// Generated Code - DO NOT EDIT !! // generated by 'emugen' #ifndef GUARD_gl2_encoder_context_t #define GUARD_gl2_encoder_context_t #include "IOStream.h" #include "gl2_client_context.h" #include #include "glUtils.h" #include "GL2EncoderUtils.h" struct gl2_encoder_context_t : public gl2_client_context_t { IOStream *m_stream; gl2_encoder_context_t(IOStream *stream); }; #if 0 extern "C" { void glActiveTexture_enc(void *self , GLenum texture); void glAttachShader_enc(void *self , GLuint program, GLuint shader); void glBindAttribLocation_enc(void *self , GLuint program, GLuint index, const GLchar* name); void glBindBuffer_enc(void *self , GLenum target, GLuint buffer); void glBindFramebuffer_enc(void *self , GLenum target, GLuint framebuffer); void glBindRenderbuffer_enc(void *self , GLenum target, GLuint renderbuffer); void glBindTexture_enc(void *self , GLenum target, GLuint texture); void glBlendColor_enc(void *self , GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glBlendEquation_enc(void *self , GLenum mode); void glBlendEquationSeparate_enc(void *self , GLenum modeRGB, GLenum modeAlpha); void glBlendFunc_enc(void *self , GLenum sfactor, GLenum dfactor); void glBlendFuncSeparate_enc(void *self , GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBufferData_enc(void *self , GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); void glBufferSubData_enc(void *self , GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); GLenum glCheckFramebufferStatus_enc(void *self , GLenum target); void glClear_enc(void *self , GLbitfield mask); void glClearColor_enc(void *self , GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glClearDepthf_enc(void *self , GLclampf depth); void glClearStencil_enc(void *self , GLint s); void glColorMask_enc(void *self , GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glCompileShader_enc(void *self , GLuint shader); void glCompressedTexImage2D_enc(void *self , GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); void glCompressedTexSubImage2D_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); void glCopyTexImage2D_enc(void *self , GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexSubImage2D_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint glCreateProgram_enc(void *self ); GLuint glCreateShader_enc(void *self , GLenum type); void glCullFace_enc(void *self , GLenum mode); void glDeleteBuffers_enc(void *self , GLsizei n, const GLuint* buffers); void glDeleteFramebuffers_enc(void *self , GLsizei n, const GLuint* framebuffers); void glDeleteProgram_enc(void *self , GLuint program); void glDeleteRenderbuffers_enc(void *self , GLsizei n, const GLuint* renderbuffers); void glDeleteShader_enc(void *self , GLuint shader); void glDeleteTextures_enc(void *self , GLsizei n, const GLuint* textures); void glDepthFunc_enc(void *self , GLenum func); void glDepthMask_enc(void *self , GLboolean flag); void glDepthRangef_enc(void *self , GLclampf zNear, GLclampf zFar); void glDetachShader_enc(void *self , GLuint program, GLuint shader); void glDisable_enc(void *self , GLenum cap); void glDisableVertexAttribArray_enc(void *self , GLuint index); void glDrawArrays_enc(void *self , GLenum mode, GLint first, GLsizei count); void glDrawElements_enc(void *self , GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); void glEnable_enc(void *self , GLenum cap); void glEnableVertexAttribArray_enc(void *self , GLuint index); void glFinish_enc(void *self ); void glFlush_enc(void *self ); void glFramebufferRenderbuffer_enc(void *self , GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void glFramebufferTexture2D_enc(void *self , GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glFrontFace_enc(void *self , GLenum mode); void glGenBuffers_enc(void *self , GLsizei n, GLuint* buffers); void glGenerateMipmap_enc(void *self , GLenum target); void glGenFramebuffers_enc(void *self , GLsizei n, GLuint* framebuffers); void glGenRenderbuffers_enc(void *self , GLsizei n, GLuint* renderbuffers); void glGenTextures_enc(void *self , GLsizei n, GLuint* textures); void glGetActiveAttrib_enc(void *self , GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetActiveUniform_enc(void *self , GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetAttachedShaders_enc(void *self , GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); int glGetAttribLocation_enc(void *self , GLuint program, const GLchar* name); void glGetBooleanv_enc(void *self , GLenum pname, GLboolean* params); void glGetBufferParameteriv_enc(void *self , GLenum target, GLenum pname, GLint* params); GLenum glGetError_enc(void *self ); void glGetFloatv_enc(void *self , GLenum pname, GLfloat* params); void glGetFramebufferAttachmentParameteriv_enc(void *self , GLenum target, GLenum attachment, GLenum pname, GLint* params); void glGetIntegerv_enc(void *self , GLenum pname, GLint* params); void glGetProgramiv_enc(void *self , GLuint program, GLenum pname, GLint* params); void glGetProgramInfoLog_enc(void *self , GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetRenderbufferParameteriv_enc(void *self , GLenum target, GLenum pname, GLint* params); void glGetShaderiv_enc(void *self , GLuint shader, GLenum pname, GLint* params); void glGetShaderInfoLog_enc(void *self , GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetShaderPrecisionFormat_enc(void *self , GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void glGetShaderSource_enc(void *self , GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); const GLubyte* glGetString_enc(void *self , GLenum name); void glGetTexParameterfv_enc(void *self , GLenum target, GLenum pname, GLfloat* params); void glGetTexParameteriv_enc(void *self , GLenum target, GLenum pname, GLint* params); void glGetUniformfv_enc(void *self , GLuint program, GLint location, GLfloat* params); void glGetUniformiv_enc(void *self , GLuint program, GLint location, GLint* params); int glGetUniformLocation_enc(void *self , GLuint program, const GLchar* name); void glGetVertexAttribfv_enc(void *self , GLuint index, GLenum pname, GLfloat* params); void glGetVertexAttribiv_enc(void *self , GLuint index, GLenum pname, GLint* params); void glGetVertexAttribPointerv_enc(void *self , GLuint index, GLenum pname, GLvoid** pointer); void glHint_enc(void *self , GLenum target, GLenum mode); GLboolean glIsBuffer_enc(void *self , GLuint buffer); GLboolean glIsEnabled_enc(void *self , GLenum cap); GLboolean glIsFramebuffer_enc(void *self , GLuint framebuffer); GLboolean glIsProgram_enc(void *self , GLuint program); GLboolean glIsRenderbuffer_enc(void *self , GLuint renderbuffer); GLboolean glIsShader_enc(void *self , GLuint shader); GLboolean glIsTexture_enc(void *self , GLuint texture); void glLineWidth_enc(void *self , GLfloat width); void glLinkProgram_enc(void *self , GLuint program); void glPixelStorei_enc(void *self , GLenum pname, GLint param); void glPolygonOffset_enc(void *self , GLfloat factor, GLfloat units); void glReadPixels_enc(void *self , GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void glReleaseShaderCompiler_enc(void *self ); void glRenderbufferStorage_enc(void *self , GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glSampleCoverage_enc(void *self , GLclampf value, GLboolean invert); void glScissor_enc(void *self , GLint x, GLint y, GLsizei width, GLsizei height); void glShaderBinary_enc(void *self , GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); void glShaderSource_enc(void *self , GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); void glStencilFunc_enc(void *self , GLenum func, GLint ref, GLuint mask); void glStencilFuncSeparate_enc(void *self , GLenum face, GLenum func, GLint ref, GLuint mask); void glStencilMask_enc(void *self , GLuint mask); void glStencilMaskSeparate_enc(void *self , GLenum face, GLuint mask); void glStencilOp_enc(void *self , GLenum fail, GLenum zfail, GLenum zpass); void glStencilOpSeparate_enc(void *self , GLenum face, GLenum fail, GLenum zfail, GLenum zpass); void glTexImage2D_enc(void *self , GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void glTexParameterf_enc(void *self , GLenum target, GLenum pname, GLfloat param); void glTexParameterfv_enc(void *self , GLenum target, GLenum pname, const GLfloat* params); void glTexParameteri_enc(void *self , GLenum target, GLenum pname, GLint param); void glTexParameteriv_enc(void *self , GLenum target, GLenum pname, const GLint* params); void glTexSubImage2D_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); void glUniform1f_enc(void *self , GLint location, GLfloat x); void glUniform1fv_enc(void *self , GLint location, GLsizei count, const GLfloat* v); void glUniform1i_enc(void *self , GLint location, GLint x); void glUniform1iv_enc(void *self , GLint location, GLsizei count, const GLint* v); void glUniform2f_enc(void *self , GLint location, GLfloat x, GLfloat y); void glUniform2fv_enc(void *self , GLint location, GLsizei count, const GLfloat* v); void glUniform2i_enc(void *self , GLint location, GLint x, GLint y); void glUniform2iv_enc(void *self , GLint location, GLsizei count, const GLint* v); void glUniform3f_enc(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z); void glUniform3fv_enc(void *self , GLint location, GLsizei count, const GLfloat* v); void glUniform3i_enc(void *self , GLint location, GLint x, GLint y, GLint z); void glUniform3iv_enc(void *self , GLint location, GLsizei count, const GLint* v); void glUniform4f_enc(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glUniform4fv_enc(void *self , GLint location, GLsizei count, const GLfloat* v); void glUniform4i_enc(void *self , GLint location, GLint x, GLint y, GLint z, GLint w); void glUniform4iv_enc(void *self , GLint location, GLsizei count, const GLint* v); void glUniformMatrix2fv_enc(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix3fv_enc(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUniformMatrix4fv_enc(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void glUseProgram_enc(void *self , GLuint program); void glValidateProgram_enc(void *self , GLuint program); void glVertexAttrib1f_enc(void *self , GLuint indx, GLfloat x); void glVertexAttrib1fv_enc(void *self , GLuint indx, const GLfloat* values); void glVertexAttrib2f_enc(void *self , GLuint indx, GLfloat x, GLfloat y); void glVertexAttrib2fv_enc(void *self , GLuint indx, const GLfloat* values); void glVertexAttrib3f_enc(void *self , GLuint indx, GLfloat x, GLfloat y, GLfloat z); void glVertexAttrib3fv_enc(void *self , GLuint indx, const GLfloat* values); void glVertexAttrib4f_enc(void *self , GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertexAttrib4fv_enc(void *self , GLuint indx, const GLfloat* values); void glVertexAttribPointer_enc(void *self , GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); void glViewport_enc(void *self , GLint x, GLint y, GLsizei width, GLsizei height); void glEGLImageTargetTexture2DOES_enc(void *self , GLenum target, GLeglImageOES image); void glEGLImageTargetRenderbufferStorageOES_enc(void *self , GLenum target, GLeglImageOES image); void glGetProgramBinaryOES_enc(void *self , GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary); void glProgramBinaryOES_enc(void *self , GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length); void* glMapBufferOES_enc(void *self , GLenum target, GLenum access); GLboolean glUnmapBufferOES_enc(void *self , GLenum target); void glTexImage3DOES_enc(void *self , GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void glTexSubImage3DOES_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels); void glCopyTexSubImage3DOES_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glCompressedTexImage3DOES_enc(void *self , GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data); void glCompressedTexSubImage3DOES_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data); void glFramebufferTexture3DOES_enc(void *self , GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); void glBindVertexArrayOES_enc(void *self , GLuint array); void glDeleteVertexArraysOES_enc(void *self , GLsizei n, const GLuint* arrays); void glGenVertexArraysOES_enc(void *self , GLsizei n, GLuint* arrays); GLboolean glIsVertexArrayOES_enc(void *self , GLuint array); void glDiscardFramebufferEXT_enc(void *self , GLenum target, GLsizei numAttachments, const GLenum* attachments); void glMultiDrawArraysEXT_enc(void *self , GLenum mode, const GLint* first, const GLsizei* count, GLsizei primcount); void glMultiDrawElementsEXT_enc(void *self , GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei primcount); void glGetPerfMonitorGroupsAMD_enc(void *self , GLint* numGroups, GLsizei groupsSize, GLuint* groups); void glGetPerfMonitorCountersAMD_enc(void *self , GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters); void glGetPerfMonitorGroupStringAMD_enc(void *self , GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString); void glGetPerfMonitorCounterStringAMD_enc(void *self , GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString); void glGetPerfMonitorCounterInfoAMD_enc(void *self , GLuint group, GLuint counter, GLenum pname, GLvoid* data); void glGenPerfMonitorsAMD_enc(void *self , GLsizei n, GLuint* monitors); void glDeletePerfMonitorsAMD_enc(void *self , GLsizei n, GLuint* monitors); void glSelectPerfMonitorCountersAMD_enc(void *self , GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList); void glBeginPerfMonitorAMD_enc(void *self , GLuint monitor); void glEndPerfMonitorAMD_enc(void *self , GLuint monitor); void glGetPerfMonitorCounterDataAMD_enc(void *self , GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten); void glRenderbufferStorageMultisampleIMG_enc(void *self , GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void glFramebufferTexture2DMultisampleIMG_enc(void *self , GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); void glDeleteFencesNV_enc(void *self , GLsizei n, const GLuint* fences); void glGenFencesNV_enc(void *self , GLsizei n, GLuint* fences); GLboolean glIsFenceNV_enc(void *self , GLuint fence); GLboolean glTestFenceNV_enc(void *self , GLuint fence); void glGetFenceivNV_enc(void *self , GLuint fence, GLenum pname, GLint* params); void glFinishFenceNV_enc(void *self , GLuint fence); void glSetFenceNV_enc(void *self , GLuint fence, GLenum condition); void glCoverageMaskNV_enc(void *self , GLboolean mask); void glCoverageOperationNV_enc(void *self , GLenum operation); void glGetDriverControlsQCOM_enc(void *self , GLint* num, GLsizei size, GLuint* driverControls); void glGetDriverControlStringQCOM_enc(void *self , GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString); void glEnableDriverControlQCOM_enc(void *self , GLuint driverControl); void glDisableDriverControlQCOM_enc(void *self , GLuint driverControl); void glExtGetTexturesQCOM_enc(void *self , GLuint* textures, GLint maxTextures, GLint* numTextures); void glExtGetBuffersQCOM_enc(void *self , GLuint* buffers, GLint maxBuffers, GLint* numBuffers); void glExtGetRenderbuffersQCOM_enc(void *self , GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers); void glExtGetFramebuffersQCOM_enc(void *self , GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers); void glExtGetTexLevelParameterivQCOM_enc(void *self , GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params); void glExtTexObjectStateOverrideiQCOM_enc(void *self , GLenum target, GLenum pname, GLint param); void glExtGetTexSubImageQCOM_enc(void *self , GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* texels); void glExtGetBufferPointervQCOM_enc(void *self , GLenum target, GLvoidptr* params); void glExtGetShadersQCOM_enc(void *self , GLuint* shaders, GLint maxShaders, GLint* numShaders); void glExtGetProgramsQCOM_enc(void *self , GLuint* programs, GLint maxPrograms, GLint* numPrograms); GLboolean glExtIsProgramBinaryQCOM_enc(void *self , GLuint program); void glExtGetProgramBinarySourceQCOM_enc(void *self , GLuint program, GLenum shadertype, GLchar* source, GLint* length); void glStartTilingQCOM_enc(void *self , GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); void glEndTilingQCOM_enc(void *self , GLbitfield preserveMask); void glVertexAttribPointerData_enc(void *self , GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen); void glVertexAttribPointerOffset_enc(void *self , GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset); void glDrawElementsOffset_enc(void *self , GLenum mode, GLsizei count, GLenum type, GLuint offset); void glDrawElementsData_enc(void *self , GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen); void glGetCompressedTextureFormats_enc(void *self , int count, GLint* formats); void glShaderString_enc(void *self , GLuint shader, const GLchar* string, GLsizei len); int glFinishRoundTrip_enc(void *self ); }; #endif // 0 #endif