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gles.h
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// Copyright 2019 The Cobalt Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Module Overview: Starboard GLES API
//
// The GLES API provides an interface with accompanying type declarations and
// defines that together provide a single consistent method of GLES usage across
// platforms.
//
// This API is designed to abstract the differences between GLES implementations
// and versions on different systems, and to remove the requirement for any
// other code to directly pull in and use these system libraries.
//
// # GLES Version
//
// This API has the ability to support GLES 3.0, however platforms are not
// required to support anything beyond GLES 2.0. The caller is responsible for
// ensuring that the functions from GLES 3.0 they are calling from the interface
// are valid.
#ifndef STARBOARD_GLES_H_
#define STARBOARD_GLES_H_
#include "starboard/configuration.h"
#include "starboard/export.h"
#include "starboard/log.h"
#include "starboard/types.h"
#ifdef __cplusplus
extern "C" {
#endif
// The following type definitions were adapted from the types declared in
// https://www.khronos.org/registry/OpenGL/api/GLES2/gl2.h.
typedef uint8_t SbGlBoolean;
typedef uint32_t SbGlBitfield;
typedef char SbGlChar;
typedef float SbGlClampf;
typedef uint32_t SbGlEnum;
typedef int32_t SbGlFixed;
typedef float SbGlFloat;
typedef int8_t SbGlInt8;
typedef int16_t SbGlInt16;
typedef int32_t SbGlInt32;
typedef int64_t SbGlInt64;
typedef int32_t SbGlSizei;
typedef struct __GLsync* SbGlSync;
typedef uint8_t SbGlUInt8;
typedef uint16_t SbGlUInt16;
typedef uint32_t SbGlUInt32;
typedef uint64_t SbGlUInt64;
typedef void SbGlVoid;
// Some compilers will transform the intptr_t to an int transparently behind the
// scenes, which is not equivalent to a long int, or long long int, as far as
// the compiler is concerned. We check the Starboard configuration and set the
// types to those exact types used by OpenGL ES 2.0
// (https://www.khronos.org/registry/OpenGL/api/GLES2/gl2ext.h).
#if (SB_SIZE_OF(POINTER) == 8) && (SB_SIZE_OF(LONG) == 4)
typedef long long int SbGlIntPtr; // NOLINT
typedef long long int SbGlSizeiPtr; // NOLINT
#else // (SB_SIZE_OF(POINTER) != 8) || (SB_SIZE_OF(LONG) != 4)
typedef long int SbGlIntPtr; // NOLINT
typedef long int SbGlSizeiPtr; // NOLINT
#endif // (SB_SIZE_OF(POINTER) == 8) && (SB_SIZE_OF(LONG) == 4)
typedef struct SbGlesInterface {
// The following prototypes were adapted from the prototypes declared in
// https://www.khronos.org/registry/OpenGL/api/GLES2/gl2.h.
void (*glActiveTexture)(SbGlEnum texture);
void (*glAttachShader)(SbGlUInt32 program, SbGlUInt32 shader);
void (*glBindAttribLocation)(SbGlUInt32 program,
SbGlUInt32 index,
const SbGlChar* name);
void (*glBindBuffer)(SbGlEnum target, SbGlUInt32 buffer);
void (*glBindFramebuffer)(SbGlEnum target, SbGlUInt32 framebuffer);
void (*glBindRenderbuffer)(SbGlEnum target, SbGlUInt32 renderbuffer);
void (*glBindTexture)(SbGlEnum target, SbGlUInt32 texture);
void (*glBlendColor)(SbGlFloat red,
SbGlFloat green,
SbGlFloat blue,
SbGlFloat alpha);
void (*glBlendEquation)(SbGlEnum mode);
void (*glBlendEquationSeparate)(SbGlEnum modeRGB, SbGlEnum modeAlpha);
void (*glBlendFunc)(SbGlEnum sfactor, SbGlEnum dfactor);
void (*glBlendFuncSeparate)(SbGlEnum sfactorRGB,
SbGlEnum dfactorRGB,
SbGlEnum sfactorAlpha,
SbGlEnum dfactorAlpha);
void (*glBufferData)(SbGlEnum target,
SbGlSizeiPtr size,
const void* data,
SbGlEnum usage);
void (*glBufferSubData)(SbGlEnum target,
SbGlIntPtr offset,
SbGlSizeiPtr size,
const void* data);
SbGlEnum (*glCheckFramebufferStatus)(SbGlEnum target);
void (*glClear)(SbGlBitfield mask);
void (*glClearColor)(SbGlFloat red,
SbGlFloat green,
SbGlFloat blue,
SbGlFloat alpha);
void (*glClearDepthf)(SbGlFloat d);
void (*glClearStencil)(SbGlInt32 s);
void (*glColorMask)(SbGlBoolean red,
SbGlBoolean green,
SbGlBoolean blue,
SbGlBoolean alpha);
void (*glCompileShader)(SbGlUInt32 shader);
void (*glCompressedTexImage2D)(SbGlEnum target,
SbGlInt32 level,
SbGlEnum internalformat,
SbGlSizei width,
SbGlSizei height,
SbGlInt32 border,
SbGlSizei imageSize,
const void* data);
void (*glCompressedTexSubImage2D)(SbGlEnum target,
SbGlInt32 level,
SbGlInt32 xoffset,
SbGlInt32 yoffset,
SbGlSizei width,
SbGlSizei height,
SbGlEnum format,
SbGlSizei imageSize,
const void* data);
void (*glCopyTexImage2D)(SbGlEnum target,
SbGlInt32 level,
SbGlEnum internalformat,
SbGlInt32 x,
SbGlInt32 y,
SbGlSizei width,
SbGlSizei height,
SbGlInt32 border);
void (*glCopyTexSubImage2D)(SbGlEnum target,
SbGlInt32 level,
SbGlInt32 xoffset,
SbGlInt32 yoffset,
SbGlInt32 x,
SbGlInt32 y,
SbGlSizei width,
SbGlSizei height);
SbGlUInt32 (*glCreateProgram)(void);
SbGlUInt32 (*glCreateShader)(SbGlEnum type);
void (*glCullFace)(SbGlEnum mode);
void (*glDeleteBuffers)(SbGlSizei n, const SbGlUInt32* buffers);
void (*glDeleteFramebuffers)(SbGlSizei n, const SbGlUInt32* framebuffers);
void (*glDeleteProgram)(SbGlUInt32 program);
void (*glDeleteRenderbuffers)(SbGlSizei n, const SbGlUInt32* renderbuffers);
void (*glDeleteShader)(SbGlUInt32 shader);
void (*glDeleteTextures)(SbGlSizei n, const SbGlUInt32* textures);
void (*glDepthFunc)(SbGlEnum func);
void (*glDepthMask)(SbGlBoolean flag);
void (*glDepthRangef)(SbGlFloat n, SbGlFloat f);
void (*glDetachShader)(SbGlUInt32 program, SbGlUInt32 shader);
void (*glDisable)(SbGlEnum cap);
void (*glDisableVertexAttribArray)(SbGlUInt32 index);
void (*glDrawArrays)(SbGlEnum mode, SbGlInt32 first, SbGlSizei count);
void (*glDrawElements)(SbGlEnum mode,
SbGlSizei count,
SbGlEnum type,
const void* indices);
void (*glEnable)(SbGlEnum cap);
void (*glEnableVertexAttribArray)(SbGlUInt32 index);
void (*glFinish)(void);
void (*glFlush)(void);
void (*glFramebufferRenderbuffer)(SbGlEnum target,
SbGlEnum attachment,
SbGlEnum renderbuffertarget,
SbGlUInt32 renderbuffer);
void (*glFramebufferTexture2D)(SbGlEnum target,
SbGlEnum attachment,
SbGlEnum textarget,
SbGlUInt32 texture,
SbGlInt32 level);
void (*glFrontFace)(SbGlEnum mode);
void (*glGenBuffers)(SbGlSizei n, SbGlUInt32* buffers);
void (*glGenerateMipmap)(SbGlEnum target);
void (*glGenFramebuffers)(SbGlSizei n, SbGlUInt32* framebuffers);
void (*glGenRenderbuffers)(SbGlSizei n, SbGlUInt32* renderbuffers);
void (*glGenTextures)(SbGlSizei n, SbGlUInt32* textures);
void (*glGetActiveAttrib)(SbGlUInt32 program,
SbGlUInt32 index,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlInt32* size,
SbGlEnum* type,
SbGlChar* name);
void (*glGetActiveUniform)(SbGlUInt32 program,
SbGlUInt32 index,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlInt32* size,
SbGlEnum* type,
SbGlChar* name);
void (*glGetAttachedShaders)(SbGlUInt32 program,
SbGlSizei maxCount,
SbGlSizei* count,
SbGlUInt32* shaders);
SbGlInt32 (*glGetAttribLocation)(SbGlUInt32 program, const SbGlChar* name);
void (*glGetBooleanv)(SbGlEnum pname, SbGlBoolean* data);
void (*glGetBufferParameteriv)(SbGlEnum target,
SbGlEnum pname,
SbGlInt32* params);
SbGlEnum (*glGetError)(void);
void (*glGetFloatv)(SbGlEnum pname, SbGlFloat* data);
void (*glGetFramebufferAttachmentParameteriv)(SbGlEnum target,
SbGlEnum attachment,
SbGlEnum pname,
SbGlInt32* params);
void (*glGetIntegerv)(SbGlEnum pname, SbGlInt32* data);
void (*glGetProgramiv)(SbGlUInt32 program, SbGlEnum pname, SbGlInt32* params);
void (*glGetProgramInfoLog)(SbGlUInt32 program,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlChar* infoLog);
void (*glGetRenderbufferParameteriv)(SbGlEnum target,
SbGlEnum pname,
SbGlInt32* params);
void (*glGetShaderiv)(SbGlUInt32 shader, SbGlEnum pname, SbGlInt32* params);
void (*glGetShaderInfoLog)(SbGlUInt32 shader,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlChar* infoLog);
void (*glGetShaderPrecisionFormat)(SbGlEnum shadertype,
SbGlEnum precisiontype,
SbGlInt32* range,
SbGlInt32* precision);
void (*glGetShaderSource)(SbGlUInt32 shader,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlChar* source);
const SbGlUInt8* (*glGetString)(SbGlEnum name);
void (*glGetTexParameterfv)(SbGlEnum target,
SbGlEnum pname,
SbGlFloat* params);
void (*glGetTexParameteriv)(SbGlEnum target,
SbGlEnum pname,
SbGlInt32* params);
void (*glGetUniformfv)(SbGlUInt32 program,
SbGlInt32 location,
SbGlFloat* params);
void (*glGetUniformiv)(SbGlUInt32 program,
SbGlInt32 location,
SbGlInt32* params);
SbGlInt32 (*glGetUniformLocation)(SbGlUInt32 program, const SbGlChar* name);
void (*glGetVertexAttribfv)(SbGlUInt32 index,
SbGlEnum pname,
SbGlFloat* params);
void (*glGetVertexAttribiv)(SbGlUInt32 index,
SbGlEnum pname,
SbGlInt32* params);
void (*glGetVertexAttribPointerv)(SbGlUInt32 index,
SbGlEnum pname,
void** pointer);
void (*glHint)(SbGlEnum target, SbGlEnum mode);
SbGlBoolean (*glIsBuffer)(SbGlUInt32 buffer);
SbGlBoolean (*glIsEnabled)(SbGlEnum cap);
SbGlBoolean (*glIsFramebuffer)(SbGlUInt32 framebuffer);
SbGlBoolean (*glIsProgram)(SbGlUInt32 program);
SbGlBoolean (*glIsRenderbuffer)(SbGlUInt32 renderbuffer);
SbGlBoolean (*glIsShader)(SbGlUInt32 shader);
SbGlBoolean (*glIsTexture)(SbGlUInt32 texture);
void (*glLineWidth)(SbGlFloat width);
void (*glLinkProgram)(SbGlUInt32 program);
void (*glPixelStorei)(SbGlEnum pname, SbGlInt32 param);
void (*glPolygonOffset)(SbGlFloat factor, SbGlFloat units);
void (*glReadPixels)(SbGlInt32 x,
SbGlInt32 y,
SbGlSizei width,
SbGlSizei height,
SbGlEnum format,
SbGlEnum type,
void* pixels);
void (*glReleaseShaderCompiler)(void);
void (*glRenderbufferStorage)(SbGlEnum target,
SbGlEnum internalformat,
SbGlSizei width,
SbGlSizei height);
void (*glSampleCoverage)(SbGlFloat value, SbGlBoolean invert);
void (*glScissor)(SbGlInt32 x,
SbGlInt32 y,
SbGlSizei width,
SbGlSizei height);
void (*glShaderBinary)(SbGlSizei count,
const SbGlUInt32* shaders,
SbGlEnum binaryformat,
const void* binary,
SbGlSizei length);
void (*glShaderSource)(SbGlUInt32 shader,
SbGlSizei count,
const SbGlChar* const* string, // NOLINT
const SbGlInt32* length);
void (*glStencilFunc)(SbGlEnum func, SbGlInt32 ref, SbGlUInt32 mask);
void (*glStencilFuncSeparate)(SbGlEnum face,
SbGlEnum func,
SbGlInt32 ref,
SbGlUInt32 mask);
void (*glStencilMask)(SbGlUInt32 mask);
void (*glStencilMaskSeparate)(SbGlEnum face, SbGlUInt32 mask);
void (*glStencilOp)(SbGlEnum fail, SbGlEnum zfail, SbGlEnum zpass);
void (*glStencilOpSeparate)(SbGlEnum face,
SbGlEnum sfail,
SbGlEnum dpfail,
SbGlEnum dppass);
void (*glTexImage2D)(SbGlEnum target,
SbGlInt32 level,
SbGlInt32 internalformat,
SbGlSizei width,
SbGlSizei height,
SbGlInt32 border,
SbGlEnum format,
SbGlEnum type,
const void* pixels);
void (*glTexParameterf)(SbGlEnum target, SbGlEnum pname, SbGlFloat param);
void (*glTexParameterfv)(SbGlEnum target,
SbGlEnum pname,
const SbGlFloat* params);
void (*glTexParameteri)(SbGlEnum target, SbGlEnum pname, SbGlInt32 param);
void (*glTexParameteriv)(SbGlEnum target,
SbGlEnum pname,
const SbGlInt32* params);
void (*glTexSubImage2D)(SbGlEnum target,
SbGlInt32 level,
SbGlInt32 xoffset,
SbGlInt32 yoffset,
SbGlSizei width,
SbGlSizei height,
SbGlEnum format,
SbGlEnum type,
const void* pixels);
void (*glUniform1f)(SbGlInt32 location, SbGlFloat v0);
void (*glUniform1fv)(SbGlInt32 location,
SbGlSizei count,
const SbGlFloat* value);
void (*glUniform1i)(SbGlInt32 location, SbGlInt32 v0);
void (*glUniform1iv)(SbGlInt32 location,
SbGlSizei count,
const SbGlInt32* value);
void (*glUniform2f)(SbGlInt32 location, SbGlFloat v0, SbGlFloat v1);
void (*glUniform2fv)(SbGlInt32 location,
SbGlSizei count,
const SbGlFloat* value);
void (*glUniform2i)(SbGlInt32 location, SbGlInt32 v0, SbGlInt32 v1);
void (*glUniform2iv)(SbGlInt32 location,
SbGlSizei count,
const SbGlInt32* value);
void (*glUniform3f)(SbGlInt32 location,
SbGlFloat v0,
SbGlFloat v1,
SbGlFloat v2);
void (*glUniform3fv)(SbGlInt32 location,
SbGlSizei count,
const SbGlFloat* value);
void (*glUniform3i)(SbGlInt32 location,
SbGlInt32 v0,
SbGlInt32 v1,
SbGlInt32 v2);
void (*glUniform3iv)(SbGlInt32 location,
SbGlSizei count,
const SbGlInt32* value);
void (*glUniform4f)(SbGlInt32 location,
SbGlFloat v0,
SbGlFloat v1,
SbGlFloat v2,
SbGlFloat v3);
void (*glUniform4fv)(SbGlInt32 location,
SbGlSizei count,
const SbGlFloat* value);
void (*glUniform4i)(SbGlInt32 location,
SbGlInt32 v0,
SbGlInt32 v1,
SbGlInt32 v2,
SbGlInt32 v3);
void (*glUniform4iv)(SbGlInt32 location,
SbGlSizei count,
const SbGlInt32* value);
void (*glUniformMatrix2fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glUniformMatrix3fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glUniformMatrix4fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glUseProgram)(SbGlUInt32 program);
void (*glValidateProgram)(SbGlUInt32 program);
void (*glVertexAttrib1f)(SbGlUInt32 index, SbGlFloat x);
void (*glVertexAttrib1fv)(SbGlUInt32 index, const SbGlFloat* v);
void (*glVertexAttrib2f)(SbGlUInt32 index, SbGlFloat x, SbGlFloat y);
void (*glVertexAttrib2fv)(SbGlUInt32 index, const SbGlFloat* v);
void (*glVertexAttrib3f)(SbGlUInt32 index,
SbGlFloat x,
SbGlFloat y,
SbGlFloat z);
void (*glVertexAttrib3fv)(SbGlUInt32 index, const SbGlFloat* v);
void (*glVertexAttrib4f)(SbGlUInt32 index,
SbGlFloat x,
SbGlFloat y,
SbGlFloat z,
SbGlFloat w);
void (*glVertexAttrib4fv)(SbGlUInt32 index, const SbGlFloat* v);
void (*glVertexAttribPointer)(SbGlUInt32 index,
SbGlInt32 size,
SbGlEnum type,
SbGlBoolean normalized,
SbGlSizei stride,
const void* pointer);
void (*glViewport)(SbGlInt32 x,
SbGlInt32 y,
SbGlSizei width,
SbGlSizei height);
// The following prototypes were adapted from the prototypes declared in
// https://www.khronos.org/registry/OpenGL/api/GLES3/gl3.h.
void (*glReadBuffer)(SbGlEnum src);
void (*glDrawRangeElements)(SbGlEnum mode,
SbGlUInt32 start,
SbGlUInt32 end,
SbGlSizei count,
SbGlEnum type,
const void* indices);
void (*glTexImage3D)(SbGlEnum target,
SbGlInt32 level,
SbGlInt32 internalformat,
SbGlSizei width,
SbGlSizei height,
SbGlSizei depth,
SbGlInt32 border,
SbGlEnum format,
SbGlEnum type,
const void* pixels);
void (*glTexSubImage3D)(SbGlEnum target,
SbGlInt32 level,
SbGlInt32 xoffset,
SbGlInt32 yoffset,
SbGlInt32 zoffset,
SbGlSizei width,
SbGlSizei height,
SbGlSizei depth,
SbGlEnum format,
SbGlEnum type,
const void* pixels);
void (*glCopyTexSubImage3D)(SbGlEnum target,
SbGlInt32 level,
SbGlInt32 xoffset,
SbGlInt32 yoffset,
SbGlInt32 zoffset,
SbGlInt32 x,
SbGlInt32 y,
SbGlSizei width,
SbGlSizei height);
void (*glCompressedTexImage3D)(SbGlEnum target,
SbGlInt32 level,
SbGlEnum internalformat,
SbGlSizei width,
SbGlSizei height,
SbGlSizei depth,
SbGlInt32 border,
SbGlSizei imageSize,
const void* data);
void (*glCompressedTexSubImage3D)(SbGlEnum target,
SbGlInt32 level,
SbGlInt32 xoffset,
SbGlInt32 yoffset,
SbGlInt32 zoffset,
SbGlSizei width,
SbGlSizei height,
SbGlSizei depth,
SbGlEnum format,
SbGlSizei imageSize,
const void* data);
void (*glGenQueries)(SbGlSizei n, SbGlUInt32* ids);
void (*glDeleteQueries)(SbGlSizei n, const SbGlUInt32* ids);
SbGlBoolean (*glIsQuery)(SbGlUInt32 id);
void (*glBeginQuery)(SbGlEnum target, SbGlUInt32 id);
void (*glEndQuery)(SbGlEnum target);
void (*glGetQueryiv)(SbGlEnum target, SbGlEnum pname, SbGlInt32* params);
void (*glGetQueryObjectuiv)(SbGlUInt32 id,
SbGlEnum pname,
SbGlUInt32* params);
SbGlBoolean (*glUnmapBuffer)(SbGlEnum target);
void (*glGetBufferPointerv)(SbGlEnum target, SbGlEnum pname, void** params);
void (*glDrawBuffers)(SbGlSizei n, const SbGlEnum* bufs);
void (*glUniformMatrix2x3fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glUniformMatrix3x2fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glUniformMatrix2x4fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glUniformMatrix4x2fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glUniformMatrix3x4fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glUniformMatrix4x3fv)(SbGlInt32 location,
SbGlSizei count,
SbGlBoolean transpose,
const SbGlFloat* value);
void (*glBlitFramebuffer)(SbGlInt32 srcX0,
SbGlInt32 srcY0,
SbGlInt32 srcX1,
SbGlInt32 srcY1,
SbGlInt32 dstX0,
SbGlInt32 dstY0,
SbGlInt32 dstX1,
SbGlInt32 dstY1,
SbGlBitfield mask,
SbGlEnum filter);
void (*glRenderbufferStorageMultisample)(SbGlEnum target,
SbGlSizei samples,
SbGlEnum internalformat,
SbGlSizei width,
SbGlSizei height);
void (*glFramebufferTextureLayer)(SbGlEnum target,
SbGlEnum attachment,
SbGlUInt32 texture,
SbGlInt32 level,
SbGlInt32 layer);
void* (*glMapBufferRange)(SbGlEnum target,
SbGlIntPtr offset,
SbGlSizeiPtr length,
SbGlBitfield access);
void (*glFlushMappedBufferRange)(SbGlEnum target,
SbGlIntPtr offset,
SbGlSizeiPtr length);
void (*glBindVertexArray)(SbGlUInt32 array);
void (*glDeleteVertexArrays)(SbGlSizei n, const SbGlUInt32* arrays);
void (*glGenVertexArrays)(SbGlSizei n, SbGlUInt32* arrays);
SbGlBoolean (*glIsVertexArray)(SbGlUInt32 array);
void (*glGetIntegeri_v)(SbGlEnum target, SbGlUInt32 index, SbGlInt32* data);
void (*glBeginTransformFeedback)(SbGlEnum primitiveMode);
void (*glEndTransformFeedback)(void);
void (*glBindBufferRange)(SbGlEnum target,
SbGlUInt32 index,
SbGlUInt32 buffer,
SbGlIntPtr offset,
SbGlSizeiPtr size);
void (*glBindBufferBase)(SbGlEnum target,
SbGlUInt32 index,
SbGlUInt32 buffer);
void (*glTransformFeedbackVaryings)(SbGlUInt32 program,
SbGlSizei count,
const SbGlChar* const* varyings,
SbGlEnum bufferMode);
void (*glGetTransformFeedbackVarying)(SbGlUInt32 program,
SbGlUInt32 index,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlSizei* size,
SbGlEnum* type,
SbGlChar* name);
void (*glVertexAttribIPointer)(SbGlUInt32 index,
SbGlInt32 size,
SbGlEnum type,
SbGlSizei stride,
const void* pointer);
void (*glGetVertexAttribIiv)(SbGlUInt32 index,
SbGlEnum pname,
SbGlInt32* params);
void (*glGetVertexAttribIuiv)(SbGlUInt32 index,
SbGlEnum pname,
SbGlUInt32* params);
void (*glVertexAttribI4i)(SbGlUInt32 index,
SbGlInt32 x,
SbGlInt32 y,
SbGlInt32 z,
SbGlInt32 w);
void (*glVertexAttribI4ui)(SbGlUInt32 index,
SbGlUInt32 x,
SbGlUInt32 y,
SbGlUInt32 z,
SbGlUInt32 w);
void (*glVertexAttribI4iv)(SbGlUInt32 index, const SbGlInt32* v);
void (*glVertexAttribI4uiv)(SbGlUInt32 index, const SbGlUInt32* v);
void (*glGetUniformuiv)(SbGlUInt32 program,
SbGlInt32 location,
SbGlUInt32* params);
SbGlInt32 (*glGetFragDataLocation)(SbGlUInt32 program, const SbGlChar* name);
void (*glUniform1ui)(SbGlInt32 location, SbGlUInt32 v0);
void (*glUniform2ui)(SbGlInt32 location, SbGlUInt32 v0, SbGlUInt32 v1);
void (*glUniform3ui)(SbGlInt32 location,
SbGlUInt32 v0,
SbGlUInt32 v1,
SbGlUInt32 v2);
void (*glUniform4ui)(SbGlInt32 location,
SbGlUInt32 v0,
SbGlUInt32 v1,
SbGlUInt32 v2,
SbGlUInt32 v3);
void (*glUniform1uiv)(SbGlInt32 location,
SbGlSizei count,
const SbGlUInt32* value);
void (*glUniform2uiv)(SbGlInt32 location,
SbGlSizei count,
const SbGlUInt32* value);
void (*glUniform3uiv)(SbGlInt32 location,
SbGlSizei count,
const SbGlUInt32* value);
void (*glUniform4uiv)(SbGlInt32 location,
SbGlSizei count,
const SbGlUInt32* value);
void (*glClearBufferiv)(SbGlEnum buffer,
SbGlInt32 drawbuffer,
const SbGlInt32* value);
void (*glClearBufferuiv)(SbGlEnum buffer,
SbGlInt32 drawbuffer,
const SbGlUInt32* value);
void (*glClearBufferfv)(SbGlEnum buffer,
SbGlInt32 drawbuffer,
const SbGlFloat* value);
void (*glClearBufferfi)(SbGlEnum buffer,
SbGlInt32 drawbuffer,
SbGlFloat depth,
SbGlInt32 stencil);
const SbGlUInt8* (*glGetStringi)(SbGlEnum name, SbGlUInt32 index);
void (*glCopyBufferSubData)(SbGlEnum readTarget,
SbGlEnum writeTarget,
SbGlIntPtr readOffset,
SbGlIntPtr writeOffset,
SbGlSizeiPtr size);
void (*glGetUniformIndices)(SbGlUInt32 program,
SbGlSizei uniformCount,
const SbGlChar* const* uniformNames,
SbGlUInt32* uniformIndices);
void (*glGetActiveUniformsiv)(SbGlUInt32 program,
SbGlSizei uniformCount,
const SbGlUInt32* uniformIndices,
SbGlEnum pname,
SbGlInt32* params);
SbGlUInt32 (*glGetUniformBlockIndex)(SbGlUInt32 program,
const SbGlChar* uniformBlockName);
void (*glGetActiveUniformBlockiv)(SbGlUInt32 program,
SbGlUInt32 uniformBlockIndex,
SbGlEnum pname,
SbGlInt32* params);
void (*glGetActiveUniformBlockName)(SbGlUInt32 program,
SbGlUInt32 uniformBlockIndex,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlChar* uniformBlockName);
void (*glUniformBlockBinding)(SbGlUInt32 program,
SbGlUInt32 uniformBlockIndex,
SbGlUInt32 uniformBlockBinding);
void (*glDrawArraysInstanced)(SbGlEnum mode,
SbGlInt32 first,
SbGlSizei count,
SbGlSizei instancecount);
void (*glDrawElementsInstanced)(SbGlEnum mode,
SbGlSizei count,
SbGlEnum type,
const void* indices,
SbGlSizei instancecount);
SbGlSync (*glFenceSync)(SbGlEnum condition, SbGlBitfield flags);
SbGlBoolean (*glIsSync)(SbGlSync sync);
void (*glDeleteSync)(SbGlSync sync);
SbGlEnum (*glClientWaitSync)(SbGlSync sync,
SbGlBitfield flags,
SbGlUInt64 timeout);
void (*glWaitSync)(SbGlSync sync, SbGlBitfield flags, SbGlUInt64 timeout);
void (*glGetInteger64v)(SbGlEnum pname, SbGlInt64* data);
void (*glGetSynciv)(SbGlSync sync,
SbGlEnum pname,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlInt32* values);
void (*glGetInteger64i_v)(SbGlEnum target, SbGlUInt32 index, SbGlInt64* data);
void (*glGetBufferParameteri64v)(SbGlEnum target,
SbGlEnum pname,
SbGlInt64* params);
void (*glGenSamplers)(SbGlSizei count, SbGlUInt32* samplers);
void (*glDeleteSamplers)(SbGlSizei count, const SbGlUInt32* samplers);
SbGlBoolean (*glIsSampler)(SbGlUInt32 sampler);
void (*glBindSampler)(SbGlUInt32 unit, SbGlUInt32 sampler);
void (*glSamplerParameteri)(SbGlUInt32 sampler,
SbGlEnum pname,
SbGlInt32 param);
void (*glSamplerParameteriv)(SbGlUInt32 sampler,
SbGlEnum pname,
const SbGlInt32* param);
void (*glSamplerParameterf)(SbGlUInt32 sampler,
SbGlEnum pname,
SbGlFloat param);
void (*glSamplerParameterfv)(SbGlUInt32 sampler,
SbGlEnum pname,
const SbGlFloat* param);
void (*glGetSamplerParameteriv)(SbGlUInt32 sampler,
SbGlEnum pname,
SbGlInt32* params);
void (*glGetSamplerParameterfv)(SbGlUInt32 sampler,
SbGlEnum pname,
SbGlFloat* params);
void (*glVertexAttribDivisor)(SbGlUInt32 index, SbGlUInt32 divisor);
void (*glBindTransformFeedback)(SbGlEnum target, SbGlUInt32 id);
void (*glDeleteTransformFeedbacks)(SbGlSizei n, const SbGlUInt32* ids);
void (*glGenTransformFeedbacks)(SbGlSizei n, SbGlUInt32* ids);
SbGlBoolean (*glIsTransformFeedback)(SbGlUInt32 id);
void (*glPauseTransformFeedback)(void);
void (*glResumeTransformFeedback)(void);
void (*glGetProgramBinary)(SbGlUInt32 program,
SbGlSizei bufSize,
SbGlSizei* length,
SbGlEnum* binaryFormat,
void* binary);
void (*glProgramBinary)(SbGlUInt32 program,
SbGlEnum binaryFormat,
const void* binary,
SbGlSizei length);
void (*glProgramParameteri)(SbGlUInt32 program,
SbGlEnum pname,
SbGlInt32 value);
void (*glInvalidateFramebuffer)(SbGlEnum target,
SbGlSizei numAttachments,
const SbGlEnum* attachments);
void (*glInvalidateSubFramebuffer)(SbGlEnum target,
SbGlSizei numAttachments,
const SbGlEnum* attachments,
SbGlInt32 x,
SbGlInt32 y,
SbGlSizei width,
SbGlSizei height);
void (*glTexStorage2D)(SbGlEnum target,
SbGlSizei levels,
SbGlEnum internalformat,
SbGlSizei width,
SbGlSizei height);
void (*glTexStorage3D)(SbGlEnum target,
SbGlSizei levels,
SbGlEnum internalformat,
SbGlSizei width,
SbGlSizei height,
SbGlSizei depth);
void (*glGetInternalformativ)(SbGlEnum target,
SbGlEnum internalformat,
SbGlEnum pname,
SbGlSizei bufSize,
SbGlInt32* params);
} SbGlesInterface;
SB_EXPORT const SbGlesInterface* SbGetGlesInterface();
// Previously defined in
// https://www.khronos.org/registry/OpenGL/api/GLES2/gl2.h
#define SB_GL_DEPTH_BUFFER_BIT 0x00000100
#define SB_GL_STENCIL_BUFFER_BIT 0x00000400
#define SB_GL_COLOR_BUFFER_BIT 0x00004000
#define SB_GL_FALSE 0
#define SB_GL_TRUE 1
#define SB_GL_POINTS 0x0000
#define SB_GL_LINES 0x0001
#define SB_GL_LINE_LOOP 0x0002
#define SB_GL_LINE_STRIP 0x0003
#define SB_GL_TRIANGLES 0x0004
#define SB_GL_TRIANGLE_STRIP 0x0005
#define SB_GL_TRIANGLE_FAN 0x0006
#define SB_GL_ZERO 0
#define SB_GL_ONE 1
#define SB_GL_SRC_COLOR 0x0300
#define SB_GL_ONE_MINUS_SRC_COLOR 0x0301
#define SB_GL_SRC_ALPHA 0x0302
#define SB_GL_ONE_MINUS_SRC_ALPHA 0x0303
#define SB_GL_DST_ALPHA 0x0304
#define SB_GL_ONE_MINUS_DST_ALPHA 0x0305
#define SB_GL_DST_COLOR 0x0306
#define SB_GL_ONE_MINUS_DST_COLOR 0x0307
#define SB_GL_SRC_ALPHA_SATURATE 0x0308
#define SB_GL_FUNC_ADD 0x8006
#define SB_GL_BLEND_EQUATION 0x8009
#define SB_GL_BLEND_EQUATION_RGB 0x8009
#define SB_GL_BLEND_EQUATION_ALPHA 0x883D
#define SB_GL_FUNC_SUBTRACT 0x800A
#define SB_GL_FUNC_REVERSE_SUBTRACT 0x800B
#define SB_GL_BLEND_DST_RGB 0x80C8
#define SB_GL_BLEND_SRC_RGB 0x80C9
#define SB_GL_BLEND_DST_ALPHA 0x80CA
#define SB_GL_BLEND_SRC_ALPHA 0x80CB
#define SB_GL_CONSTANT_COLOR 0x8001
#define SB_GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define SB_GL_CONSTANT_ALPHA 0x8003
#define SB_GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define SB_GL_BLEND_COLOR 0x8005
#define SB_GL_ARRAY_BUFFER 0x8892
#define SB_GL_ELEMENT_ARRAY_BUFFER 0x8893
#define SB_GL_ARRAY_BUFFER_BINDING 0x8894
#define SB_GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define SB_GL_STREAM_DRAW 0x88E0
#define SB_GL_STATIC_DRAW 0x88E4
#define SB_GL_DYNAMIC_DRAW 0x88E8
#define SB_GL_BUFFER_SIZE 0x8764
#define SB_GL_BUFFER_USAGE 0x8765
#define SB_GL_CURRENT_VERTEX_ATTRIB 0x8626
#define SB_GL_FRONT 0x0404
#define SB_GL_BACK 0x0405
#define SB_GL_FRONT_AND_BACK 0x0408
#define SB_GL_TEXTURE_2D 0x0DE1
#define SB_GL_CULL_FACE 0x0B44
#define SB_GL_BLEND 0x0BE2
#define SB_GL_DITHER 0x0BD0
#define SB_GL_STENCIL_TEST 0x0B90
#define SB_GL_DEPTH_TEST 0x0B71
#define SB_GL_SCISSOR_TEST 0x0C11
#define SB_GL_POLYGON_OFFSET_FILL 0x8037
#define SB_GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define SB_GL_SAMPLE_COVERAGE 0x80A0
#define SB_GL_NO_ERROR 0
#define SB_GL_INVALID_ENUM 0x0500
#define SB_GL_INVALID_VALUE 0x0501
#define SB_GL_INVALID_OPERATION 0x0502
#define SB_GL_OUT_OF_MEMORY 0x0505
#define SB_GL_CW 0x0900
#define SB_GL_CCW 0x0901
#define SB_GL_LINE_WIDTH 0x0B21
#define SB_GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define SB_GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define SB_GL_CULL_FACE_MODE 0x0B45
#define SB_GL_FRONT_FACE 0x0B46
#define SB_GL_DEPTH_RANGE 0x0B70
#define SB_GL_DEPTH_WRITEMASK 0x0B72
#define SB_GL_DEPTH_CLEAR_VALUE 0x0B73
#define SB_GL_DEPTH_FUNC 0x0B74
#define SB_GL_STENCIL_CLEAR_VALUE 0x0B91
#define SB_GL_STENCIL_FUNC 0x0B92
#define SB_GL_STENCIL_FAIL 0x0B94
#define SB_GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define SB_GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define SB_GL_STENCIL_REF 0x0B97
#define SB_GL_STENCIL_VALUE_MASK 0x0B93
#define SB_GL_STENCIL_WRITEMASK 0x0B98
#define SB_GL_STENCIL_BACK_FUNC 0x8800
#define SB_GL_STENCIL_BACK_FAIL 0x8801
#define SB_GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define SB_GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define SB_GL_STENCIL_BACK_REF 0x8CA3
#define SB_GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define SB_GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define SB_GL_VIEWPORT 0x0BA2
#define SB_GL_SCISSOR_BOX 0x0C10
#define SB_GL_COLOR_CLEAR_VALUE 0x0C22
#define SB_GL_COLOR_WRITEMASK 0x0C23
#define SB_GL_UNPACK_ALIGNMENT 0x0CF5
#define SB_GL_PACK_ALIGNMENT 0x0D05
#define SB_GL_MAX_TEXTURE_SIZE 0x0D33
#define SB_GL_MAX_VIEWPORT_DIMS 0x0D3A
#define SB_GL_SUBPIXEL_BITS 0x0D50
#define SB_GL_RED_BITS 0x0D52
#define SB_GL_GREEN_BITS 0x0D53
#define SB_GL_BLUE_BITS 0x0D54
#define SB_GL_ALPHA_BITS 0x0D55
#define SB_GL_DEPTH_BITS 0x0D56
#define SB_GL_STENCIL_BITS 0x0D57
#define SB_GL_POLYGON_OFFSET_UNITS 0x2A00
#define SB_GL_POLYGON_OFFSET_FACTOR 0x8038
#define SB_GL_TEXTURE_BINDING_2D 0x8069
#define SB_GL_SAMPLE_BUFFERS 0x80A8
#define SB_GL_SAMPLES 0x80A9
#define SB_GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define SB_GL_SAMPLE_COVERAGE_INVERT 0x80AB
#define SB_GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define SB_GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#define SB_GL_DONT_CARE 0x1100
#define SB_GL_FASTEST 0x1101
#define SB_GL_NICEST 0x1102
#define SB_GL_GENERATE_MIPMAP_HINT 0x8192
#define SB_GL_BYTE 0x1400
#define SB_GL_UNSIGNED_BYTE 0x1401
#define SB_GL_SHORT 0x1402
#define SB_GL_UNSIGNED_SHORT 0x1403
#define SB_GL_INT 0x1404
#define SB_GL_UNSIGNED_INT 0x1405
#define SB_GL_FLOAT 0x1406
#define SB_GL_FIXED 0x140C
#define SB_GL_DEPTH_COMPONENT 0x1902
#define SB_GL_ALPHA 0x1906
#define SB_GL_RGB 0x1907
#define SB_GL_RGBA 0x1908
#define SB_GL_LUMINANCE 0x1909
#define SB_GL_LUMINANCE_ALPHA 0x190A
#define SB_GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define SB_GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define SB_GL_UNSIGNED_SHORT_5_6_5 0x8363
#define SB_GL_FRAGMENT_SHADER 0x8B30
#define SB_GL_VERTEX_SHADER 0x8B31
#define SB_GL_MAX_VERTEX_ATTRIBS 0x8869
#define SB_GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define SB_GL_MAX_VARYING_VECTORS 0x8DFC
#define SB_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define SB_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define SB_GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define SB_GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define SB_GL_SHADER_TYPE 0x8B4F
#define SB_GL_DELETE_STATUS 0x8B80
#define SB_GL_LINK_STATUS 0x8B82
#define SB_GL_VALIDATE_STATUS 0x8B83
#define SB_GL_ATTACHED_SHADERS 0x8B85
#define SB_GL_ACTIVE_UNIFORMS 0x8B86
#define SB_GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define SB_GL_ACTIVE_ATTRIBUTES 0x8B89
#define SB_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define SB_GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define SB_GL_CURRENT_PROGRAM 0x8B8D
#define SB_GL_NEVER 0x0200
#define SB_GL_LESS 0x0201
#define SB_GL_EQUAL 0x0202
#define SB_GL_LEQUAL 0x0203
#define SB_GL_GREATER 0x0204
#define SB_GL_NOTEQUAL 0x0205
#define SB_GL_GEQUAL 0x0206
#define SB_GL_ALWAYS 0x0207
#define SB_GL_KEEP 0x1E00
#define SB_GL_REPLACE 0x1E01
#define SB_GL_INCR 0x1E02
#define SB_GL_DECR 0x1E03
#define SB_GL_INVERT 0x150A
#define SB_GL_INCR_WRAP 0x8507
#define SB_GL_DECR_WRAP 0x8508
#define SB_GL_VENDOR 0x1F00
#define SB_GL_RENDERER 0x1F01
#define SB_GL_VERSION 0x1F02
#define SB_GL_EXTENSIONS 0x1F03
#define SB_GL_NEAREST 0x2600
#define SB_GL_LINEAR 0x2601
#define SB_GL_NEAREST_MIPMAP_NEAREST 0x2700
#define SB_GL_LINEAR_MIPMAP_NEAREST 0x2701
#define SB_GL_NEAREST_MIPMAP_LINEAR 0x2702
#define SB_GL_LINEAR_MIPMAP_LINEAR 0x2703
#define SB_GL_TEXTURE_MAG_FILTER 0x2800
#define SB_GL_TEXTURE_MIN_FILTER 0x2801
#define SB_GL_TEXTURE_WRAP_S 0x2802
#define SB_GL_TEXTURE_WRAP_T 0x2803
#define SB_GL_TEXTURE 0x1702
#define SB_GL_TEXTURE_CUBE_MAP 0x8513
#define SB_GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define SB_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define SB_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define SB_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define SB_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define SB_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define SB_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define SB_GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#define SB_GL_TEXTURE0 0x84C0
#define SB_GL_TEXTURE1 0x84C1
#define SB_GL_TEXTURE2 0x84C2
#define SB_GL_TEXTURE3 0x84C3
#define SB_GL_TEXTURE4 0x84C4
#define SB_GL_TEXTURE5 0x84C5
#define SB_GL_TEXTURE6 0x84C6
#define SB_GL_TEXTURE7 0x84C7
#define SB_GL_TEXTURE8 0x84C8
#define SB_GL_TEXTURE9 0x84C9
#define SB_GL_TEXTURE10 0x84CA
#define SB_GL_TEXTURE11 0x84CB
#define SB_GL_TEXTURE12 0x84CC
#define SB_GL_TEXTURE13 0x84CD
#define SB_GL_TEXTURE14 0x84CE
#define SB_GL_TEXTURE15 0x84CF
#define SB_GL_TEXTURE16 0x84D0
#define SB_GL_TEXTURE17 0x84D1
#define SB_GL_TEXTURE18 0x84D2
#define SB_GL_TEXTURE19 0x84D3
#define SB_GL_TEXTURE20 0x84D4
#define SB_GL_TEXTURE21 0x84D5
#define SB_GL_TEXTURE22 0x84D6
#define SB_GL_TEXTURE23 0x84D7
#define SB_GL_TEXTURE24 0x84D8
#define SB_GL_TEXTURE25 0x84D9
#define SB_GL_TEXTURE26 0x84DA
#define SB_GL_TEXTURE27 0x84DB
#define SB_GL_TEXTURE28 0x84DC
#define SB_GL_TEXTURE29 0x84DD
#define SB_GL_TEXTURE30 0x84DE
#define SB_GL_TEXTURE31 0x84DF
#define SB_GL_ACTIVE_TEXTURE 0x84E0
#define SB_GL_REPEAT 0x2901