#include #include void glBindTexture (GLenum target, GLuint texture) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBindTexture (target, texture); } void glBlendFunc (GLenum sfactor, GLenum dfactor) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBlendFunc (sfactor, dfactor); } void glClear (GLbitfield mask) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glClear (mask); } void glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glClearColor (red, green, blue, alpha); } void glClearStencil (GLint s) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glClearStencil (s); } void glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glColorMask (red, green, blue, alpha); } void glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glCopyTexSubImage2D (target, level, xoffset, yoffset, x, y, width, height); } void glDeleteTextures (GLsizei n, const GLuint * textures) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDeleteTextures (n, textures); } void glDepthFunc (GLenum func) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDepthFunc (func); } void glDepthMask (GLboolean flag) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDepthMask (flag); } void glDisable (GLenum cap) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDisable (cap); } void glDrawArrays (GLenum mode, GLint first, GLsizei count) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDrawArrays (mode, first, count); } void glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid * indices) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDrawElements (mode, count, type, indices); } void glEnable (GLenum cap) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glEnable (cap); } void glFinish (void) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glFinish (); } void glFlush (void) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glFlush (); } void glFrontFace (GLenum mode) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glFrontFace (mode); } void glCullFace (GLenum mode) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glCullFace (mode); } void glGenTextures (GLsizei n, GLuint * textures) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGenTextures (n, textures); } GLenum glGetError (void) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glGetError (); } void glGetIntegerv (GLenum pname, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetIntegerv (pname, params); } void glGetBooleanv (GLenum pname, GLboolean * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetBooleanv (pname, params); } void glGetFloatv (GLenum pname, GLfloat * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetFloatv (pname, params); } const GLubyte * glGetString (GLenum name) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glGetString (name); } void glHint (GLenum target, GLenum mode) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glHint (target, mode); } GLboolean glIsTexture (GLuint texture) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glIsTexture (texture); } void glPixelStorei (GLenum pname, GLint param) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glPixelStorei (pname, param); } void glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glReadPixels (x, y, width, height, format, type, pixels); } void glScissor (GLint x, GLint y, GLsizei width, GLsizei height) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glScissor (x, y, width, height); } void glStencilFunc (GLenum func, GLint ref, GLuint mask) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glStencilFunc (func, ref, mask); } void glStencilMask (GLuint mask) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glStencilMask (mask); } void glStencilOp (GLenum fail, GLenum zfail, GLenum zpass) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glStencilOp (fail, zfail, zpass); } void glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glTexImage2D (target, level, internalformat, width, height, border, format, type, pixels); } void glTexParameterf (GLenum target, GLenum pname, GLfloat param) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glTexParameterf (target, pname, param); } void glTexParameterfv (GLenum target, GLenum pname, const GLfloat * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glTexParameterfv (target, pname, params); } void glTexParameteri (GLenum target, GLenum pname, GLint param) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glTexParameteri (target, pname, param); } void glTexParameteriv (GLenum target, GLenum pname, const GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glTexParameteriv (target, pname, params); } void glGetTexParameterfv (GLenum target, GLenum pname, GLfloat * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetTexParameterfv (target, pname, params); } void glGetTexParameteriv (GLenum target, GLenum pname, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetTexParameteriv (target, pname, params); } void glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glTexSubImage2D (target, level, xoffset, yoffset, width, height, format, type, pixels); } void glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glCopyTexImage2D (target, level, internalformat, x, y, width, height, border); } void glViewport (GLint x, GLint y, GLsizei width, GLsizei height) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glViewport (x, y, width, height); } GLboolean glIsEnabled (GLenum cap) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glIsEnabled (cap); } void glLineWidth (GLfloat width) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glLineWidth (width); } void glPolygonOffset (GLfloat factor, GLfloat units) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glPolygonOffset (factor, units); } void glDepthRangef (GLfloat near_val, GLfloat far_val) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDepthRangef (near_val, far_val); } void glClearDepthf (GLclampf depth) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glClearDepthf (depth); } void glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glCompressedTexImage2D (target, level, internalformat, width, height, border, imageSize, data); } void glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glCompressedTexSubImage2D (target, level, xoffset, yoffset, width, height, format, imageSize, data); } void glSampleCoverage (GLclampf value, GLboolean invert) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glSampleCoverage (value, invert); } void glGetBufferParameteriv (GLenum target, GLenum pname, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetBufferParameteriv (target, pname, params); } void glGenBuffers (GLsizei n, GLuint * buffers) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGenBuffers (n, buffers); } void glBindBuffer (GLenum target, GLuint buffer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBindBuffer (target, buffer); } void glBufferData (GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBufferData (target, size, data, usage); } void glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBufferSubData (target, offset, size, data); } void glDeleteBuffers (GLsizei n, const GLuint * buffers) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDeleteBuffers (n, buffers); } GLboolean glIsBuffer (GLuint buffer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glIsBuffer (buffer); } void glActiveTexture (GLenum texture) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glActiveTexture (texture); } void glGenRenderbuffers (GLsizei n, GLuint * renderbuffers) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGenRenderbuffers (n, renderbuffers); } void glDeleteRenderbuffers (GLsizei n, const GLuint * renderbuffers) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDeleteRenderbuffers (n, renderbuffers); } void glBindRenderbuffer (GLenum target, GLuint renderbuffer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBindRenderbuffer (target, renderbuffer); } void glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glRenderbufferStorage (target, internalformat, width, height); } void glGenFramebuffers (GLsizei n, GLuint * framebuffers) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGenFramebuffers (n, framebuffers); } void glBindFramebuffer (GLenum target, GLuint framebuffer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBindFramebuffer (target, framebuffer); } void glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glFramebufferTexture2D (target, attachment, textarget, texture, level); } void glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glFramebufferRenderbuffer (target, attachment, renderbuffertarget, renderbuffer); } GLboolean glIsRenderbuffer (GLuint renderbuffer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glIsRenderbuffer (renderbuffer); } GLenum glCheckFramebufferStatus (GLenum target) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glCheckFramebufferStatus (target); } void glDeleteFramebuffers (GLsizei n, const GLuint * framebuffers) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDeleteFramebuffers (n, framebuffers); } void glGenerateMipmap (GLenum target) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGenerateMipmap (target); } void glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetFramebufferAttachmentParameteriv (target, attachment, pname, params); } void glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetRenderbufferParameteriv (target, pname, params); } GLboolean glIsFramebuffer (GLuint framebuffer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glIsFramebuffer (framebuffer); } void glBlendEquation (GLenum mode) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBlendEquation (mode); } void glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBlendColor (red, green, blue, alpha); } void glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBlendFuncSeparate (srcRGB, dstRGB, srcAlpha, dstAlpha); } void glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBlendEquationSeparate (modeRGB, modeAlpha); } void glReleaseShaderCompiler (void) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glReleaseShaderCompiler (); } void glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetShaderPrecisionFormat (shadertype, precisiontype, range, precision); } void glShaderBinary (GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glShaderBinary (n, shaders, binaryformat, binary, length); } void glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glStencilFuncSeparate (face, func, ref, mask); } void glStencilMaskSeparate (GLenum face, GLuint mask) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glStencilMaskSeparate (face, mask); } void glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glStencilOpSeparate (face, fail, zfail, zpass); } GLuint glCreateProgram (void) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glCreateProgram (); } GLuint glCreateShader (GLenum shaderType) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glCreateShader (shaderType); } void glShaderSource (GLuint shader, GLsizei count, const GLchar * const *string, const GLint * length) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glShaderSource (shader, count, string, length); } void glCompileShader (GLuint shader) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glCompileShader (shader); } void glDeleteShader (GLuint shader) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDeleteShader (shader); } void glAttachShader (GLuint program, GLuint shader) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glAttachShader (program, shader); } void glLinkProgram (GLuint program) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glLinkProgram (program); } void glUseProgram (GLuint program) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUseProgram (program); } GLint glGetUniformLocation (GLuint program, const char *name) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glGetUniformLocation (program, name); } void glDeleteProgram (GLuint program) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDeleteProgram (program); } void glGetShaderInfoLog (GLuint shader, GLsizei maxLength, GLsizei * length, char *infoLog) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetShaderInfoLog (shader, maxLength, length, infoLog); } void glGetShaderiv (GLuint shader, GLenum pname, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetShaderiv (shader, pname, params); } void glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttribPointer (index, size, type, normalized, stride, pointer); } void glEnableVertexAttribArray (GLuint index) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glEnableVertexAttribArray (index); } void glDisableVertexAttribArray (GLuint index) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDisableVertexAttribArray (index); } void glUniform1f (GLint location, GLfloat v0) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform1f (location, v0); } void glUniform2f (GLint location, GLfloat v0, GLfloat v1) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform2f (location, v0, v1); } void glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform3f (location, v0, v1, v2); } void glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform4f (location, v0, v1, v2, v3); } void glUniform1fv (GLint location, GLsizei count, const GLfloat * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform1fv (location, count, value); } void glUniform2fv (GLint location, GLsizei count, const GLfloat * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform2fv (location, count, value); } void glUniform3fv (GLint location, GLsizei count, const GLfloat * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform3fv (location, count, value); } void glUniform4fv (GLint location, GLsizei count, const GLfloat * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform4fv (location, count, value); } void glUniform1i (GLint location, GLint v0) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform1i (location, v0); } void glUniform2i (GLint location, GLint v0, GLint v1) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform2i (location, v0, v1); } void glUniform3i (GLint location, GLint v0, GLint v1, GLint v2) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform3i (location, v0, v1, v2); } void glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform4i (location, v0, v1, v2, v3); } void glUniform1iv (GLint location, GLsizei count, const GLint * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform1iv (location, count, value); } void glUniform2iv (GLint location, GLsizei count, const GLint * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform2iv (location, count, value); } void glUniform3iv (GLint location, GLsizei count, const GLint * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform3iv (location, count, value); } void glUniform4iv (GLint location, GLsizei count, const GLint * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniform4iv (location, count, value); } void glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniformMatrix2fv (location, count, transpose, value); } void glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniformMatrix3fv (location, count, transpose, value); } void glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glUniformMatrix4fv (location, count, transpose, value); } void glGetUniformfv (GLuint program, GLint location, GLfloat * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetUniformfv (program, location, params); } void glGetUniformiv (GLuint program, GLint location, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetUniformiv (program, location, params); } void glGetProgramiv (GLuint program, GLenum pname, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetProgramiv (program, pname, params); } void glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei * length, char *infoLog) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetProgramInfoLog (program, bufSize, length, infoLog); } void glVertexAttrib1f (GLuint indx, GLfloat x) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttrib1f (indx, x); } void glVertexAttrib1fv (GLuint indx, const GLfloat * values) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttrib1fv (indx, values); } void glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttrib2f (indx, x, y); } void glVertexAttrib2fv (GLuint indx, const GLfloat * values) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttrib2fv (indx, values); } void glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttrib3f (indx, x, y, z); } void glVertexAttrib3fv (GLuint indx, const GLfloat * values) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttrib3fv (indx, values); } void glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttrib4f (index, x, y, z, w); } void glVertexAttrib4fv (GLuint indx, const GLfloat * values) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glVertexAttrib4fv (indx, values); } void glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetVertexAttribfv (index, pname, params); } void glGetVertexAttribiv (GLuint index, GLenum pname, GLint * params) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetVertexAttribiv (index, pname, params); } void glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid ** pointer) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetVertexAttribPointerv (index, pname, pointer); } GLint glGetAttribLocation (GLuint program, const char *name) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glGetAttribLocation (program, name); } void glBindAttribLocation (GLuint program, GLuint index, const GLchar * name) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glBindAttribLocation (program, index, name); } void glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, GLchar * name) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetActiveAttrib (program, index, bufsize, length, size, type, name); } void glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, GLchar * name) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetActiveUniform (program, index, bufsize, length, size, type, name); } void glDetachShader (GLuint program, GLuint shader) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glDetachShader (program, shader); } void glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetAttachedShaders (program, maxcount, count, shaders); } void glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei * length, GLchar * source) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glGetShaderSource (shader, bufsize, length, source); } GLboolean glIsShader (GLuint shader) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glIsShader (shader); } GLboolean glIsProgram (GLuint program) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); return vtable->glIsProgram (program); } void glValidateProgram (GLuint program) { CoglGLES2Vtable *vtable = cogl_gles2_get_current_vtable (); vtable->glValidateProgram (program); }