mobile/gl/work.h

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// Copyright 2015 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
#ifdef os_linux
#include <GLES2/gl2.h>
#endif
#ifdef os_ios
#include <OpenGLES/ES2/glext.h>
#endif
#ifdef os_osx
#include <OpenGL/gl3.h>
#endif
#include <stdint.h>
#include <stdlib.h>
typedef enum {
glfnUNDEFINED,
glfnActiveTexture,
glfnAttachShader,
glfnBindAttribLocation,
glfnBindBuffer,
glfnBindFramebuffer,
glfnBindRenderbuffer,
glfnBindTexture,
glfnBlendColor,
glfnBlendEquation,
glfnBlendEquationSeparate,
glfnBlendFunc,
glfnBlendFuncSeparate,
glfnBufferData,
glfnBufferSubData,
glfnCheckFramebufferStatus,
glfnClear,
glfnClearColor,
glfnClearDepthf,
glfnClearStencil,
glfnColorMask,
glfnCompileShader,
glfnCompressedTexImage2D,
glfnCompressedTexSubImage2D,
glfnCopyTexImage2D,
glfnCopyTexSubImage2D,
glfnCreateProgram,
glfnCreateShader,
glfnCullFace,
glfnDeleteBuffer,
glfnDeleteFramebuffer,
glfnDeleteProgram,
glfnDeleteRenderbuffer,
glfnDeleteShader,
glfnDeleteTexture,
glfnDepthFunc,
glfnDepthRangef,
glfnDepthMask,
glfnDetachShader,
glfnDisable,
glfnDisableVertexAttribArray,
glfnDrawArrays,
glfnDrawElements,
glfnEnable,
glfnEnableVertexAttribArray,
glfnFinish,
glfnFlush,
glfnFramebufferRenderbuffer,
glfnFramebufferTexture2D,
glfnFrontFace,
glfnGenBuffer,
glfnGenFramebuffer,
glfnGenRenderbuffer,
glfnGenTexture,
glfnGenerateMipmap,
glfnGetActiveAttrib,
glfnGetActiveUniform,
glfnGetAttachedShaders,
glfnGetAttribLocation,
glfnGetBooleanv,
glfnGetBufferParameteri,
glfnGetError,
glfnGetFloatv,
glfnGetFramebufferAttachmentParameteriv,
glfnGetIntegerv,
glfnGetProgramInfoLog,
glfnGetProgramiv,
glfnGetRenderbufferParameteriv,
glfnGetShaderInfoLog,
glfnGetShaderPrecisionFormat,
glfnGetShaderSource,
glfnGetShaderiv,
glfnGetString,
glfnGetTexParameterfv,
glfnGetTexParameteriv,
glfnGetUniformLocation,
glfnGetUniformfv,
glfnGetUniformiv,
glfnGetVertexAttribfv,
glfnGetVertexAttribiv,
glfnHint,
glfnIsBuffer,
glfnIsEnabled,
glfnIsFramebuffer,
glfnIsProgram,
glfnIsRenderbuffer,
glfnIsShader,
glfnIsTexture,
glfnLineWidth,
glfnLinkProgram,
glfnPixelStorei,
glfnPolygonOffset,
glfnReadPixels,
glfnReleaseShaderCompiler,
glfnRenderbufferStorage,
glfnSampleCoverage,
glfnScissor,
glfnShaderSource,
glfnStencilFunc,
glfnStencilFuncSeparate,
glfnStencilMask,
glfnStencilMaskSeparate,
glfnStencilOp,
glfnStencilOpSeparate,
glfnTexImage2D,
glfnTexParameterf,
glfnTexParameterfv,
glfnTexParameteri,
glfnTexParameteriv,
glfnTexSubImage2D,
glfnUniform1f,
glfnUniform1fv,
glfnUniform1i,
glfnUniform1iv,
glfnUniform2f,
glfnUniform2fv,
glfnUniform2i,
glfnUniform2iv,
glfnUniform3f,
glfnUniform3fv,
glfnUniform3i,
glfnUniform3iv,
glfnUniform4f,
glfnUniform4fv,
glfnUniform4i,
glfnUniform4iv,
glfnUniformMatrix2fv,
glfnUniformMatrix3fv,
glfnUniformMatrix4fv,
glfnUseProgram,
glfnValidateProgram,
glfnVertexAttrib1f,
glfnVertexAttrib1fv,
glfnVertexAttrib2f,
glfnVertexAttrib2fv,
glfnVertexAttrib3f,
glfnVertexAttrib3fv,
glfnVertexAttrib4f,
glfnVertexAttrib4fv,
glfnVertexAttribPointer,
glfnViewport,
} glfn;
struct fnargs {
glfn fn;
uintptr_t a0;
uintptr_t a1;
uintptr_t a2;
uintptr_t a3;
uintptr_t a4;
uintptr_t a5;
uintptr_t a6;
uintptr_t a7;
};
extern uintptr_t ret;
extern uintptr_t processFn(struct fnargs* args, char* parg);