blob: 28764923935d4155ef3c9cf7e044416152c792ec [file] [log] [blame]
/*
* Copyright 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "GLESv2Decoder.h"
#include "OpenGLESDispatch/GLESv2Dispatch.h"
#include "aemu/base/synchronization/Lock.h"
#include "host-common/emugl_vm_operations.h"
#include "host-common/vm_operations.h"
#include "host-common/dma_device.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES3/gl3.h>
#include <GLES3/gl31.h>
#include <string>
#include <vector>
#include <string.h>
namespace gfxstream {
namespace gl {
using android::base::AutoLock;
using android::base::StaticLock;
static inline void* SafePointerFromUInt(GLuint value) {
return (void*)(uintptr_t)value;
}
int gles2_decoder_extended_context::initDispatch(
GLESv2Decoder::get_proc_func_t getProc, void *userData) {
gles2_server_context_t::initDispatchByName(getProc, userData);
glVertexAttribPointerWithDataSize =
(glVertexAttribPointerWithDataSize_server_proc_t)
getProc("glVertexAttribPointerWithDataSize", userData);
glVertexAttribIPointerWithDataSize =
(glVertexAttribIPointerWithDataSize_server_proc_t)
getProc("glVertexAttribIPointerWithDataSize", userData);
return 0;
}
static StaticLock sLock;
static GLESv2Decoder::get_proc_func_t sGetProcFunc;
static void* sGetProcFuncData;
namespace {
struct ContextTemplateLoader {
ContextTemplateLoader() {
context.initDispatch(sGetProcFunc, sGetProcFuncData);
}
gles2_decoder_extended_context context;
};
} // namespace
static ContextTemplateLoader* sContextTemplate() {
static ContextTemplateLoader* c = new ContextTemplateLoader;
return c;
}
GLESv2Decoder::GLESv2Decoder()
{
m_contextData = NULL;
m_GL2library = NULL;
m_snapshot = NULL;
}
GLESv2Decoder::~GLESv2Decoder()
{
}
void *GLESv2Decoder::s_getProc(const char *name, void *userData)
{
GLESv2Decoder *ctx = (GLESv2Decoder *) userData;
if (ctx == NULL || ctx->m_GL2library == NULL) {
return NULL;
}
void *func = NULL;
#ifdef USE_EGL_GETPROCADDRESS
func = (void *) eglGetProcAddress(name);
#endif
if (func == NULL) {
func = (void *) ctx->m_GL2library->findSymbol(name);
}
return func;
}
#define OVERRIDE_DEC(func) func##_dec = s_##func;
int GLESv2Decoder::initGL(get_proc_func_t getProcFunc, void *getProcFuncData)
{
AutoLock lock(sLock);
sGetProcFunc = getProcFunc;
sGetProcFuncData = getProcFuncData;
static_cast<gles2_decoder_extended_context&>(*this) = sContextTemplate()->context;
glGetCompressedTextureFormats = s_glGetCompressedTextureFormats;
glVertexAttribPointerData = s_glVertexAttribPointerData;
glVertexAttribPointerOffset = s_glVertexAttribPointerOffset;
glShaderString = s_glShaderString;
glDrawElementsOffset = s_glDrawElementsOffset;
glDrawElementsData = s_glDrawElementsData;
glDrawElementsOffsetNullAEMU = s_glDrawElementsOffsetNullAEMU;
glDrawElementsDataNullAEMU = s_glDrawElementsDataNullAEMU;
glFinishRoundTrip = s_glFinishRoundTrip;
glMapBufferRangeAEMU = s_glMapBufferRangeAEMU;
glUnmapBufferAEMU = s_glUnmapBufferAEMU;
glMapBufferRangeDMA = s_glMapBufferRangeDMA;
glUnmapBufferDMA = s_glUnmapBufferDMA;
glFlushMappedBufferRangeAEMU = s_glFlushMappedBufferRangeAEMU;
glMapBufferRangeDirect = s_glMapBufferRangeDirect;
glUnmapBufferDirect = s_glUnmapBufferDirect;
glFlushMappedBufferRangeDirect = s_glFlushMappedBufferRangeDirect;
glCompressedTexImage2DOffsetAEMU = s_glCompressedTexImage2DOffsetAEMU;
glCompressedTexSubImage2DOffsetAEMU = s_glCompressedTexSubImage2DOffsetAEMU;
glTexImage2DOffsetAEMU = s_glTexImage2DOffsetAEMU;
glTexSubImage2DOffsetAEMU = s_glTexSubImage2DOffsetAEMU;
glGetUniformIndicesAEMU = s_glGetUniformIndicesAEMU;
glVertexAttribIPointerDataAEMU = s_glVertexAttribIPointerDataAEMU;
glVertexAttribIPointerOffsetAEMU = s_glVertexAttribIPointerOffsetAEMU;
glTransformFeedbackVaryingsAEMU = s_glTransformFeedbackVaryingsAEMU;
glTexImage3DOffsetAEMU = s_glTexImage3DOffsetAEMU;
glTexSubImage3DOffsetAEMU = s_glTexSubImage3DOffsetAEMU;
glCompressedTexImage3DOffsetAEMU = s_glCompressedTexImage3DOffsetAEMU;
glCompressedTexSubImage3DOffsetAEMU = s_glCompressedTexSubImage3DOffsetAEMU;
glDrawElementsInstancedOffsetAEMU = s_glDrawElementsInstancedOffsetAEMU;
glDrawElementsInstancedDataAEMU = s_glDrawElementsInstancedDataAEMU;
glReadPixelsOffsetAEMU = s_glReadPixelsOffsetAEMU;
glCreateShaderProgramvAEMU = s_glCreateShaderProgramvAEMU;
glDrawArraysIndirectDataAEMU = s_glDrawArraysIndirectDataAEMU;
glDrawArraysIndirectOffsetAEMU = s_glDrawArraysIndirectOffsetAEMU;
glDrawElementsIndirectDataAEMU = s_glDrawElementsIndirectDataAEMU;
glDrawElementsIndirectOffsetAEMU = s_glDrawElementsIndirectOffsetAEMU;
glFenceSyncAEMU = s_glFenceSyncAEMU;
glClientWaitSyncAEMU = s_glClientWaitSyncAEMU;
glWaitSyncAEMU = s_glWaitSyncAEMU;
glIsSyncAEMU = s_glIsSyncAEMU;
glGetSyncivAEMU = s_glGetSyncivAEMU;
glDeleteSyncAEMU = s_glDeleteSyncAEMU;
glBufferDataSyncAEMU = s_glBufferDataSyncAEMU;
OVERRIDE_DEC(glCreateShader)
OVERRIDE_DEC(glCreateProgram)
OVERRIDE_DEC(glGenBuffers)
OVERRIDE_DEC(glGenFramebuffers)
OVERRIDE_DEC(glGenRenderbuffers)
OVERRIDE_DEC(glGenTextures)
OVERRIDE_DEC(glGenVertexArraysOES)
OVERRIDE_DEC(glGenVertexArrays)
OVERRIDE_DEC(glGenTransformFeedbacks)
OVERRIDE_DEC(glGenSamplers)
OVERRIDE_DEC(glGenQueries)
OVERRIDE_DEC(glGenProgramPipelines)
OVERRIDE_DEC(glDeleteShader)
OVERRIDE_DEC(glDeleteProgram)
OVERRIDE_DEC(glDeleteBuffers)
OVERRIDE_DEC(glDeleteFramebuffers)
OVERRIDE_DEC(glDeleteRenderbuffers)
OVERRIDE_DEC(glDeleteTextures)
OVERRIDE_DEC(glDeleteVertexArraysOES)
OVERRIDE_DEC(glDeleteVertexArrays)
OVERRIDE_DEC(glDeleteTransformFeedbacks)
OVERRIDE_DEC(glDeleteSamplers)
OVERRIDE_DEC(glDeleteQueries)
OVERRIDE_DEC(glDeleteProgramPipelines)
// Shaders and programs
OVERRIDE_DEC(glCompileShader)
OVERRIDE_DEC(glAttachShader)
OVERRIDE_DEC(glDetachShader)
OVERRIDE_DEC(glLinkProgram)
OVERRIDE_DEC(glUseProgram)
OVERRIDE_DEC(glValidateProgram)
OVERRIDE_DEC(glIsShader)
OVERRIDE_DEC(glIsProgram)
OVERRIDE_DEC(glGetShaderiv)
OVERRIDE_DEC(glGetProgramiv)
OVERRIDE_DEC(glGetShaderInfoLog)
OVERRIDE_DEC(glGetProgramInfoLog)
OVERRIDE_DEC(glGetShaderSource)
OVERRIDE_DEC(glBindAttribLocation)
OVERRIDE_DEC(glGetActiveAttrib)
OVERRIDE_DEC(glGetActiveUniform)
OVERRIDE_DEC(glGetAttachedShaders)
OVERRIDE_DEC(glGetAttribLocation)
OVERRIDE_DEC(glGetUniformfv)
OVERRIDE_DEC(glGetUniformiv)
OVERRIDE_DEC(glGetUniformLocation)
OVERRIDE_DEC(glGetProgramBinaryOES)
OVERRIDE_DEC(glProgramBinaryOES)
OVERRIDE_DEC(glUniformBlockBinding)
OVERRIDE_DEC(glGetUniformBlockIndex)
OVERRIDE_DEC(glGetActiveUniformBlockiv)
OVERRIDE_DEC(glGetActiveUniformBlockName)
OVERRIDE_DEC(glGetUniformuiv)
OVERRIDE_DEC(glGetActiveUniformsiv)
OVERRIDE_DEC(glTransformFeedbackVaryings)
OVERRIDE_DEC(glGetTransformFeedbackVarying)
OVERRIDE_DEC(glProgramParameteri)
OVERRIDE_DEC(glProgramBinary)
OVERRIDE_DEC(glGetProgramBinary)
OVERRIDE_DEC(glGetFragDataLocation)
OVERRIDE_DEC(glUseProgramStages)
OVERRIDE_DEC(glActiveShaderProgram)
OVERRIDE_DEC(glProgramUniform1f)
OVERRIDE_DEC(glProgramUniform2f)
OVERRIDE_DEC(glProgramUniform3f)
OVERRIDE_DEC(glProgramUniform4f)
OVERRIDE_DEC(glProgramUniform1i)
OVERRIDE_DEC(glProgramUniform2i)
OVERRIDE_DEC(glProgramUniform3i)
OVERRIDE_DEC(glProgramUniform4i)
OVERRIDE_DEC(glProgramUniform1ui)
OVERRIDE_DEC(glProgramUniform2ui)
OVERRIDE_DEC(glProgramUniform3ui)
OVERRIDE_DEC(glProgramUniform4ui)
OVERRIDE_DEC(glProgramUniform1fv)
OVERRIDE_DEC(glProgramUniform2fv)
OVERRIDE_DEC(glProgramUniform3fv)
OVERRIDE_DEC(glProgramUniform4fv)
OVERRIDE_DEC(glProgramUniform1iv)
OVERRIDE_DEC(glProgramUniform2iv)
OVERRIDE_DEC(glProgramUniform3iv)
OVERRIDE_DEC(glProgramUniform4iv)
OVERRIDE_DEC(glProgramUniform1uiv)
OVERRIDE_DEC(glProgramUniform2uiv)
OVERRIDE_DEC(glProgramUniform3uiv)
OVERRIDE_DEC(glProgramUniform4uiv)
OVERRIDE_DEC(glProgramUniformMatrix2fv)
OVERRIDE_DEC(glProgramUniformMatrix3fv)
OVERRIDE_DEC(glProgramUniformMatrix4fv)
OVERRIDE_DEC(glProgramUniformMatrix2x3fv)
OVERRIDE_DEC(glProgramUniformMatrix3x2fv)
OVERRIDE_DEC(glProgramUniformMatrix2x4fv)
OVERRIDE_DEC(glProgramUniformMatrix4x2fv)
OVERRIDE_DEC(glProgramUniformMatrix3x4fv)
OVERRIDE_DEC(glProgramUniformMatrix4x3fv)
OVERRIDE_DEC(glGetProgramInterfaceiv)
OVERRIDE_DEC(glGetProgramResourceiv)
OVERRIDE_DEC(glGetProgramResourceIndex)
OVERRIDE_DEC(glGetProgramResourceLocation)
OVERRIDE_DEC(glGetProgramResourceName)
OVERRIDE_DEC(glTexBufferOES)
OVERRIDE_DEC(glTexBufferRangeOES)
OVERRIDE_DEC(glTexBufferEXT)
OVERRIDE_DEC(glTexBufferRangeEXT)
OVERRIDE_DEC(glEnableiEXT);
OVERRIDE_DEC(glDisableiEXT);
OVERRIDE_DEC(glBlendEquationiEXT);
OVERRIDE_DEC(glBlendEquationSeparateiEXT);
OVERRIDE_DEC(glBlendFunciEXT);
OVERRIDE_DEC(glBlendFuncSeparateiEXT);
OVERRIDE_DEC(glColorMaskiEXT);
OVERRIDE_DEC(glIsEnablediEXT);
return 0;
}
int GLESv2Decoder::s_glFinishRoundTrip(void *self)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glFinish();
return 0;
}
void GLESv2Decoder::s_glGetCompressedTextureFormats(void *self, int count, GLint *formats)
{
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
int nFormats;
ctx->glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &nFormats);
if (nFormats > count) {
fprintf(stderr, "%s: GetCompressedTextureFormats: The requested number of formats does not match the number that is reported by OpenGL\n", __FUNCTION__);
} else {
ctx->glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats);
}
}
void GLESv2Decoder::s_glVertexAttribPointerData(void *self, GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, void * data, GLuint datalen)
{
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
if (ctx->m_contextData != NULL) {
ctx->m_contextData->storePointerData(indx, data, datalen);
// note - the stride of the data is always zero when it comes out of the codec.
// See gl2.attrib for the packing function call.
if ((void*)ctx->glVertexAttribPointerWithDataSize != gles2_unimplemented) {
ctx->glVertexAttribPointerWithDataSize(indx, size, type, normalized,
0, ctx->m_contextData->pointerData(indx), datalen);
} else {
ctx->glVertexAttribPointer(indx, size, type, normalized, 0,
ctx->m_contextData->pointerData(indx));
}
}
}
void GLESv2Decoder::s_glVertexAttribPointerOffset(void *self, GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, GLuint data)
{
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
ctx->glVertexAttribPointer(indx, size, type, normalized, stride, SafePointerFromUInt(data));
}
void GLESv2Decoder::s_glDrawElementsData(void *self, GLenum mode, GLsizei count, GLenum type, void * data, GLuint datalen)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawElements(mode, count, type, data);
}
void GLESv2Decoder::s_glDrawElementsOffset(void *self, GLenum mode, GLsizei count, GLenum type, GLuint offset)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawElements(mode, count, type, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glDrawElementsDataNullAEMU(void *self, GLenum mode, GLsizei count, GLenum type, void * data, GLuint datalen)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawElementsNullAEMU(mode, count, type, data);
}
void GLESv2Decoder::s_glDrawElementsOffsetNullAEMU(void *self, GLenum mode, GLsizei count, GLenum type, GLuint offset)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawElementsNullAEMU(mode, count, type, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glMapBufferRangeAEMU(void* self, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* mapped)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
if ((access & GL_MAP_READ_BIT) ||
((access & GL_MAP_WRITE_BIT) &&
(!(access & GL_MAP_INVALIDATE_RANGE_BIT) &&
!(access & GL_MAP_INVALIDATE_BUFFER_BIT)))) {
void* gpu_ptr = ctx->glMapBufferRange(target, offset, length, access);
// map failed, no need to copy or unmap
if (!gpu_ptr) {
fprintf(stderr, "%s: error: could not map host gpu buffer\n", __func__);
return;
}
memcpy(mapped, gpu_ptr, length);
ctx->glUnmapBuffer(target);
} else {
// if writing while not wanting to preserve previous contents,
// let |mapped| stay as garbage.
}
}
void GLESv2Decoder::s_glUnmapBufferAEMU(void* self, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* guest_buffer, GLboolean* out_res)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
*out_res = GL_TRUE;
if (access & GL_MAP_WRITE_BIT) {
if (!guest_buffer) {
// guest can flush 0 in some cases
return;
}
void* gpu_ptr = ctx->glMapBufferRange(target, offset, length, access);
if (!gpu_ptr) {
fprintf(stderr, "%s: could not get host gpu pointer!\n", __FUNCTION__);
return;
}
memcpy(gpu_ptr, guest_buffer, length);
*out_res = ctx->glUnmapBuffer(target);
}
}
void GLESv2Decoder::s_glMapBufferRangeDMA(void* self, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, uint64_t paddr)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
// Check if this is a read or write request and not an invalidate one.
if ((access & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)) &&
!(access & (GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT))) {
void* guest_buffer = emugl::g_emugl_dma_get_host_addr(paddr);
void* gpu_ptr = ctx->glMapBufferRange(target, offset, length, access);
// map failed, no need to copy or unmap
if (!gpu_ptr) {
fprintf(stderr, "%s: error: could not map host gpu buffer\n", __func__);
return;
}
memcpy(guest_buffer, gpu_ptr, length);
ctx->glUnmapBuffer(target);
} else {
// if writing while not wanting to preserve previous contents,
// let |mapped| stay as garbage.
}
}
void GLESv2Decoder::s_glUnmapBufferDMA(void* self, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, uint64_t paddr, GLboolean* out_res)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
*out_res = GL_TRUE;
if (access & GL_MAP_WRITE_BIT) {
if (!paddr) {
// guest can flush 0 in some cases
return;
}
void* guest_buffer = emugl::g_emugl_dma_get_host_addr(paddr);
void* gpu_ptr = ctx->glMapBufferRange(target, offset, length, access);
if (!gpu_ptr) {
fprintf(stderr, "%s: could not get host gpu pointer!\n", __FUNCTION__);
return;
}
memcpy(gpu_ptr, guest_buffer, length);
*out_res = ctx->glUnmapBuffer(target);
}
}
static std::pair<void*, GLsizeiptr> align_pointer_size(void* ptr, GLsizeiptr length)
{
constexpr size_t kPageBits = 12;
constexpr size_t kPageSize = 1u << kPageBits;
constexpr size_t kPageOffsetMask = kPageSize - 1;
uintptr_t addr = reinterpret_cast<uintptr_t>(ptr);
uintptr_t page_offset = addr & kPageOffsetMask;
return { reinterpret_cast<void*>(addr - page_offset),
((length + page_offset + kPageSize - 1) >> kPageBits) << kPageBits
};
}
uint64_t GLESv2Decoder::s_glMapBufferRangeDirect(void* self, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, uint64_t paddr)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
// Check if this is a read or write request and not an invalidate one.
if (access & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)) {
void* gpu_ptr = ctx->glMapBufferRange(target, offset, length, access);
if (gpu_ptr) {
std::pair<void*, GLsizeiptr> aligned = align_pointer_size(gpu_ptr, length);
get_emugl_vm_operations().mapUserBackedRam(paddr, aligned.first, aligned.second);
return reinterpret_cast<uint64_t>(gpu_ptr);
} else {
fprintf(stderr, "%s: error: could not map host gpu buffer\n", __func__);
return 0;
}
} else {
// if writing while not wanting to preserve previous contents,
// let |mapped| stay as garbage.
return 0;
}
}
void GLESv2Decoder::s_glUnmapBufferDirect(void* self, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, uint64_t paddr, uint64_t gpu_ptr, GLboolean* out_res)
{
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
GLboolean res = GL_TRUE;
if (access & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)) {
get_emugl_vm_operations().unmapUserBackedRam(paddr, align_pointer_size(reinterpret_cast<void*>(gpu_ptr), length).second);
res = ctx->glUnmapBuffer(target);
}
*out_res = res;
}
void GLESv2Decoder::s_glFlushMappedBufferRangeAEMU(void* self, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* guest_buffer) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
if (!guest_buffer) {
// guest can end up flushing 0 bytes in a lot of cases
return;
}
void* gpu_ptr = ctx->glMapBufferRange(target, offset, length, access);
// map failed, no need to copy or unmap
if (!gpu_ptr) {
fprintf(stderr, "%s: error: could not map host gpu buffer\n", __func__);
return;
}
memcpy(gpu_ptr, guest_buffer, length);
// |offset| was the absolute offset into the mapping, so just flush offset 0.
ctx->glFlushMappedBufferRange(target, 0, length);
ctx->glUnmapBuffer(target);
}
void GLESv2Decoder::s_glFlushMappedBufferRangeDirect(void* self, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glFlushMappedBufferRange(target, offset, length);
}
void GLESv2Decoder::s_glCompressedTexImage2DOffsetAEMU(void* self, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glCompressedTexSubImage2DOffsetAEMU(void* self, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glTexImage2DOffsetAEMU(void* self, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glTexImage2D(target, level, internalformat, width, height, border, format, type, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glTexSubImage2DOffsetAEMU(void* self, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, SafePointerFromUInt(offset));
}
static const char* const kNameDelimiter = ";";
static std::vector<std::string> sUnpackVarNames(GLsizei count, const char* packedNames) {
std::vector<std::string> unpacked;
GLsizei current = 0;
while (current < count) {
const char* delimPos = strstr(packedNames, kNameDelimiter);
size_t nameLen = delimPos - packedNames;
std::string next;
next.resize(nameLen);
memcpy(&next[0], packedNames, nameLen);
unpacked.push_back(next);
packedNames = delimPos + 1;
current++;
}
return unpacked;
}
void GLESv2Decoder::s_glGetUniformIndicesAEMU(void* self, GLuint program, GLsizei uniformCount, const GLchar* packedNames, GLsizei packedLen, GLuint* uniformIndices) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
std::vector<std::string> unpacked = sUnpackVarNames(uniformCount, packedNames);
GLchar** unpackedArray = new GLchar*[unpacked.size()];
GLsizei i = 0;
for (auto& elt : unpacked) {
unpackedArray[i] = (GLchar*)&elt[0];
i++;
}
ctx->glGetUniformIndices(program, uniformCount, (const GLchar**)unpackedArray, uniformIndices);
delete [] unpackedArray;
}
void GLESv2Decoder::s_glVertexAttribIPointerDataAEMU(void *self, GLuint indx, GLint size, GLenum type, GLsizei stride, void * data, GLuint datalen)
{
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
if (ctx->m_contextData != NULL) {
ctx->m_contextData->storePointerData(indx, data, datalen);
// note - the stride of the data is always zero when it comes out of the codec.
// See gl2.attrib for the packing function call.
if ((void*)ctx->glVertexAttribIPointerWithDataSize != gles2_unimplemented) {
ctx->glVertexAttribIPointerWithDataSize(indx, size, type, 0,
ctx->m_contextData->pointerData(indx), datalen);
} else {
ctx->glVertexAttribIPointer(indx, size, type, 0,
ctx->m_contextData->pointerData(indx));
}
}
}
void GLESv2Decoder::s_glVertexAttribIPointerOffsetAEMU(void *self, GLuint indx, GLint size, GLenum type, GLsizei stride, GLuint data)
{
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
ctx->glVertexAttribIPointer(indx, size, type, stride, SafePointerFromUInt(data));
}
void GLESv2Decoder::s_glTransformFeedbackVaryingsAEMU(void* self, GLuint program, GLsizei count, const char* packedVaryings, GLuint packedVaryingsLen, GLenum bufferMode) {
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
std::vector<std::string> unpacked = sUnpackVarNames(count, packedVaryings);
char** unpackedArray = new char*[unpacked.size()];
GLsizei i = 0;
for (auto& elt : unpacked) {
unpackedArray[i] = &elt[0];
i++;
}
ctx->glTransformFeedbackVaryings(program, count, (const char**)unpackedArray, bufferMode);
delete [] unpackedArray;
}
void GLESv2Decoder::s_glTexImage3DOffsetAEMU(void* self, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
ctx->glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glTexSubImage3DOffsetAEMU(void* self, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
ctx->glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glCompressedTexImage3DOffsetAEMU(void* self, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
ctx->glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glCompressedTexSubImage3DOffsetAEMU(void* self, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *) self;
ctx->glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glDrawElementsInstancedOffsetAEMU(void* self, GLenum mode, GLsizei count, GLenum type, GLuint offset, GLsizei primcount) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawElementsInstanced(mode, count, type, SafePointerFromUInt(offset), primcount);
}
void GLESv2Decoder::s_glDrawElementsInstancedDataAEMU(void* self, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei primcount, GLsizei datalen) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawElementsInstanced(mode, count, type, indices, primcount);
}
void GLESv2Decoder::s_glReadPixelsOffsetAEMU(void* self, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glReadPixels(x, y, width, height, format, type, SafePointerFromUInt(offset));
}
GLuint GLESv2Decoder::s_glCreateShaderProgramvAEMU(void* self, GLenum type, GLsizei count, const char* packedStrings, GLuint packedLen) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
return ctx->glCreateShaderProgramv(type, 1, &packedStrings);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDrawArraysIndirectDataAEMU(void* self, GLenum mode, const void* indirect, GLuint datalen) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawArraysIndirect(mode, indirect);
}
void GLESv2Decoder::s_glDrawArraysIndirectOffsetAEMU(void* self, GLenum mode, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawArraysIndirect(mode, SafePointerFromUInt(offset));
}
void GLESv2Decoder::s_glDrawElementsIndirectDataAEMU(void* self, GLenum mode, GLenum type, const void* indirect, GLuint datalen) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawElementsIndirect(mode, type, indirect);
}
void GLESv2Decoder::s_glDrawElementsIndirectOffsetAEMU(void* self, GLenum mode, GLenum type, GLuint offset) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDrawElementsIndirect(mode, type, SafePointerFromUInt(offset));
}
uint64_t GLESv2Decoder::s_glFenceSyncAEMU(void* self, GLenum condition, GLbitfield flags) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
return (uint64_t)(uintptr_t)ctx->glFenceSync(condition, flags);
}
GLenum GLESv2Decoder::s_glClientWaitSyncAEMU(void* self, uint64_t wait_on, GLbitfield flags, GLuint64 timeout) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
return ctx->glClientWaitSync((GLsync)(uintptr_t)wait_on, flags, timeout);
}
void GLESv2Decoder::s_glWaitSyncAEMU(void* self, uint64_t wait_on, GLbitfield flags, GLuint64 timeout) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glWaitSync((GLsync)(uintptr_t)wait_on, flags, timeout);
}
void GLESv2Decoder::s_glDeleteSyncAEMU(void* self, uint64_t to_delete) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteSync((GLsync)(uintptr_t)to_delete);
}
GLboolean GLESv2Decoder::s_glIsSyncAEMU(void* self, uint64_t sync) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
return ctx->glIsSync((GLsync)(uintptr_t)sync);
}
void GLESv2Decoder::s_glGetSyncivAEMU(void* self, uint64_t sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGetSynciv((GLsync)(uintptr_t)sync, pname, bufSize, length, values);
}
GLboolean GLESv2Decoder::s_glBufferDataSyncAEMU(void* self, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glBufferData(target, size, data, usage);
return GL_TRUE;
}
GLuint GLESv2Decoder::s_glCreateShader(void* self, GLenum shaderType) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
GLuint shader = ctx->glCreateShader(shaderType);
if (ctx->m_snapshot) {
GLuint emuName = ctx->m_snapshot->createShader(shader, shaderType);
return emuName;
}
return shader;
}
GLuint GLESv2Decoder::s_glCreateProgram(void* self) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
return ctx->glCreateProgram();
}
void GLESv2Decoder::s_glGenBuffers(void* self, GLsizei n, GLuint* buffers) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenBuffers(n, buffers);
if (ctx->m_snapshot) {
ctx->m_snapshot->genBuffers(n, buffers);
}
}
void GLESv2Decoder::s_glGenFramebuffers(void* self, GLsizei n, GLuint* framebuffers) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenFramebuffers(n, framebuffers);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glGenRenderbuffers(void* self, GLsizei n, GLuint* renderbuffers) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenRenderbuffers(n, renderbuffers);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glGenTextures(void* self, GLsizei n, GLuint* textures) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenTextures(n, textures);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glGenVertexArraysOES(void* self, GLsizei n, GLuint* arrays) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenVertexArraysOES(n, arrays);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glGenVertexArrays(void* self, GLsizei n, GLuint* arrays) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenVertexArrays(n, arrays);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glGenTransformFeedbacks(void* self, GLsizei n, GLuint* transformFeedbacks) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenTransformFeedbacks(n, transformFeedbacks);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glGenSamplers(void* self, GLsizei n, GLuint* samplers) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenSamplers(n, samplers);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glGenQueries(void* self, GLsizei n, GLuint* queries) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenQueries(n, queries);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glGenProgramPipelines(void* self, GLsizei n, GLuint* pipelines) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glGenProgramPipelines(n, pipelines);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteShader(void* self, GLuint shader) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteShader(shader);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteProgram(void* self, GLuint program) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteProgram(program);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteBuffers(void* self, GLsizei n, const GLuint *buffers) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteBuffers(n, buffers);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteFramebuffers(void* self, GLsizei n, const GLuint *framebuffers) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteFramebuffers(n, framebuffers);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteRenderbuffers(void* self, GLsizei n, const GLuint *renderbuffers) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteRenderbuffers(n, renderbuffers);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteTextures(void* self, GLsizei n, const GLuint *textures) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteTextures(n, textures);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteVertexArraysOES(void* self, GLsizei n, const GLuint *arrays) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteVertexArraysOES(n, arrays);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteVertexArrays(void* self, GLsizei n, const GLuint *arrays) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteVertexArrays(n, arrays);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteTransformFeedbacks(void* self, GLsizei n, const GLuint *transformFeedbacks) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteTransformFeedbacks(n, transformFeedbacks);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteSamplers(void* self, GLsizei n, const GLuint *samplers) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteSamplers(n, samplers);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteQueries(void* self, GLsizei n, const GLuint *queries) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteQueries(n, queries);
// TODO: Snapshot names
}
void GLESv2Decoder::s_glDeleteProgramPipelines(void* self, GLsizei n, const GLuint *pipelines) {
GLESv2Decoder *ctx = (GLESv2Decoder *)self;
ctx->glDeleteProgramPipelines(n, pipelines);
// TODO: Snapshot names
}
#define SNAPSHOT_PROGRAM_NAME(x) \
GLESv2Decoder *ctx = (GLESv2Decoder *)self; \
if (ctx->m_snapshot) { x = ctx->m_snapshot->getProgramName(x); } \
#define SNAPSHOT_PROGRAM_NAME2(x,y) \
GLESv2Decoder *ctx = (GLESv2Decoder *)self; \
if (ctx->m_snapshot) { \
x = ctx->m_snapshot->getProgramName(x); \
y = ctx->m_snapshot->getProgramName(y); \
} \
#define SNAPSHOT_SHADER_CALL(funcname,argtypes,args) \
void GLESv2Decoder::s_##funcname argtypes { \
SNAPSHOT_PROGRAM_NAME(shader) \
ctx-> funcname args ; \
} \
#define SNAPSHOT_PROGRAM_CALL(funcname,argtypes,args) \
void GLESv2Decoder::s_##funcname argtypes { \
SNAPSHOT_PROGRAM_NAME(program) \
ctx-> funcname args ; \
} \
#define SNAPSHOT_PROGRAM_CALL_RET(rettype, funcname, argtypes, args) \
rettype GLESv2Decoder::s_##funcname argtypes { \
SNAPSHOT_PROGRAM_NAME(program) \
return ctx-> funcname args; \
} \
void GLESv2Decoder::s_glShaderString(void *self, GLuint shader, const GLchar* string, GLsizei len)
{
SNAPSHOT_PROGRAM_NAME(shader);
ctx->glShaderSource(shader, 1, &string, NULL);
if (ctx->m_snapshot) {
ctx->m_snapshot->shaderString(shader, string);
}
}
void GLESv2Decoder::s_glAttachShader(void* self, GLuint program, GLuint shader) {
SNAPSHOT_PROGRAM_NAME2(program, shader)
ctx->glAttachShader(program, shader);
}
void GLESv2Decoder::s_glTexBufferOES(void* self, GLenum target, GLenum internalformat, GLuint buffer) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glTexBufferOES(target, internalformat, buffer);
}
void GLESv2Decoder::s_glTexBufferEXT(void* self, GLenum target, GLenum internalformat,
GLuint buffer) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glTexBufferEXT(target, internalformat, buffer);
}
void GLESv2Decoder::s_glTexBufferRangeOES(void* self, GLenum target, GLenum internalformat,
GLuint buffer,
GLintptr offset, GLsizeiptr size) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glTexBufferRangeOES(target, internalformat, buffer, offset, size);
}
void GLESv2Decoder::s_glTexBufferRangeEXT(void* self, GLenum target, GLenum internalformat,
GLuint buffer, GLintptr offset, GLsizeiptr size) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glTexBufferRangeEXT(target, internalformat, buffer, offset, size);
}
void GLESv2Decoder::s_glEnableiEXT(void* self, GLenum cap, GLuint index) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glEnableiEXT(cap, index);
}
void GLESv2Decoder::s_glDisableiEXT(void* self, GLenum cap, GLuint index) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glDisableiEXT(cap, index);
}
void GLESv2Decoder::s_glBlendEquationiEXT(void* self, GLuint buf, GLenum mode) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glBlendEquationiEXT(buf, mode);
}
void GLESv2Decoder::s_glBlendEquationSeparateiEXT(void* self, GLuint buf, GLenum modeRGB,
GLenum modeAlpha) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glBlendEquationSeparateiEXT(buf, modeRGB, modeAlpha);
}
void GLESv2Decoder::s_glBlendFunciEXT(void* self, GLuint buf, GLenum sfactor, GLenum dfactor) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glBlendFunciEXT(buf, sfactor, dfactor);
}
void GLESv2Decoder::s_glBlendFuncSeparateiEXT(void* self, GLuint buf, GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glBlendFuncSeparateiEXT(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GLESv2Decoder::s_glColorMaskiEXT(void* self, GLuint buf, GLboolean red, GLboolean green,
GLboolean blue, GLboolean alpha) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
ctx->glColorMaskiEXT(buf, red, green, blue, alpha);
}
GLboolean GLESv2Decoder::s_glIsEnablediEXT(void* self, GLenum cap, GLuint index) {
GLESv2Decoder* ctx = (GLESv2Decoder*)self;
return ctx->glIsEnablediEXT(cap, index);
}
void GLESv2Decoder::s_glDetachShader(void* self, GLuint program, GLuint shader) {
SNAPSHOT_PROGRAM_NAME2(program, shader)
ctx->glDetachShader(program, shader);
}
GLboolean GLESv2Decoder::s_glIsShader(void* self, GLuint shader) {
SNAPSHOT_PROGRAM_NAME(shader);
return ctx->glIsShader(shader);
}
GLboolean GLESv2Decoder::s_glIsProgram(void* self, GLuint program) {
SNAPSHOT_PROGRAM_NAME(program);
return ctx->glIsProgram(program);
}
SNAPSHOT_SHADER_CALL(glCompileShader, (void* self, GLuint shader), (shader))
SNAPSHOT_SHADER_CALL(glGetShaderiv, (void* self, GLuint shader, GLenum pname, GLint* params), (shader, pname, params))
SNAPSHOT_SHADER_CALL(glGetShaderInfoLog, (void* self, GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog), (shader, bufsize, length, infolog))
SNAPSHOT_SHADER_CALL(glGetShaderSource, (void* self, GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source), (shader, bufsize, length, source))
SNAPSHOT_PROGRAM_CALL(glLinkProgram, (void* self, GLuint program), (program))
SNAPSHOT_PROGRAM_CALL(glUseProgram, (void* self, GLuint program), (program))
SNAPSHOT_PROGRAM_CALL(glValidateProgram, (void* self, GLuint program), (program))
SNAPSHOT_PROGRAM_CALL(glGetProgramiv, (void* self, GLuint program, GLenum pname, GLint* params), (program, pname, params))
SNAPSHOT_PROGRAM_CALL(glGetProgramInfoLog, (void* self, GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog), (program, bufsize, length, infolog))
SNAPSHOT_PROGRAM_CALL(glBindAttribLocation, (void* self, GLuint program, GLuint index, const GLchar* name), (program, index, name))
SNAPSHOT_PROGRAM_CALL(glGetActiveAttrib, (void* self, GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name), (program, index, bufsize, length, size, type, name))
SNAPSHOT_PROGRAM_CALL(glGetActiveUniform, (void* self, GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name), (program, index, bufsize, length, size, type, name))
SNAPSHOT_PROGRAM_CALL(glGetAttachedShaders, (void* self, GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders), (program, maxcount, count, shaders))
SNAPSHOT_PROGRAM_CALL_RET(GLint, glGetAttribLocation, (void* self, GLuint program, const GLchar* name), (program, name))
SNAPSHOT_PROGRAM_CALL(glGetUniformfv, (void* self, GLuint program, GLint location, GLfloat* params), (program, location, params))
SNAPSHOT_PROGRAM_CALL(glGetUniformiv, (void* self, GLuint program, GLint location, GLint* params), (program, location, params))
SNAPSHOT_PROGRAM_CALL_RET(GLint, glGetUniformLocation, (void* self, GLuint program, const GLchar* name), (program, name))
SNAPSHOT_PROGRAM_CALL(glGetProgramBinaryOES, (void* self, GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary), (program, bufSize, length, binaryFormat, binary))
SNAPSHOT_PROGRAM_CALL(glProgramBinaryOES, (void* self, GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length), (program, binaryFormat, binary, length))
SNAPSHOT_PROGRAM_CALL(glUniformBlockBinding, (void* self, GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding), (program, uniformBlockIndex, uniformBlockBinding))
SNAPSHOT_PROGRAM_CALL_RET(GLuint, glGetUniformBlockIndex, (void* self, GLuint program, const GLchar* uniformBlockName), (program, uniformBlockName))
SNAPSHOT_PROGRAM_CALL(glGetActiveUniformBlockiv, (void* self, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params), (program, uniformBlockIndex, pname, params))
SNAPSHOT_PROGRAM_CALL(glGetActiveUniformBlockName, (void* self, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName), (program, uniformBlockIndex, bufSize, length, uniformBlockName))
SNAPSHOT_PROGRAM_CALL(glGetUniformuiv, (void* self, GLuint program, GLint location, GLuint* params), (program, location, params))
SNAPSHOT_PROGRAM_CALL(glGetActiveUniformsiv, (void* self, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params), (program, uniformCount, uniformIndices, pname, params))
SNAPSHOT_PROGRAM_CALL(glTransformFeedbackVaryings, (void* self, GLuint program, GLsizei count, const char** varyings, GLenum bufferMode), (program, count, varyings, bufferMode))
SNAPSHOT_PROGRAM_CALL(glGetTransformFeedbackVarying, (void* self, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, char* name), (program, index, bufSize, length, size, type, name))
SNAPSHOT_PROGRAM_CALL(glProgramParameteri, (void* self, GLuint program, GLenum pname, GLint value), (program, pname, value))
SNAPSHOT_PROGRAM_CALL(glProgramBinary, (void* self, GLuint program, GLenum binaryFormat, const void* binary, GLsizei length), (program, binaryFormat, binary, length))
SNAPSHOT_PROGRAM_CALL(glGetProgramBinary, (void* self, GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, void* binary), (program, bufSize, length, binaryFormat, binary))
SNAPSHOT_PROGRAM_CALL_RET(GLint, glGetFragDataLocation, (void* self, GLuint program, const char* name), (program, name))
SNAPSHOT_PROGRAM_CALL(glUseProgramStages, (void* self, GLuint pipeline, GLbitfield stages, GLuint program), (pipeline, stages, program))
SNAPSHOT_PROGRAM_CALL(glActiveShaderProgram, (void* self, GLuint pipeline, GLuint program), (pipeline, program))
SNAPSHOT_PROGRAM_CALL(glProgramUniform1f, (void* self, GLuint program, GLint location, GLfloat v0), (program, location, v0))
SNAPSHOT_PROGRAM_CALL(glProgramUniform2f, (void* self, GLuint program, GLint location, GLfloat v0, GLfloat v1), (program, location, v0, v1))
SNAPSHOT_PROGRAM_CALL(glProgramUniform3f, (void* self, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2), (program, location, v0, v1, v2))
SNAPSHOT_PROGRAM_CALL(glProgramUniform4f, (void* self, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3), (program, location, v0, v1, v2, v3))
SNAPSHOT_PROGRAM_CALL(glProgramUniform1i, (void* self, GLuint program, GLint location, GLint v0), (program, location, v0))
SNAPSHOT_PROGRAM_CALL(glProgramUniform2i, (void* self, GLuint program, GLint location, GLint v0, GLint v1), (program, location, v0, v1))
SNAPSHOT_PROGRAM_CALL(glProgramUniform3i, (void* self, GLuint program, GLint location, GLint v0, GLint v1, GLint v2), (program, location, v0, v1, v2))
SNAPSHOT_PROGRAM_CALL(glProgramUniform4i, (void* self, GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3), (program, location, v0, v1, v2, v3))
SNAPSHOT_PROGRAM_CALL(glProgramUniform1ui, (void* self, GLuint program, GLint location, GLuint v0), (program, location, v0))
SNAPSHOT_PROGRAM_CALL(glProgramUniform2ui, (void* self, GLuint program, GLint location, GLint v0, GLuint v1), (program, location, v0, v1))
SNAPSHOT_PROGRAM_CALL(glProgramUniform3ui, (void* self, GLuint program, GLint location, GLint v0, GLint v1, GLuint v2), (program, location, v0, v1, v2))
SNAPSHOT_PROGRAM_CALL(glProgramUniform4ui, (void* self, GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLuint v3), (program, location, v0, v1, v2, v3))
SNAPSHOT_PROGRAM_CALL(glProgramUniform1fv, (void* self, GLuint program, GLint location, GLsizei count, const GLfloat* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform2fv, (void* self, GLuint program, GLint location, GLsizei count, const GLfloat* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform3fv, (void* self, GLuint program, GLint location, GLsizei count, const GLfloat* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform4fv, (void* self, GLuint program, GLint location, GLsizei count, const GLfloat* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform1iv, (void* self, GLuint program, GLint location, GLsizei count, const GLint* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform2iv, (void* self, GLuint program, GLint location, GLsizei count, const GLint* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform3iv, (void* self, GLuint program, GLint location, GLsizei count, const GLint* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform4iv, (void* self, GLuint program, GLint location, GLsizei count, const GLint* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform1uiv, (void* self, GLuint program, GLint location, GLsizei count, const GLuint* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform2uiv, (void* self, GLuint program, GLint location, GLsizei count, const GLuint* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform3uiv, (void* self, GLuint program, GLint location, GLsizei count, const GLuint* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniform4uiv, (void* self, GLuint program, GLint location, GLsizei count, const GLuint* value), (program, location, count, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix2fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix3fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix4fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix2x3fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix3x2fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix2x4fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix4x2fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix3x4fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glProgramUniformMatrix4x3fv, (void* self, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value), (program, location, count, transpose, value))
SNAPSHOT_PROGRAM_CALL(glGetProgramInterfaceiv, (void* self, GLuint program, GLenum programInterface, GLenum pname, GLint* params), (program, programInterface, pname, params))
SNAPSHOT_PROGRAM_CALL(glGetProgramResourceiv, (void* self, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params), (program, programInterface, index, propCount, props, bufSize, length, params))
SNAPSHOT_PROGRAM_CALL_RET(GLuint, glGetProgramResourceIndex, (void* self, GLuint program, GLenum programInterface, const char * name), (program, programInterface, name))
SNAPSHOT_PROGRAM_CALL_RET(GLint, glGetProgramResourceLocation, (void* self, GLuint program, GLenum programInterface, const char * name), (program, programInterface, name))
SNAPSHOT_PROGRAM_CALL(glGetProgramResourceName, (void* self, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, char* name), (program, programInterface, index, bufSize, length, name))
} // namespace gl
} // namespace gfxstream