diff --git a/CMakeLists.txt b/CMakeLists.txt index 3fad7b28..c592bc6a 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -37,6 +37,7 @@ set(SOURCE_FILES MobileGL/MG_Impl/EGLImpl/Temporary/TemporaryEGLImpl.cpp # @INSERTION_POINT:SOURCE_FILE_GLIMPL@ # + MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp MobileGL/MG_Impl/GLImpl/VertexArray/Validators.cpp MobileGL/MG_Impl/GLImpl/VertexArray/GL_VertexArray.cpp MobileGL/MG_Impl/GLImpl/Exporting/Definitions.cpp diff --git a/MobileGL/MG_Impl/GLImpl/Exporting/Definitions.cpp b/MobileGL/MG_Impl/GLImpl/Exporting/Definitions.cpp index e929a2f6..7cdd792d 100644 --- a/MobileGL/MG_Impl/GLImpl/Exporting/Definitions.cpp +++ b/MobileGL/MG_Impl/GLImpl/Exporting/Definitions.cpp @@ -33,13 +33,13 @@ DECLARE_GL_FUNCTION_HEAD(const GLubyte*, GetStringi, GLenum name, GLuint index) DECLARE_GL_FUNCTION_HEAD(const GLubyte*, GetString, GLenum name) DECLARE_GL_FUNCTION_END(const GLubyte*, GetString, name) DECLARE_GL_FUNCTION_HEAD(void*, MapBuffer, GLenum target, GLenum access) DECLARE_GL_FUNCTION_END(void*, MapBuffer, target, access) DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearDepth, GLclampd depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearDepth, depth) -DECLARE_GL_FUNCTION_STUB_HEAD(void, ActiveTexture, GLenum texture) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ActiveTexture, texture) +DECLARE_GL_FUNCTION_HEAD(void, ActiveTexture, GLenum texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ActiveTexture, texture) DECLARE_GL_FUNCTION_STUB_HEAD(void, AttachShader, GLuint program, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, AttachShader, program, shader) DECLARE_GL_FUNCTION_STUB_HEAD(void, BindAttribLocation, GLuint program, GLuint index, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindAttribLocation, program, index, name) DECLARE_GL_FUNCTION_HEAD(void, BindBuffer, GLenum target, GLuint buffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindBuffer, target, buffer) DECLARE_GL_FUNCTION_STUB_HEAD(void, BindFramebuffer, GLenum target, GLuint framebuffer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindFramebuffer, target, framebuffer) DECLARE_GL_FUNCTION_STUB_HEAD(void, BindRenderbuffer, GLenum target, GLuint renderbuffer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindRenderbuffer, target, renderbuffer) -DECLARE_GL_FUNCTION_STUB_HEAD(void, BindTexture, GLenum target, GLuint texture) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindTexture, target, texture) +DECLARE_GL_FUNCTION_HEAD(void, BindTexture, GLenum target, GLuint texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindTexture, target, texture) DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendColor, red, green, blue, alpha) DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendEquation, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendEquation, mode) DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendEquationSeparate, GLenum modeRGB, GLenum modeAlpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendEquationSeparate, modeRGB, modeAlpha) @@ -54,10 +54,10 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearDepthf, GLfloat d) DECLARE_GL_FUNCTION_ DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearStencil, GLint s) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearStencil, s) DECLARE_GL_FUNCTION_STUB_HEAD(void, ColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ColorMask, red, green, blue, alpha) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompileShader, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompileShader, shader) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexImage2D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTexImage2D, target, level, internalformat, width, height, border, imageSize, data) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTexSubImage2D, target, level, xoffset, yoffset, width, height, format, imageSize, data) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTexImage2D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTexImage2D, target, level, internalformat, x, y, width, height, border) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTexSubImage2D, target, level, xoffset, yoffset, x, y, width, height) +DECLARE_GL_FUNCTION_HEAD(void, CompressedTexImage2D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTexImage2D, target, level, internalformat, width, height, border, imageSize, data) +DECLARE_GL_FUNCTION_HEAD(void, CompressedTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTexSubImage2D, target, level, xoffset, yoffset, width, height, format, imageSize, data) +DECLARE_GL_FUNCTION_HEAD(void, CopyTexImage2D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTexImage2D, target, level, internalformat, x, y, width, height, border) +DECLARE_GL_FUNCTION_HEAD(void, CopyTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTexSubImage2D, target, level, xoffset, yoffset, x, y, width, height) DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, CreateProgram) DECLARE_GL_FUNCTION_STUB_END(GLuint, CreateProgram) DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, CreateShader, GLenum type) DECLARE_GL_FUNCTION_STUB_END(GLuint, CreateShader, type) DECLARE_GL_FUNCTION_STUB_HEAD(void, CullFace, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CullFace, mode) @@ -66,7 +66,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteFramebuffers, GLsizei n, const GLuint* DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteProgram, program) DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteRenderbuffers, GLsizei n, const GLuint* renderbuffers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteRenderbuffers, n, renderbuffers) DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteShader, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteShader, shader) -DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteTextures, GLsizei n, const GLuint* textures) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteTextures, n, textures) +DECLARE_GL_FUNCTION_HEAD(void, DeleteTextures, GLsizei n, const GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteTextures, n, textures) DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthFunc, GLenum func) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthFunc, func) DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthMask, GLboolean flag) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthMask, flag) DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangef, GLfloat n, GLfloat f) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangef, n, f) @@ -86,7 +86,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, GenBuffers, GLsizei n, GLuint* buffers) DECL DECLARE_GL_FUNCTION_STUB_HEAD(void, GenerateMipmap, GLenum target) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenerateMipmap, target) DECLARE_GL_FUNCTION_STUB_HEAD(void, GenFramebuffers, GLsizei n, GLuint* framebuffers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenFramebuffers, n, framebuffers) DECLARE_GL_FUNCTION_STUB_HEAD(void, GenRenderbuffers, GLsizei n, GLuint* renderbuffers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenRenderbuffers, n, renderbuffers) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GenTextures, GLsizei n, GLuint* textures) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenTextures, n, textures) +DECLARE_GL_FUNCTION_HEAD(void, GenTextures, GLsizei n, GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenTextures, n, textures) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveAttrib, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveAttrib, program, index, bufSize, length, size, type, name) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveUniform, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveUniform, program, index, bufSize, length, size, type, name) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetAttachedShaders, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetAttachedShaders, program, maxCount, count, shaders) @@ -104,8 +104,8 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, GetShaderiv, GLuint shader, GLenum pname, GL DECLARE_GL_FUNCTION_STUB_HEAD(void, GetShaderInfoLog, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetShaderInfoLog, shader, bufSize, length, infoLog) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetShaderPrecisionFormat, GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetShaderPrecisionFormat, shadertype, precisiontype, range, precision) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetShaderSource, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetShaderSource, shader, bufSize, length, source) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexParameterfv, GLenum target, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexParameterfv, target, pname, params) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexParameteriv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexParameteriv, target, pname, params) +DECLARE_GL_FUNCTION_HEAD(void, GetTexParameterfv, GLenum target, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexParameterfv, target, pname, params) +DECLARE_GL_FUNCTION_HEAD(void, GetTexParameteriv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexParameteriv, target, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetUniformfv, GLuint program, GLint location, GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetUniformfv, program, location, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetUniformiv, GLuint program, GLint location, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetUniformiv, program, location, params) DECLARE_GL_FUNCTION_STUB_HEAD(GLint, GetUniformLocation, GLuint program, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END(GLint, GetUniformLocation, program, name) @@ -119,7 +119,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsFramebuffer, GLuint framebuffer) DECL DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsProgram, program) DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsRenderbuffer, GLuint renderbuffer) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsRenderbuffer, renderbuffer) DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsShader, GLuint shader) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsShader, shader) -DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsTexture, GLuint texture) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsTexture, texture) +DECLARE_GL_FUNCTION_HEAD(GLboolean, IsTexture, GLuint texture) DECLARE_GL_FUNCTION_END(GLboolean, IsTexture, texture) DECLARE_GL_FUNCTION_STUB_HEAD(void, LineWidth, GLfloat width) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LineWidth, width) DECLARE_GL_FUNCTION_STUB_HEAD(void, LinkProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LinkProgram, program) DECLARE_GL_FUNCTION_STUB_HEAD(void, PixelStorei, GLenum pname, GLint param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PixelStorei, pname, param) @@ -137,12 +137,12 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilMask, GLuint mask) DECLARE_GL_FUNCTIO DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilMaskSeparate, GLenum face, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilMaskSeparate, face, mask) DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilOp, GLenum fail, GLenum zfail, GLenum zpass) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilOp, fail, zfail, zpass) DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilOpSeparate, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilOpSeparate, face, sfail, dpfail, dppass) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexImage2D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexImage2D, target, level, internalformat, width, height, border, format, type, pixels) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexParameterf, GLenum target, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexParameterf, target, pname, param) +DECLARE_GL_FUNCTION_HEAD(void, TexImage2D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexImage2D, target, level, internalformat, width, height, border, format, type, pixels) +DECLARE_GL_FUNCTION_HEAD(void, TexParameterf, GLenum target, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexParameterf, target, pname, param) DECLARE_GL_FUNCTION_STUB_HEAD(void, TexParameterfv, GLenum target, GLenum pname, const GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexParameterfv, target, pname, params) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexParameteri, GLenum target, GLenum pname, GLint param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexParameteri, target, pname, param) +DECLARE_GL_FUNCTION_HEAD(void, TexParameteri, GLenum target, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexParameteri, target, pname, param) DECLARE_GL_FUNCTION_STUB_HEAD(void, TexParameteriv, GLenum target, GLenum pname, const GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexParameteriv, target, pname, params) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexSubImage2D, target, level, xoffset, yoffset, width, height, format, type, pixels) +DECLARE_GL_FUNCTION_HEAD(void, TexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexSubImage2D, target, level, xoffset, yoffset, width, height, format, type, pixels) DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform1f, GLint location, GLfloat v0) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform1f, location, v0) DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform1fv, GLint location, GLsizei count, const GLfloat* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform1fv, location, count, value) DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform1i, GLint location, GLint v0) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform1i, location, v0) @@ -176,11 +176,11 @@ DECLARE_GL_FUNCTION_HEAD(void, VertexAttribPointer, GLuint index, GLint size, GL DECLARE_GL_FUNCTION_STUB_HEAD(void, Viewport, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Viewport, x, y, width, height) DECLARE_GL_FUNCTION_STUB_HEAD(void, ReadBuffer, GLenum src) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ReadBuffer, src) DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawRangeElements, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawRangeElements, mode, start, end, count, type, indices) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexImage3D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexImage3D, target, level, internalformat, width, height, depth, border, format, type, pixels) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexSubImage3D, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTexSubImage3D, target, level, xoffset, yoffset, zoffset, x, y, width, height) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexImage3D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTexImage3D, target, level, internalformat, width, height, depth, border, imageSize, data) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTexSubImage3D, target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data) +DECLARE_GL_FUNCTION_HEAD(void, TexImage3D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexImage3D, target, level, internalformat, width, height, depth, border, format, type, pixels) +DECLARE_GL_FUNCTION_HEAD(void, TexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexSubImage3D, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels) +DECLARE_GL_FUNCTION_HEAD(void, CopyTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTexSubImage3D, target, level, xoffset, yoffset, zoffset, x, y, width, height) +DECLARE_GL_FUNCTION_HEAD(void, CompressedTexImage3D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTexImage3D, target, level, internalformat, width, height, depth, border, imageSize, data) +DECLARE_GL_FUNCTION_HEAD(void, CompressedTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTexSubImage3D, target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data) DECLARE_GL_FUNCTION_STUB_HEAD(void, GenQueries, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenQueries, n, ids) DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteQueries, GLsizei n, const GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteQueries, n, ids) DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsQuery, GLuint id) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsQuery, id) @@ -338,8 +338,8 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, MemoryBarrierByRegion, GLbitfield barriers) DECLARE_GL_FUNCTION_STUB_HEAD(void, TexStorage2DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexStorage2DMultisample, target, samples, internalformat, width, height, fixedsamplelocations) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetMultisamplefv, GLenum pname, GLuint index, GLfloat* val) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetMultisamplefv, pname, index, val) DECLARE_GL_FUNCTION_STUB_HEAD(void, SampleMaski, GLuint maskNumber, GLbitfield mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SampleMaski, maskNumber, mask) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexLevelParameteriv, GLenum target, GLint level, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexLevelParameteriv, target, level, pname, params) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexLevelParameterfv, GLenum target, GLint level, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexLevelParameterfv, target, level, pname, params) +DECLARE_GL_FUNCTION_HEAD(void, GetTexLevelParameteriv, GLenum target, GLint level, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexLevelParameteriv, target, level, pname, params) +DECLARE_GL_FUNCTION_HEAD(void, GetTexLevelParameterfv, GLenum target, GLint level, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexLevelParameterfv, target, level, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, BindVertexBuffer, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindVertexBuffer, bindingindex, buffer, offset, stride) DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribFormat, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribFormat, attribindex, size, type, normalized, relativeoffset) DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribIFormat, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribIFormat, attribindex, size, type, relativeoffset) @@ -380,13 +380,13 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, MinSampleShading, GLfloat value) DECLARE_GL_ DECLARE_GL_FUNCTION_STUB_HEAD(void, PatchParameteri, GLenum pname, GLint value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PatchParameteri, pname, value) DECLARE_GL_FUNCTION_STUB_HEAD(void, TexParameterIiv, GLenum target, GLenum pname, const GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexParameterIiv, target, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, TexParameterIuiv, GLenum target, GLenum pname, const GLuint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexParameterIuiv, target, pname, params) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexParameterIiv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexParameterIiv, target, pname, params) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexParameterIuiv, GLenum target, GLenum pname, GLuint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexParameterIuiv, target, pname, params) +DECLARE_GL_FUNCTION_HEAD(void, GetTexParameterIiv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexParameterIiv, target, pname, params) +DECLARE_GL_FUNCTION_HEAD(void, GetTexParameterIuiv, GLenum target, GLenum pname, GLuint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexParameterIuiv, target, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, SamplerParameterIiv, GLuint sampler, GLenum pname, const GLint* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SamplerParameterIiv, sampler, pname, param) DECLARE_GL_FUNCTION_STUB_HEAD(void, SamplerParameterIuiv, GLuint sampler, GLenum pname, const GLuint* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SamplerParameterIuiv, sampler, pname, param) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetSamplerParameterIiv, GLuint sampler, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetSamplerParameterIiv, sampler, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetSamplerParameterIuiv, GLuint sampler, GLenum pname, GLuint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetSamplerParameterIuiv, sampler, pname, params) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexBuffer, GLenum target, GLenum internalformat, GLuint buffer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexBuffer, target, internalformat, buffer) +DECLARE_GL_FUNCTION_HEAD(void, TexBuffer, GLenum target, GLenum internalformat, GLuint buffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexBuffer, target, internalformat, buffer) DECLARE_GL_FUNCTION_STUB_HEAD(void, TexBufferRange, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexBufferRange, target, internalformat, buffer, offset, size) DECLARE_GL_FUNCTION_STUB_HEAD(void, TexStorage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexStorage3DMultisample, target, samples, internalformat, width, height, depth, fixedsamplelocations) DECLARE_GL_FUNCTION_STUB_HEAD(void*, MapBufferRange, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) DECLARE_GL_FUNCTION_STUB_END(void*, MapBufferRange, target, offset, length, access) @@ -635,13 +635,13 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, TexEnvfv, GLenum target, GLenum pname, const DECLARE_GL_FUNCTION_STUB_HEAD(void, TexEnviv, GLenum target, GLenum pname, const GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexEnviv, target, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexEnvfv, GLenum target, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexEnvfv, target, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexEnviv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexEnviv, target, pname, params) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexImage1D, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexImage1D, target, level, internalFormat, width, border, format, type, pixels) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexImage, GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexImage, target, level, format, type, pixels) +DECLARE_GL_FUNCTION_HEAD(void, TexImage1D, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexImage1D, target, level, internalFormat, width, border, format, type, pixels) +DECLARE_GL_FUNCTION_HEAD(void, GetTexImage, GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexImage, target, level, format, type, pixels) DECLARE_GL_FUNCTION_STUB_HEAD(void, PrioritizeTextures, GLsizei n, const GLuint* textures, const GLclampf* priorities) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PrioritizeTextures, n, textures, priorities) DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, AreTexturesResident, GLsizei n, const GLuint* textures, GLboolean* residences) DECLARE_GL_FUNCTION_STUB_END(GLboolean, AreTexturesResident, n, textures, residences) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexSubImage1D, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexSubImage1D, target, level, xoffset, width, format, type, pixels) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTexImage1D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTexImage1D, target, level, internalformat, x, y, width, border) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTexSubImage1D, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTexSubImage1D, target, level, xoffset, x, y, width) +DECLARE_GL_FUNCTION_HEAD(void, TexSubImage1D, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexSubImage1D, target, level, xoffset, width, format, type, pixels) +DECLARE_GL_FUNCTION_HEAD(void, CopyTexImage1D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTexImage1D, target, level, internalformat, x, y, width, border) +DECLARE_GL_FUNCTION_HEAD(void, CopyTexSubImage1D, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTexSubImage1D, target, level, xoffset, x, y, width) DECLARE_GL_FUNCTION_STUB_HEAD(void, Map1d, GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Map1d, target, u1, u2, stride, order, points) DECLARE_GL_FUNCTION_STUB_HEAD(void, Map1f, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Map1f, target, u1, u2, stride, order, points) DECLARE_GL_FUNCTION_STUB_HEAD(void, Map2d, GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Map2d, target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points) @@ -698,9 +698,9 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribI4usv, GLuint index, const GLush DECLARE_GL_FUNCTION_STUB_HEAD(void, BindFragDataLocation, GLuint program, GLuint color, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindFragDataLocation, program, color, name) DECLARE_GL_FUNCTION_STUB_HEAD(void, FramebufferTexture1D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FramebufferTexture1D, target, attachment, textarget, texture, level) DECLARE_GL_FUNCTION_STUB_HEAD(void, FramebufferTexture3D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FramebufferTexture3D, target, attachment, textarget, texture, level, zoffset) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexImage1D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTexImage1D, target, level, internalformat, width, border, imageSize, data) -DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexSubImage1D, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTexSubImage1D, target, level, xoffset, width, format, imageSize, data) -DECLARE_GL_FUNCTION_STUB_HEAD(void, GetCompressedTexImage, GLenum target, GLint level, void* img) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetCompressedTexImage, target, level, img) +DECLARE_GL_FUNCTION_HEAD(void, CompressedTexImage1D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTexImage1D, target, level, internalformat, width, border, imageSize, data) +DECLARE_GL_FUNCTION_HEAD(void, CompressedTexSubImage1D, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTexSubImage1D, target, level, xoffset, width, format, imageSize, data) +DECLARE_GL_FUNCTION_HEAD(void, GetCompressedTexImage, GLenum target, GLint level, void* img) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetCompressedTexImage, target, level, img) DECLARE_GL_FUNCTION_STUB_HEAD(void, ClientActiveTexture, GLenum texture) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClientActiveTexture, texture) DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord1d, GLenum target, GLdouble s) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord1d, target, s) DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord1dv, GLenum target, const GLdouble* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord1dv, target, v) @@ -817,8 +817,8 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, PrimitiveRestartIndex, GLuint index) DECLARE DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveUniformName, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveUniformName, program, uniformIndex, bufSize, length, uniformName) DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiDrawElementsBaseVertex, GLenum mode, const GLsizei* count, GLenum type, const void* const* indices, GLsizei drawcount, const GLint* basevertex) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiDrawElementsBaseVertex, mode, count, type, indices, drawcount, basevertex) DECLARE_GL_FUNCTION_STUB_HEAD(void, ProvokingVertex, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProvokingVertex, mode) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexImage2DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexImage2DMultisample, target, samples, internalformat, width, height, fixedsamplelocations) -DECLARE_GL_FUNCTION_STUB_HEAD(void, TexImage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexImage3DMultisample, target, samples, internalformat, width, height, depth, fixedsamplelocations) +DECLARE_GL_FUNCTION_HEAD(void, TexImage2DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexImage2DMultisample, target, samples, internalformat, width, height, fixedsamplelocations) +DECLARE_GL_FUNCTION_HEAD(void, TexImage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexImage3DMultisample, target, samples, internalformat, width, height, depth, fixedsamplelocations) DECLARE_GL_FUNCTION_STUB_HEAD(void, BindFragDataLocationIndexed, GLuint program, GLuint colorNumber, GLuint index, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindFragDataLocationIndexed, program, colorNumber, index, name) DECLARE_GL_FUNCTION_STUB_HEAD(GLint, GetFragDataIndex, GLuint program, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END(GLint, GetFragDataIndex, program, name) DECLARE_GL_FUNCTION_STUB_HEAD(void, QueryCounter, GLuint id, GLenum target) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, QueryCounter, id, target) diff --git a/MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp b/MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp new file mode 100644 index 00000000..31ce60a8 --- /dev/null +++ b/MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp @@ -0,0 +1,158 @@ +#include "GL_Texture.h" + +namespace MobileGL { + namespace MG_Impl::GLImpl { + /* @INSERTION_POINT:FUNCTION_IMPLEMENTATION@ */ + void TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) { + // TODO: implement + } + + void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) { + // TODO: implement + } + + void TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid* pixels) { + // TODO: implement + } + + void TexParameterf(GLenum target, GLenum pname, GLfloat param) { + // TODO: implement + } + + void TexParameteri(GLenum target, GLenum pname, GLint param) { + // TODO: implement + } + + void TexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) { + // TODO: implement + } + + void TexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { + // TODO: implement + } + + void TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels) { + // TODO: implement + } + + void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { + // TODO: implement + } + + void TexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { + // TODO: implement + } + + void TexBuffer(GLenum target, GLenum internalformat, GLuint buffer) { + // TODO: implement + } + + GLboolean IsTexture(GLuint texture) { + // TODO: implement + } + + void GetTexParameterIuiv(GLenum target, GLenum pname, GLuint* params) { + // TODO: implement + } + + void GetTexParameterIiv(GLenum target, GLenum pname, GLint* params) { + // TODO: implement + } + + void GetTexParameteriv(GLenum target, GLenum pname, GLint* params) { + // TODO: implement + } + + void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { + // TODO: implement + } + + void GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params) { + // TODO: implement + } + + void GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat* params) { + // TODO: implement + } + + void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels) { + // TODO: implement + } + + void GetCompressedTexImage(GLenum target, GLint level, void* img) { + // TODO: implement + } + + void GenTextures(GLsizei n, GLuint* textures) { + // TODO: implement + } + + void DeleteTextures(GLsizei n, const GLuint* textures) { + // TODO: implement + } + + void CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, + GLint y, GLsizei width, GLsizei height) { + // TODO: implement + } + + void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, + GLsizei width, GLsizei height) { + // TODO: implement + } + + void CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { + // TODO: implement + } + + void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, + GLsizei height, GLint border) { + // TODO: implement + } + + void CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, + GLint border) { + // TODO: implement + } + + void CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, + GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, + const void* data) { + // TODO: implement + } + + void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, + GLsizei height, GLenum format, GLsizei imageSize, const void* data) { + // TODO: implement + } + + void CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, + GLsizei imageSize, const void* data) { + // TODO: implement + } + + void CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, + GLsizei depth, GLint border, GLsizei imageSize, const void* data) { + // TODO: implement + } + + void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, + GLint border, GLsizei imageSize, const void* data) { + // TODO: implement + } + + void CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, + GLsizei imageSize, const void* data) { + // TODO: implement + } + + void BindTexture(GLenum target, GLuint texture) { + // TODO: implement + } + + void ActiveTexture(GLenum texture) { + // TODO: implement + } + + } // namespace MG_Impl::GLImpl +} // namespace MobileGL diff --git a/MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.h b/MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.h new file mode 100644 index 00000000..0aa49015 --- /dev/null +++ b/MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.h @@ -0,0 +1,62 @@ +#pragma once +#include + +namespace MobileGL { + namespace MG_Impl::GLImpl { + /* @INSERTION_POINT:FUNCTION_DECLARATION@ */ + void TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, + GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels); + void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, + GLenum format, GLenum type, const void* pixels); + void TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, + const GLvoid* pixels); + void TexParameterf(GLenum target, GLenum pname, GLfloat param); + void TexParameteri(GLenum target, GLenum pname, GLint param); + void TexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, + GLsizei depth, GLboolean fixedsamplelocations); + void TexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, + GLboolean fixedsamplelocations); + void TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, + GLint border, GLenum format, GLenum type, const void* pixels); + void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, + GLenum format, GLenum type, const void* pixels); + void TexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, + GLenum type, const GLvoid* pixels); + void TexBuffer(GLenum target, GLenum internalformat, GLuint buffer); + GLboolean IsTexture(GLuint texture); + void GetTexParameterIuiv(GLenum target, GLenum pname, GLuint* params); + void GetTexParameterIiv(GLenum target, GLenum pname, GLint* params); + void GetTexParameteriv(GLenum target, GLenum pname, GLint* params); + void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); + void GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params); + void GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat* params); + void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels); + void GetCompressedTexImage(GLenum target, GLint level, void* img); + void GenTextures(GLsizei n, GLuint* textures); + void DeleteTextures(GLsizei n, const GLuint* textures); + void CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, + GLint y, GLsizei width, GLsizei height); + void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, + GLsizei width, GLsizei height); + void CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); + void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, + GLsizei height, GLint border); + void CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, + GLint border); + void CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, + GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, + const void* data); + void CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, + GLsizei height, GLenum format, GLsizei imageSize, const void* data); + void CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, + GLsizei imageSize, const void* data); + void CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, + GLsizei depth, GLint border, GLsizei imageSize, const void* data); + void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, + GLint border, GLsizei imageSize, const void* data); + void CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, + GLsizei imageSize, const void* data); + void BindTexture(GLenum target, GLuint texture); + void ActiveTexture(GLenum texture); + } // namespace MG_Impl::GLImpl +} // namespace MobileGL