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Unified Diff: ppapi/lib/gl/include/GLES2/gl2.h

Issue 10290006: Update gl2.h and gl2ext.h headers from Khronos. (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: Created 8 years, 8 months ago
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Index: ppapi/lib/gl/include/GLES2/gl2.h
===================================================================
--- ppapi/lib/gl/include/GLES2/gl2.h (revision 134794)
+++ ppapi/lib/gl/include/GLES2/gl2.h (working copy)
@@ -5,10 +5,6 @@
#include <GLES2/gl2platform.h>
-#ifdef __cplusplus
-extern "C" {
-#endif
-
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
@@ -159,6 +155,7 @@
#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
@@ -467,10 +464,178 @@
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+// Note: If your program is written in C++ you can define
+// GLES2_INLINE_OPTIMIZATION to get an inline version of the OpenGL ES 2.0
+// code for your program. The advantage is a program compiled with high
+// optimization settings can generate very efficient code for issuing OpenGL ES
+// commands. The disadvantage is there is a small possibility of conflicts with
+// your code as we need to include lots of class definitions and a few
+// macros.
+
+#if defined(__cplusplus) && defined(GLES2_INLINE_OPTIMIZATION)
+#include "../command_buffer/client/gles2_lib.h"
+#define GLES2_USE_CPP_BINDINGS
+#endif
+
+#if defined(GLES2_USE_CPP_BINDINGS)
+#define GLES2_GET_FUN(name) gles2::GetGLContext()->name
+#else
+#define GLES2_GET_FUN(name) GLES2 ## name
+#endif
+
/*-------------------------------------------------------------------------
* GL core functions.
*-----------------------------------------------------------------------*/
+#define glActiveTexture GLES2_GET_FUN(ActiveTexture)
+#define glAttachShader GLES2_GET_FUN(AttachShader)
+#define glBindAttribLocation GLES2_GET_FUN(BindAttribLocation)
+#define glBindBuffer GLES2_GET_FUN(BindBuffer)
+#define glBindFramebuffer GLES2_GET_FUN(BindFramebuffer)
+#define glBindRenderbuffer GLES2_GET_FUN(BindRenderbuffer)
+#define glBindTexture GLES2_GET_FUN(BindTexture)
+#define glBlendColor GLES2_GET_FUN(BlendColor)
+#define glBlendEquation GLES2_GET_FUN(BlendEquation)
+#define glBlendEquationSeparate GLES2_GET_FUN(BlendEquationSeparate)
+#define glBlendFunc GLES2_GET_FUN(BlendFunc)
+#define glBlendFuncSeparate GLES2_GET_FUN(BlendFuncSeparate)
+#define glBufferData GLES2_GET_FUN(BufferData)
+#define glBufferSubData GLES2_GET_FUN(BufferSubData)
+#define glCheckFramebufferStatus GLES2_GET_FUN(CheckFramebufferStatus)
+#define glClear GLES2_GET_FUN(Clear)
+#define glClearColor GLES2_GET_FUN(ClearColor)
+#define glClearDepthf GLES2_GET_FUN(ClearDepthf)
+#define glClearStencil GLES2_GET_FUN(ClearStencil)
+#define glColorMask GLES2_GET_FUN(ColorMask)
+#define glCompileShader GLES2_GET_FUN(CompileShader)
+#define glCompressedTexImage2D GLES2_GET_FUN(CompressedTexImage2D)
+#define glCompressedTexSubImage2D GLES2_GET_FUN(CompressedTexSubImage2D)
+#define glCopyTexImage2D GLES2_GET_FUN(CopyTexImage2D)
+#define glCopyTexSubImage2D GLES2_GET_FUN(CopyTexSubImage2D)
+#define glCreateProgram GLES2_GET_FUN(CreateProgram)
+#define glCreateShader GLES2_GET_FUN(CreateShader)
+#define glCullFace GLES2_GET_FUN(CullFace)
+#define glDeleteBuffers GLES2_GET_FUN(DeleteBuffers)
+#define glDeleteFramebuffers GLES2_GET_FUN(DeleteFramebuffers)
+#define glDeleteProgram GLES2_GET_FUN(DeleteProgram)
+#define glDeleteRenderbuffers GLES2_GET_FUN(DeleteRenderbuffers)
+#define glDeleteShader GLES2_GET_FUN(DeleteShader)
+#define glDeleteTextures GLES2_GET_FUN(DeleteTextures)
+#define glDepthFunc GLES2_GET_FUN(DepthFunc)
+#define glDepthMask GLES2_GET_FUN(DepthMask)
+#define glDepthRangef GLES2_GET_FUN(DepthRangef)
+#define glDetachShader GLES2_GET_FUN(DetachShader)
+#define glDisable GLES2_GET_FUN(Disable)
+#define glDisableVertexAttribArray GLES2_GET_FUN(DisableVertexAttribArray)
+#define glDrawArrays GLES2_GET_FUN(DrawArrays)
+#define glDrawElements GLES2_GET_FUN(DrawElements)
+#define glEnable GLES2_GET_FUN(Enable)
+#define glEnableVertexAttribArray GLES2_GET_FUN(EnableVertexAttribArray)
+#define glFinish GLES2_GET_FUN(Finish)
+#define glFlush GLES2_GET_FUN(Flush)
+#define glFramebufferRenderbuffer GLES2_GET_FUN(FramebufferRenderbuffer)
+#define glFramebufferTexture2D GLES2_GET_FUN(FramebufferTexture2D)
+#define glFrontFace GLES2_GET_FUN(FrontFace)
+#define glGenBuffers GLES2_GET_FUN(GenBuffers)
+#define glGenerateMipmap GLES2_GET_FUN(GenerateMipmap)
+#define glGenFramebuffers GLES2_GET_FUN(GenFramebuffers)
+#define glGenRenderbuffers GLES2_GET_FUN(GenRenderbuffers)
+#define glGenTextures GLES2_GET_FUN(GenTextures)
+#define glGetActiveAttrib GLES2_GET_FUN(GetActiveAttrib)
+#define glGetActiveUniform GLES2_GET_FUN(GetActiveUniform)
+#define glGetAttachedShaders GLES2_GET_FUN(GetAttachedShaders)
+#define glGetAttribLocation GLES2_GET_FUN(GetAttribLocation)
+#define glGetBooleanv GLES2_GET_FUN(GetBooleanv)
+#define glGetBufferParameteriv GLES2_GET_FUN(GetBufferParameteriv)
+#define glGetError GLES2_GET_FUN(GetError)
+#define glGetFloatv GLES2_GET_FUN(GetFloatv)
+#define glGetFramebufferAttachmentParameteriv GLES2_GET_FUN(GetFramebufferAttachmentParameteriv)
+#define glGetIntegerv GLES2_GET_FUN(GetIntegerv)
+#define glGetProgramiv GLES2_GET_FUN(GetProgramiv)
+#define glGetProgramInfoLog GLES2_GET_FUN(GetProgramInfoLog)
+#define glGetRenderbufferParameteriv GLES2_GET_FUN(GetRenderbufferParameteriv)
+#define glGetShaderiv GLES2_GET_FUN(GetShaderiv)
+#define glGetShaderInfoLog GLES2_GET_FUN(GetShaderInfoLog)
+#define glGetShaderPrecisionFormat GLES2_GET_FUN(GetShaderPrecisionFormat)
+#define glGetShaderSource GLES2_GET_FUN(GetShaderSource)
+#define glGetString GLES2_GET_FUN(GetString)
+#define glGetTexParameterfv GLES2_GET_FUN(GetTexParameterfv)
+#define glGetTexParameteriv GLES2_GET_FUN(GetTexParameteriv)
+#define glGetUniformfv GLES2_GET_FUN(GetUniformfv)
+#define glGetUniformiv GLES2_GET_FUN(GetUniformiv)
+#define glGetUniformLocation GLES2_GET_FUN(GetUniformLocation)
+#define glGetVertexAttribfv GLES2_GET_FUN(GetVertexAttribfv)
+#define glGetVertexAttribiv GLES2_GET_FUN(GetVertexAttribiv)
+#define glGetVertexAttribPointerv GLES2_GET_FUN(GetVertexAttribPointerv)
+#define glHint GLES2_GET_FUN(Hint)
+#define glIsBuffer GLES2_GET_FUN(IsBuffer)
+#define glIsEnabled GLES2_GET_FUN(IsEnabled)
+#define glIsFramebuffer GLES2_GET_FUN(IsFramebuffer)
+#define glIsProgram GLES2_GET_FUN(IsProgram)
+#define glIsRenderbuffer GLES2_GET_FUN(IsRenderbuffer)
+#define glIsShader GLES2_GET_FUN(IsShader)
+#define glIsTexture GLES2_GET_FUN(IsTexture)
+#define glLineWidth GLES2_GET_FUN(LineWidth)
+#define glLinkProgram GLES2_GET_FUN(LinkProgram)
+#define glPixelStorei GLES2_GET_FUN(PixelStorei)
+#define glPolygonOffset GLES2_GET_FUN(PolygonOffset)
+#define glReadPixels GLES2_GET_FUN(ReadPixels)
+#define glReleaseShaderCompiler GLES2_GET_FUN(ReleaseShaderCompiler)
+#define glRenderbufferStorage GLES2_GET_FUN(RenderbufferStorage)
+#define glSampleCoverage GLES2_GET_FUN(SampleCoverage)
+#define glScissor GLES2_GET_FUN(Scissor)
+#define glShaderBinary GLES2_GET_FUN(ShaderBinary)
+#define glShaderSource GLES2_GET_FUN(ShaderSource)
+#define glStencilFunc GLES2_GET_FUN(StencilFunc)
+#define glStencilFuncSeparate GLES2_GET_FUN(StencilFuncSeparate)
+#define glStencilMask GLES2_GET_FUN(StencilMask)
+#define glStencilMaskSeparate GLES2_GET_FUN(StencilMaskSeparate)
+#define glStencilOp GLES2_GET_FUN(StencilOp)
+#define glStencilOpSeparate GLES2_GET_FUN(StencilOpSeparate)
+#define glTexImage2D GLES2_GET_FUN(TexImage2D)
+#define glTexParameterf GLES2_GET_FUN(TexParameterf)
+#define glTexParameterfv GLES2_GET_FUN(TexParameterfv)
+#define glTexParameteri GLES2_GET_FUN(TexParameteri)
+#define glTexParameteriv GLES2_GET_FUN(TexParameteriv)
+#define glTexSubImage2D GLES2_GET_FUN(TexSubImage2D)
+#define glUniform1f GLES2_GET_FUN(Uniform1f)
+#define glUniform1fv GLES2_GET_FUN(Uniform1fv)
+#define glUniform1i GLES2_GET_FUN(Uniform1i)
+#define glUniform1iv GLES2_GET_FUN(Uniform1iv)
+#define glUniform2f GLES2_GET_FUN(Uniform2f)
+#define glUniform2fv GLES2_GET_FUN(Uniform2fv)
+#define glUniform2i GLES2_GET_FUN(Uniform2i)
+#define glUniform2iv GLES2_GET_FUN(Uniform2iv)
+#define glUniform3f GLES2_GET_FUN(Uniform3f)
+#define glUniform3fv GLES2_GET_FUN(Uniform3fv)
+#define glUniform3i GLES2_GET_FUN(Uniform3i)
+#define glUniform3iv GLES2_GET_FUN(Uniform3iv)
+#define glUniform4f GLES2_GET_FUN(Uniform4f)
+#define glUniform4fv GLES2_GET_FUN(Uniform4fv)
+#define glUniform4i GLES2_GET_FUN(Uniform4i)
+#define glUniform4iv GLES2_GET_FUN(Uniform4iv)
+#define glUniformMatrix2fv GLES2_GET_FUN(UniformMatrix2fv)
+#define glUniformMatrix3fv GLES2_GET_FUN(UniformMatrix3fv)
+#define glUniformMatrix4fv GLES2_GET_FUN(UniformMatrix4fv)
+#define glUseProgram GLES2_GET_FUN(UseProgram)
+#define glValidateProgram GLES2_GET_FUN(ValidateProgram)
+#define glVertexAttrib1f GLES2_GET_FUN(VertexAttrib1f)
+#define glVertexAttrib1fv GLES2_GET_FUN(VertexAttrib1fv)
+#define glVertexAttrib2f GLES2_GET_FUN(VertexAttrib2f)
+#define glVertexAttrib2fv GLES2_GET_FUN(VertexAttrib2fv)
+#define glVertexAttrib3f GLES2_GET_FUN(VertexAttrib3f)
+#define glVertexAttrib3fv GLES2_GET_FUN(VertexAttrib3fv)
+#define glVertexAttrib4f GLES2_GET_FUN(VertexAttrib4f)
+#define glVertexAttrib4fv GLES2_GET_FUN(VertexAttrib4fv)
+#define glVertexAttribPointer GLES2_GET_FUN(VertexAttribPointer)
+#define glViewport GLES2_GET_FUN(Viewport)
+
+#if !defined(GLES2_USE_CPP_BINDINGS)
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);
@@ -614,8 +779,11 @@
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
-#ifdef __cplusplus
+#if defined(__cplusplus)
}
#endif
+#endif // !GLES2_USE_CPP_BINDINGS
+
#endif /* __gl2_h_ */
+
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