#include "gles2context.h" #define API_ENTRY #define CALL_GL_API(NAME,...) LOGD("?"#NAME); assert(0); #define CALL_GL_API_RETURN(NAME,...) LOGD("?"#NAME); assert(0); return 0; void API_ENTRY(glBindFramebuffer)(GLenum target, GLuint framebuffer) { CALL_GL_API(glBindFramebuffer, target, framebuffer); } void API_ENTRY(glBindRenderbuffer)(GLenum target, GLuint renderbuffer) { CALL_GL_API(glBindRenderbuffer, target, renderbuffer); } GLenum API_ENTRY(glCheckFramebufferStatus)(GLenum target) { CALL_GL_API_RETURN(glCheckFramebufferStatus, target); } void API_ENTRY(glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { CALL_GL_API(glColorMask, red, green, blue, alpha); } void API_ENTRY(glDeleteFramebuffers)(GLsizei n, const GLuint* framebuffers) { CALL_GL_API(glDeleteFramebuffers, n, framebuffers); } void API_ENTRY(glDeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers) { CALL_GL_API(glDeleteRenderbuffers, n, renderbuffers); } void API_ENTRY(glDepthFunc)(GLenum func) { CALL_GL_API(glDepthFunc, func); } void API_ENTRY(glDepthMask)(GLboolean flag) { CALL_GL_API(glDepthMask, flag); } void API_ENTRY(glDepthRangef)(GLclampf zNear, GLclampf zFar) { CALL_GL_API(glDepthRangef, zNear, zFar); } void API_ENTRY(glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { CALL_GL_API(glFramebufferRenderbuffer, target, attachment, renderbuffertarget, renderbuffer); } void API_ENTRY(glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { CALL_GL_API(glFramebufferTexture2D, target, attachment, textarget, texture, level); } void glGenerateMipmap(GLenum target) { //CALL_GL_API(glGenerateMipmap, target); LOGD("agl2: glGenerateMipmap not implemented"); } void API_ENTRY(glGenFramebuffers)(GLsizei n, GLuint* framebuffers) { CALL_GL_API(glGenFramebuffers, n, framebuffers); } void API_ENTRY(glGenRenderbuffers)(GLsizei n, GLuint* renderbuffers) { CALL_GL_API(glGenRenderbuffers, n, renderbuffers); } void API_ENTRY(glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { CALL_GL_API(glGetActiveAttrib, program, index, bufsize, length, size, type, name); } void API_ENTRY(glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { CALL_GL_API(glGetActiveUniform, program, index, bufsize, length, size, type, name); } void API_ENTRY(glGetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { CALL_GL_API(glGetAttachedShaders, program, maxcount, count, shaders); } void API_ENTRY(glGetBooleanv)(GLenum pname, GLboolean* params) { CALL_GL_API(glGetBooleanv, pname, params); } void API_ENTRY(glGetBufferParameteriv)(GLenum target, GLenum pname, GLint* params) { CALL_GL_API(glGetBufferParameteriv, target, pname, params); } GLenum glGetError(void) { puts("agl2: glGetError"); return GL_NO_ERROR; //CALL_GL_API_RETURN(glGetError); } void API_ENTRY(glGetFloatv)(GLenum pname, GLfloat* params) { CALL_GL_API(glGetFloatv, pname, params); } void API_ENTRY(glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params) { CALL_GL_API(glGetFramebufferAttachmentParameteriv, target, attachment, pname, params); } void API_ENTRY(glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params) { CALL_GL_API(glGetRenderbufferParameteriv, target, pname, params); } void API_ENTRY(glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { CALL_GL_API(glGetShaderPrecisionFormat, shadertype, precisiontype, range, precision); } void API_ENTRY(glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { CALL_GL_API(glGetShaderSource, shader, bufsize, length, source); } void API_ENTRY(glGetUniformfv)(GLuint program, GLint location, GLfloat* params) { CALL_GL_API(glGetUniformfv, program, location, params); } void API_ENTRY(glGetUniformiv)(GLuint program, GLint location, GLint* params) { CALL_GL_API(glGetUniformiv, program, location, params); } void API_ENTRY(glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params) { CALL_GL_API(glGetVertexAttribfv, index, pname, params); } void API_ENTRY(glGetVertexAttribiv)(GLuint index, GLenum pname, GLint* params) { CALL_GL_API(glGetVertexAttribiv, index, pname, params); } void API_ENTRY(glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid** pointer) { CALL_GL_API(glGetVertexAttribPointerv, index, pname, pointer); } GLboolean API_ENTRY(glIsBuffer)(GLuint buffer) { CALL_GL_API_RETURN(glIsBuffer, buffer); } GLboolean API_ENTRY(glIsEnabled)(GLenum cap) { CALL_GL_API_RETURN(glIsEnabled, cap); } GLboolean API_ENTRY(glIsFramebuffer)(GLuint framebuffer) { CALL_GL_API_RETURN(glIsFramebuffer, framebuffer); } GLboolean API_ENTRY(glIsProgram)(GLuint program) { CALL_GL_API_RETURN(glIsProgram, program); } GLboolean API_ENTRY(glIsRenderbuffer)(GLuint renderbuffer) { CALL_GL_API_RETURN(glIsRenderbuffer, renderbuffer); } GLboolean API_ENTRY(glIsShader)(GLuint shader) { CALL_GL_API_RETURN(glIsShader, shader); } void API_ENTRY(glLineWidth)(GLfloat width) { CALL_GL_API(glLineWidth, width); } void API_ENTRY(glPolygonOffset)(GLfloat factor, GLfloat units) { CALL_GL_API(glPolygonOffset, factor, units); } void API_ENTRY(glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { CALL_GL_API(glReadPixels, x, y, width, height, format, type, pixels); } void API_ENTRY(glReleaseShaderCompiler)(void) { CALL_GL_API(glReleaseShaderCompiler); } void API_ENTRY(glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { CALL_GL_API(glRenderbufferStorage, target, internalformat, width, height); } void API_ENTRY(glSampleCoverage)(GLclampf value, GLboolean invert) { CALL_GL_API(glSampleCoverage, value, invert); } void API_ENTRY(glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { CALL_GL_API(glShaderBinary, n, shaders, binaryformat, binary, length); } void API_ENTRY(glStencilFunc)(GLenum func, GLint ref, GLuint mask) { CALL_GL_API(glStencilFunc, func, ref, mask); } void API_ENTRY(glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask) { CALL_GL_API(glStencilFuncSeparate, face, func, ref, mask); } void API_ENTRY(glStencilMask)(GLuint mask) { CALL_GL_API(glStencilMask, mask); } void API_ENTRY(glStencilMaskSeparate)(GLenum face, GLuint mask) { CALL_GL_API(glStencilMaskSeparate, face, mask); } void API_ENTRY(glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass) { CALL_GL_API(glStencilOp, fail, zfail, zpass); } void API_ENTRY(glStencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { CALL_GL_API(glStencilOpSeparate, face, fail, zfail, zpass); } void API_ENTRY(glUniform1fv)(GLint location, GLsizei count, const GLfloat* v) { CALL_GL_API(glUniform1fv, location, count, v); } void API_ENTRY(glUniform1iv)(GLint location, GLsizei count, const GLint* v) { CALL_GL_API(glUniform1iv, location, count, v); } void API_ENTRY(glUniform2fv)(GLint location, GLsizei count, const GLfloat* v) { CALL_GL_API(glUniform2fv, location, count, v); } void API_ENTRY(glUniform2i)(GLint location, GLint x, GLint y) { CALL_GL_API(glUniform2i, location, x, y); } void API_ENTRY(glUniform2iv)(GLint location, GLsizei count, const GLint* v) { CALL_GL_API(glUniform2iv, location, count, v); } void API_ENTRY(glUniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z) { CALL_GL_API(glUniform3f, location, x, y, z); } void API_ENTRY(glUniform3fv)(GLint location, GLsizei count, const GLfloat* v) { CALL_GL_API(glUniform3fv, location, count, v); } void API_ENTRY(glUniform3i)(GLint location, GLint x, GLint y, GLint z) { CALL_GL_API(glUniform3i, location, x, y, z); } void API_ENTRY(glUniform3iv)(GLint location, GLsizei count, const GLint* v) { CALL_GL_API(glUniform3iv, location, count, v); } void API_ENTRY(glUniform4fv)(GLint location, GLsizei count, const GLfloat* v) { CALL_GL_API(glUniform4fv, location, count, v); } void API_ENTRY(glUniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w) { CALL_GL_API(glUniform4i, location, x, y, z, w); } void API_ENTRY(glUniform4iv)(GLint location, GLsizei count, const GLint* v) { CALL_GL_API(glUniform4iv, location, count, v); } void API_ENTRY(glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { CALL_GL_API(glUniformMatrix2fv, location, count, transpose, value); } void API_ENTRY(glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { CALL_GL_API(glUniformMatrix3fv, location, count, transpose, value); } void API_ENTRY(glValidateProgram)(GLuint program) { CALL_GL_API(glValidateProgram, program); }