erm/vendor/golang.org/x/mobile/gl/work.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;
}