, *(GLfloat*)&args->a2);
|
|
break;
|
|
case glfnTexParameterfv:
|
|
glTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg);
|
|
break;
|
|
case glfnTexParameteri:
|
|
glTexParameteri((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2);
|
|
break;
|
|
case glfnTexParameteriv:
|
|
glTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg);
|
|
break;
|
|
case glfnUniform1f:
|
|
glUniform1f((GLint)args->a0, *(GLfloat*)&args->a1);
|
|
break;
|
|
case glfnUniform1fv:
|
|
glUniform1fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniform1i:
|
|
glUniform1i((GLint)args->a0, (GLint)args->a1);
|
|
break;
|
|
case glfnUniform1ui:
|
|
glUniform1ui((GLint)args->a0, (GLuint)args->a1);
|
|
break;
|
|
case glfnUniform1uiv:
|
|
glUniform1uiv((GLint)args->a0, (GLsizeiptr)args->a1, (GLuint*)parg);
|
|
break;
|
|
case glfnUniform1iv:
|
|
glUniform1iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniform2f:
|
|
glUniform2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2);
|
|
break;
|
|
case glfnUniform2fv:
|
|
glUniform2fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniform2i:
|
|
glUniform2i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2);
|
|
break;
|
|
case glfnUniform2ui:
|
|
glUniform2ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2);
|
|
break;
|
|
case glfnUniform2uiv:
|
|
glUniform2uiv((GLint)args->a0, (GLsizeiptr)args->a1, (GLuint*)parg);
|
|
break;
|
|
case glfnUniform2iv:
|
|
glUniform2iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniform3f:
|
|
glUniform3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
|
|
break;
|
|
case glfnUniform3fv:
|
|
glUniform3fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniform3i:
|
|
glUniform3i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
|
|
break;
|
|
case glfnUniform3ui:
|
|
glUniform3ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2, (GLuint)args->a3);
|
|
break;
|
|
case glfnUniform3uiv:
|
|
glUniform3uiv((GLint)args->a0, (GLsizeiptr)args->a1, (GLuint*)parg);
|
|
break;
|
|
case glfnUniform3iv:
|
|
glUniform3iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniform4f:
|
|
glUniform4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4);
|
|
break;
|
|
case glfnUniform4fv:
|
|
glUniform4fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniform4i:
|
|
glUniform4i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4);
|
|
break;
|
|
case glfnUniform4ui:
|
|
glUniform4ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2, (GLuint)args->a3, (GLuint)args->a4);
|
|
break;
|
|
case glfnUniform4uiv:
|
|
glUniform4uiv((GLint)args->a0, (GLsizeiptr)args->a1, (GLuint*)parg);
|
|
break;
|
|
case glfnUniform4iv:
|
|
glUniform4iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix2fv:
|
|
glUniformMatrix2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix3fv:
|
|
glUniformMatrix3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix4fv:
|
|
glUniformMatrix4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix2x3fv:
|
|
glUniformMatrix2x3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix3x2fv:
|
|
glUniformMatrix3x2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix2x4fv:
|
|
glUniformMatrix2x4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix4x2fv:
|
|
glUniformMatrix4x2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix3x4fv:
|
|
glUniformMatrix3x4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUniformMatrix4x3fv:
|
|
glUniformMatrix4x3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
|
|
break;
|
|
case glfnUseProgram:
|
|
glUseProgram((GLint)args->a0);
|
|
break;
|
|
case glfnValidateProgram:
|
|
glValidateProgram((GLint)args->a0);
|
|
break;
|
|
case glfnVertexAttrib1f:
|
|
glVertexAttrib1f((GLint)args->a0, *(GLfloat*)&args->a1);
|
|
break;
|
|
case glfnVertexAttrib1fv:
|
|
glVertexAttrib1fv((GLint)args->a0, (GLfloat*)parg);
|
|
break;
|
|
case glfnVertexAttrib2f:
|
|
glVertexAttrib2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2);
|
|
break;
|
|
case glfnVertexAttrib2fv:
|
|
glVertexAttrib2fv((GLint)args->a0, (GLfloat*)parg);
|
|
break;
|
|
case glfnVertexAttrib3f:
|
|
glVertexAttrib3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
|
|
break;
|
|
case glfnVertexAttrib3fv:
|
|
glVertexAttrib3fv((GLint)args->a0, (GLfloat*)parg);
|
|
break;
|
|
case glfnVertexAttrib4f:
|
|
glVertexAttrib4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4);
|
|
break;
|
|
case glfnVertexAttrib4fv:
|
|
glVertexAttrib4fv((GLint)args->a0, (GLfloat*)parg);
|
|
break;
|
|
case glfnVertexAttribPointer:
|
|
glVertexAttribPointer((GLuint)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLboolean)args->a3, (GLsizei)args->a4, (const GLvoid*)args->a5);
|
|
break;
|
|
case glfnViewport:
|
|
glViewport((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
|
|
break;
|
|
}
|
|
return ret;
|
|
}
|