mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Refactor] (All): Restructure include system.
This commit is contained in:
@@ -1,260 +1,363 @@
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#include "../../../Includes.h"
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#include "GL_Program.h"
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namespace MobileGL {
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namespace MG_Impl::GLImpl {
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void AttachShader_State(GLuint program, GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void BindAttribLocation_State(GLuint program, GLuint index, const GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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void BindAttribLocation_State(GLuint program, GLuint index, const GLchar* name) {
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THROW_UNIMPL_EXCEPTION;
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}
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void CompileShader_State(GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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GLuint CreateProgram_State(void) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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GLuint CreateShader_State(GLenum type) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void DeleteProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void DeleteShader_State(GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void DetachShader_State(GLuint program, GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void GetActiveAttrib_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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void GetActiveAttrib_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
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GLenum* type, GLchar* name) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetActiveUniform_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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void GetActiveUniform_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
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GLenum* type, GLchar* name) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetAttachedShaders_State(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) {
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THROW_UNIMPL_EXCEPTION
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void GetAttachedShaders_State(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
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THROW_UNIMPL_EXCEPTION;
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}
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GLint GetAttribLocation_State(GLuint program, const GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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GLint GetAttribLocation_State(GLuint program, const GLchar* name) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetProgramiv_State(GLuint program, GLenum pname, GLint *params) {
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THROW_UNIMPL_EXCEPTION
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void GetProgramiv_State(GLuint program, GLenum pname, GLint* params) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetProgramInfoLog_State(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
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THROW_UNIMPL_EXCEPTION
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void GetProgramInfoLog_State(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetShaderiv_State(GLuint shader, GLenum pname, GLint *params) {
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THROW_UNIMPL_EXCEPTION
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void GetShaderiv_State(GLuint shader, GLenum pname, GLint* params) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetShaderInfoLog_State(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
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THROW_UNIMPL_EXCEPTION
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void GetShaderInfoLog_State(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetShaderSource_State(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) {
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THROW_UNIMPL_EXCEPTION
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void GetShaderSource_State(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) {
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THROW_UNIMPL_EXCEPTION;
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}
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GLint GetUniformLocation_State(GLuint program, const GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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GLint GetUniformLocation_State(GLuint program, const GLchar* name) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetUniformfv_State(GLuint program, GLint location, GLfloat *params) {
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THROW_UNIMPL_EXCEPTION
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void GetUniformfv_State(GLuint program, GLint location, GLfloat* params) {
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THROW_UNIMPL_EXCEPTION;
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}
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void GetUniformiv_State(GLuint program, GLint location, GLint *params) {
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THROW_UNIMPL_EXCEPTION
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void GetUniformiv_State(GLuint program, GLint location, GLint* params) {
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THROW_UNIMPL_EXCEPTION;
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}
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GLboolean IsProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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GLboolean IsShader_State(GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void LinkProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void ShaderSource_State(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {
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THROW_UNIMPL_EXCEPTION
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void ShaderSource_State(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) {
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THROW_UNIMPL_EXCEPTION;
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}
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void UseProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform1f_State(GLint location, GLfloat v0) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform2f_State(GLint location, GLfloat v0, GLfloat v1) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform3f_State(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform4f_State(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform1i_State(GLint location, GLint v0) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform2i_State(GLint location, GLint v0, GLint v1) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform3i_State(GLint location, GLint v0, GLint v1, GLint v2) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform4i_State(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform1fv_State(GLint location, GLsizei count, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform2fv_State(GLint location, GLsizei count, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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void Uniform2fv_State(GLint location, GLsizei count, const GLfloat* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform3fv_State(GLint location, GLsizei count, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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void Uniform3fv_State(GLint location, GLsizei count, const GLfloat* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform4fv_State(GLint location, GLsizei count, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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void Uniform4fv_State(GLint location, GLsizei count, const GLfloat* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform1iv_State(GLint location, GLsizei count, const GLint *value) {
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THROW_UNIMPL_EXCEPTION
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void Uniform1iv_State(GLint location, GLsizei count, const GLint* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform2iv_State(GLint location, GLsizei count, const GLint *value) {
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THROW_UNIMPL_EXCEPTION
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void Uniform2iv_State(GLint location, GLsizei count, const GLint* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform3iv_State(GLint location, GLsizei count, const GLint *value) {
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THROW_UNIMPL_EXCEPTION
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void Uniform3iv_State(GLint location, GLsizei count, const GLint* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void Uniform4iv_State(GLint location, GLsizei count, const GLint *value) {
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THROW_UNIMPL_EXCEPTION
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void Uniform4iv_State(GLint location, GLsizei count, const GLint* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
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THROW_UNIMPL_EXCEPTION;
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}
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void ValidateProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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THROW_UNIMPL_EXCEPTION;
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}
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void AttachShader(GLuint program, GLuint shader) {
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AttachShader_State(program, shader);
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}
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void AttachShader(GLuint program, GLuint shader) { AttachShader_State(program, shader); }
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void BindAttribLocation(GLuint program, GLuint index, const GLchar *name) {
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void BindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
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BindAttribLocation_State(program, index, name);
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}
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void CompileShader(GLuint shader) { CompileShader_State(shader); }
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GLuint CreateProgram(void) { return CreateProgram_State(); }
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GLuint CreateShader(GLenum type) { return CreateShader_State(type); }
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void DeleteProgram(GLuint program) { DeleteProgram_State(program); }
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void DeleteShader(GLuint shader) { DeleteShader_State(shader); }
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void DetachShader(GLuint program, GLuint shader) { DetachShader_State(program, shader); }
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void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
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void CompileShader(GLuint shader) {
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CompileShader_State(shader);
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}
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GLuint CreateProgram(void) {
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return CreateProgram_State();
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}
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GLuint CreateShader(GLenum type) {
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return CreateShader_State(type);
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}
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void DeleteProgram(GLuint program) {
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DeleteProgram_State(program);
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}
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void DeleteShader(GLuint shader) {
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DeleteShader_State(shader);
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}
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void DetachShader(GLuint program, GLuint shader) {
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DetachShader_State(program, shader);
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}
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void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
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GLchar* name) {
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GetActiveAttrib_State(program, index, bufSize, length, size, type, name);
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}
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void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
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void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
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GLchar* name) {
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GetActiveUniform_State(program, index, bufSize, length, size, type, name);
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}
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void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) {
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void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
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GetAttachedShaders_State(program, maxCount, count, shaders);
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}
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GLint GetAttribLocation(GLuint program, const GLchar *name) {
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GLint GetAttribLocation(GLuint program, const GLchar* name) {
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GetAttribLocation_State(program, name);
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}
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void GetProgramiv(GLuint program, GLenum pname, GLint *params) {
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void GetProgramiv(GLuint program, GLenum pname, GLint* params) {
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GetProgramiv_State(program, pname, params);
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}
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void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
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void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
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GetProgramInfoLog_State(program, bufSize, length, infoLog);
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}
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void GetShaderiv(GLuint shader, GLenum pname, GLint *params) {
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void GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
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GetShaderiv_State(shader, pname, params);
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}
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void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
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void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
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GetShaderInfoLog_State(shader, bufSize, length, infoLog);
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}
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void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) {
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void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) {
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GetShaderSource_State(shader, bufSize, length, source);
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}
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GLint GetUniformLocation(GLuint program, const GLchar *name) {
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GLint GetUniformLocation(GLuint program, const GLchar* name) {
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GetUniformLocation_State(program, name);
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}
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void GetUniformfv(GLuint program, GLint location, GLfloat *params) {
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void GetUniformfv(GLuint program, GLint location, GLfloat* params) {
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GetUniformfv_State(program, location, params);
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}
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void GetUniformiv(GLuint program, GLint location, GLint *params) {
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void GetUniformiv(GLuint program, GLint location, GLint* params) {
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GetUniformiv_State(program, location, params);
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}
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GLboolean IsProgram(GLuint program) { return IsProgram_State(program); }
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GLboolean IsShader(GLuint shader) { return IsShader_State(shader); }
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void LinkProgram(GLuint program) { LinkProgram_State(program); }
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void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {
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GLboolean IsProgram(GLuint program) {
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return IsProgram_State(program);
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}
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GLboolean IsShader(GLuint shader) {
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return IsShader_State(shader);
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}
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void LinkProgram(GLuint program) {
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LinkProgram_State(program);
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}
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void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) {
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ShaderSource_State(shader, count, string, length);
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}
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void UseProgram(GLuint program) { UseProgram_State(program); }
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void Uniform1f(GLint location, GLfloat v0) { Uniform1f_State(location, v0); }
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void Uniform2f(GLint location, GLfloat v0, GLfloat v1) { Uniform2f_State(location, v0, v1); }
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void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { Uniform3f_State(location, v0, v1, v2); }
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void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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void Uniform1i(GLint location, GLint v0) { Uniform1i_State(location, v0); }
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void Uniform2i(GLint location, GLint v0, GLint v1) { Uniform2i_State(location, v0, v1); }
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void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) { Uniform3i_State(location, v0, v1, v2); }
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void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { Uniform4i_State(location, v0, v1, v2, v3); }
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void Uniform1fv(GLint location, GLsizei count, const GLfloat *value) { Uniform1fv_State(location, count, value); }
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void Uniform2fv(GLint location, GLsizei count, const GLfloat *value) { Uniform2fv_State(location, count, value); }
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void Uniform3fv(GLint location, GLsizei count, const GLfloat *value) { Uniform3fv_State(location, count, value); }
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void Uniform4fv(GLint location, GLsizei count, const GLfloat *value) { Uniform4fv_State(location, count, value); }
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||||
void Uniform1iv(GLint location, GLsizei count, const GLint *value) { Uniform1iv_State(location, count, value); }
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void Uniform2iv(GLint location, GLsizei count, const GLint *value) { Uniform2iv_State(location, count, value); }
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void Uniform3iv(GLint location, GLsizei count, const GLint *value) { Uniform3iv_State(location, count, value); }
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void Uniform4iv(GLint location, GLsizei count, const GLint *value) { Uniform4iv_State(location, count, value); }
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||||
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix2fv_State(location, count, transpose, value); }
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void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix3fv_State(location, count, transpose, value); }
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void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix4fv_State(location, count, transpose, value); }
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||||
void ValidateProgram(GLuint program) { ValidateProgram_State(program); }
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||||
}
|
||||
}
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|
||||
void UseProgram(GLuint program) {
|
||||
UseProgram_State(program);
|
||||
}
|
||||
|
||||
void Uniform1f(GLint location, GLfloat v0) {
|
||||
Uniform1f_State(location, v0);
|
||||
}
|
||||
|
||||
void Uniform2f(GLint location, GLfloat v0, GLfloat v1) {
|
||||
Uniform2f_State(location, v0, v1);
|
||||
}
|
||||
|
||||
void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
|
||||
Uniform3f_State(location, v0, v1, v2);
|
||||
}
|
||||
|
||||
void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
|
||||
Uniform4f_State(location, v0, v1, v2, v3);
|
||||
}
|
||||
|
||||
void Uniform1i(GLint location, GLint v0) {
|
||||
Uniform1i_State(location, v0);
|
||||
}
|
||||
|
||||
void Uniform2i(GLint location, GLint v0, GLint v1) {
|
||||
Uniform2i_State(location, v0, v1);
|
||||
}
|
||||
|
||||
void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
|
||||
Uniform3i_State(location, v0, v1, v2);
|
||||
}
|
||||
|
||||
void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
|
||||
Uniform4i_State(location, v0, v1, v2, v3);
|
||||
}
|
||||
|
||||
void Uniform1fv(GLint location, GLsizei count, const GLfloat* value) {
|
||||
Uniform1fv_State(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform2fv(GLint location, GLsizei count, const GLfloat* value) {
|
||||
Uniform2fv_State(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform3fv(GLint location, GLsizei count, const GLfloat* value) {
|
||||
Uniform3fv_State(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform4fv(GLint location, GLsizei count, const GLfloat* value) {
|
||||
Uniform4fv_State(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform1iv(GLint location, GLsizei count, const GLint* value) {
|
||||
Uniform1iv_State(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform2iv(GLint location, GLsizei count, const GLint* value) {
|
||||
Uniform2iv_State(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform3iv(GLint location, GLsizei count, const GLint* value) {
|
||||
Uniform3iv_State(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform4iv(GLint location, GLsizei count, const GLint* value) {
|
||||
Uniform4iv_State(location, count, value);
|
||||
}
|
||||
|
||||
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
UniformMatrix2fv_State(location, count, transpose, value);
|
||||
}
|
||||
|
||||
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
UniformMatrix3fv_State(location, count, transpose, value);
|
||||
}
|
||||
|
||||
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
UniformMatrix4fv_State(location, count, transpose, value);
|
||||
}
|
||||
|
||||
void ValidateProgram(GLuint program) {
|
||||
ValidateProgram_State(program);
|
||||
}
|
||||
} // namespace MG_Impl::GLImpl
|
||||
} // namespace MobileGL
|
||||
Reference in New Issue
Block a user