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/*
* Copyright (C) 2010 - 2011 Samsung Electronics Co., Ltd. All rights reserved.
*
* Contact:
* DongKyun Yun <dk77.yun@samsung.com>
* SangJin Kim <sangjin3.kim@samsung.com>
* HyunGoo Kang <hyungoo1.kang@samsung.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do
* so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Contributors:
* - S-Core Co., Ltd
*
*/
#ifndef _ES2_FRONT_H_
#define _ES2_FRONT_H_
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <malloc.h>
#if defined(WIN32)
#include <windows.h>
#include <GLee/GLee.h>
#define ES2ENTRY(name) OGL2_gl##name
#endif
#include <GLES2/gl2.h>
#ifdef __cplusplus
extern "C" {
#endif
#if ! defined(WIN32)
#define ES2ENTRY(name) gl##name
#endif
#define ES2INTER(name) _hazel_es2_##name
#define INTERNAL_NUM_BUFFER_OBJECTS 16
#define INTERNAL_NUM_SHADER_OBJECTS 16
#define INTERNAL_NUM_PROGRAM_OBJECTS 16
#define fixed_to_float(v) ((float)(v)/(1 << 16))
#ifndef GL_VERSION_2_0
/* GL type for program/shader text */
typedef char GLchar; /* native character */
typedef double GLclampd;
#endif
struct VertexAttribUnit {
GLboolean bEnabled;
GLint iSize;
GLenum eType;
GLboolean bNormalized;
GLsizei uStride;
const GLvoid* pData;
GLvoid* pConverted;
GLuint uBufferBinding;
};
GL_APICALL void GL_APIENTRY ES2INTER(VertexAttribInit)(struct VertexAttribUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(VertexAttribRelease)(struct VertexAttribUnit* pUnit);
struct BufferObjectUnit {
GLboolean bGenerated;
GLsizei uSize;
GLenum eUsage;
GLvoid* pData;
GLvoid* pConverted;
GLintptr uOffset;
};
GL_APICALL void GL_APIENTRY ES2INTER(BufferObjectInit)(struct BufferObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(BufferObjectRelease)(struct BufferObjectUnit* pUnit);
struct SymbolEntry {
char* formal;
char* actual;
int nparams;
int start;
};
GL_APICALL void GL_APIENTRY ES2INTER(MacroInit)(void);
GL_APICALL void GL_APIENTRY ES2INTER(MacroSetLineFile)(int iLine, int iFile);
GL_APICALL void GL_APIENTRY ES2INTER(MacroRelease)(void);
GL_APICALL struct SymbolEntry* GL_APIENTRY ES2INTER(MacroSearchParam)(char* name, int start, int n);
GL_APICALL struct SymbolEntry* GL_APIENTRY ES2INTER(MacroSearchMacro)(char* name);
GL_APICALL struct SymbolEntry* GL_APIENTRY ES2INTER(MacroAppend)(char* name, char* body);
GL_APICALL GLboolean GL_APIENTRY ES2INTER(MacroUndef)(char* name);
GL_APICALL GLboolean GL_APIENTRY ES2INTER(MacroDefineName)(char* name, char* body);
GL_APICALL GLboolean GL_APIENTRY ES2INTER(MacroDefineFunc)(char* head, char* body);
GL_APICALL char* GL_APIENTRY ES2INTER(MacroExpand)(char* src, int detailed);
#define T_VOID 0x0010
#define T_BOOL 0x0021
#define T_INT 0x0031
#define T_FLOAT 0x0041
#define T_BVEC2 0x0022
#define T_BVEC3 0x0023
#define T_BVEC4 0x0024
#define T_IVEC2 0x0032
#define T_IVEC3 0x0033
#define T_IVEC4 0x0034
#define T_VEC2 0x0042
#define T_VEC3 0x0043
#define T_VEC4 0x0044
#define T_MAT2 0x0052
#define T_MAT3 0x0053
#define T_MAT4 0x0054
#define T_SAMPLER2D 0x0062
#define T_SAMPLER3D 0x0063
#define T_SAMPLERCUBE 0x0072
#define T_STRUCT_DCL 0x0081
#define T_STRUCT_DEF 0x0082
#define T_STRUCT_VAR 0x0083
#define T_FUNC_DCL 0x0091
#define T_FUNC_DEF 0x0092
#define T_FUNC_CALL 0x0093
#define T_IDENTIFER 0x00F1
#define T_KEYWORD 0x00F2
#define T_OPERATOR 0x00F3
#define GET_TYPE(type) ((type) & 0xFFFF)
#define S_HIGHP 0x00001000
#define S_MEDIUMP 0x00002000
#define S_LOWP 0x00004000
#define S_IN 0x00010000
#define S_OUT 0x00020000
#define S_INOUT 0x00040000
#define S_CONST 0x00100000
#define S_ATTRIBUTE 0x00200000
#define S_VARYING 0x00400000
#define S_UNIFORM 0x00800000
#define IS_CONST(type) (((type) & S_CONST) != 0)
#define S_INVARIANT 0x10000000
struct TableEntry {
char* name;
int type;
int dim;
struct TableEntry* ptr;
union {
int nparams;
int ival;
float fval;
void* data;
};
};
int GL_APIENTRY ES2INTER(ProcSwizzler)(int basetype, char* swizzler);
#define MAX_SYMBOL_LEVEL 32
struct ShaderObjectUnit {
GLenum eShaderType;
GLboolean bDeleteStatus;
GLboolean bCompileStatus;
GLint nAttached;
GLchar** aStrSource;
GLsizei nSourceAlloc;
GLsizei nSourceUsed;
GLsizei nSourceLength;
GLchar* strInfoLog;
GLsizei nInfoLogAlloc;
GLchar* strPreped;
GLsizei nPrepedAlloc;
struct TableEntry* symbolTable[MAX_SYMBOL_LEVEL];
int symbolAllocated[MAX_SYMBOL_LEVEL];
int symbolUsed[MAX_SYMBOL_LEVEL];
int symbolLevel;
};
GL_APICALL void GL_APIENTRY ES2INTER(ShaderObjectInit)(struct ShaderObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(ShaderObjectRelease)(struct ShaderObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(ShaderObjectInfoLogReset)(struct ShaderObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(ShaderObjectInfoLogAppend)(struct ShaderObjectUnit* pUnit,
const char* format, ...);
GL_APICALL void GL_APIENTRY ES2INTER(ShaderObjectPrepedReset)(struct ShaderObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(ShaderObjectPrepedAppend)(struct ShaderObjectUnit* pUnit,
const char* strBuf, int nLenBuf);
GL_APICALL void GL_APIENTRY ES2INTER(LevelInit)(struct ShaderObjectUnit* pUnit, int level);
GL_APICALL void GL_APIENTRY ES2INTER(LevelRelease)(struct ShaderObjectUnit* pUnit, int level);
GL_APICALL void GL_APIENTRY ES2INTER(ScopeBegin)(struct ShaderObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(ScopeEnd)(struct ShaderObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(SymbolInit)(struct ShaderObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(SymbolRelease)(struct ShaderObjectUnit* pUnit);
GL_APICALL struct TableEntry* GL_APIENTRY ES2INTER(SearchSymbol)(struct ShaderObjectUnit* pUnit,
char* name, int* pLevelReturn);
GL_APICALL struct TableEntry* GL_APIENTRY ES2INTER(AppendSymbol)(struct ShaderObjectUnit* pUnit,
char* name, int type);
struct ProgramObjectUnit {
GLboolean bLinkStatus;
GLchar* strInfoLog;
};
GL_APICALL void GL_APIENTRY ES2INTER(ProgramObjectInit)(struct ProgramObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(ProgramObjectRelease)(struct ProgramObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(ProgramObjectInfoLogReset)(struct ProgramObjectUnit* pUnit);
GL_APICALL void GL_APIENTRY ES2INTER(ProgramObjectInfoLogAppend)(struct ProgramObjectUnit* pUnit,
const char* format, ...);
struct es2Context {
GLboolean bShaderCompiler;
GLint nMaxVertexAttribs;
GLenum eError;
struct VertexAttribUnit* pVertexAttrib;
GLuint uArrayBufferBinding;
GLuint uElementArrayBufferBinding;
struct BufferObjectUnit* pBufferObject;
GLint nBufferObjectAllocated;
struct ShaderObjectUnit* pShaderObject;
GLint nShaderObjectAllocated;
struct ProgramObjectUnit* pProgramObject;
GLint nProgramObjectAllocated;
GLenum (*fpGetError)(void);
void (*fpEnable)(GLenum);
void (*fpDisable)(GLenum);
GLboolean (*fpIsEnabled)(GLenum);
void (*fpVertexAttrib1f)(GLuint, GLfloat);
void (*fpVertexAttrib2f)(GLuint, GLfloat, GLfloat);
void (*fpVertexAttrib3f)(GLuint, GLfloat, GLfloat, GLfloat);
void (*fpVertexAttrib4f)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
void (*fpVertexAttrib1fv)(GLuint, const GLfloat*);
void (*fpVertexAttrib2fv)(GLuint, const GLfloat*);
void (*fpVertexAttrib3fv)(GLuint, const GLfloat*);
void (*fpVertexAttrib4fv)(GLuint, const GLfloat*);
GLuint (*fpCreateShader)(GLenum);
void (*fpShaderSource)(GLuint, GLsizei, const GLchar**, const GLint*);
void (*fpCompileShader)(GLuint);
void (*fpDeleteShader)(GLuint);
void (*fpGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*);
void (*fpGetShaderSource)(GLuint, GLsizei, GLsizei*, GLchar*);
void (*fpGetShaderiv)(GLuint, GLenum, GLint*);
GLboolean (*fpIsShader)(GLuint);
GLuint (*fpCreateProgram)(void);
void (*fpAttachShader)(GLuint, GLuint);
void (*fpDetachShader)(GLuint, GLuint);
void (*fpLinkProgram)(GLuint);
void (*fpUseProgram)(GLuint);
void (*fpDeleteProgram)(GLuint);
void (*fpValidateProgram)(GLuint);
void (*fpGetAttachedShaders)(GLuint, GLsizei, GLsizei*, GLuint*);
void (*fpGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*);
void (*fpGetProgramiv)(GLuint, GLenum, GLint*);
GLboolean (*fpIsProgram)(GLuint);
void (*fpGetActiveUniform)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*);
GLint (*fpGetUniformLocation)(GLuint, const GLchar*);
void (*fpGetUniformfv)(GLuint, GLint, GLfloat*);
void (*fpGetUniformiv)(GLuint, GLint, GLint*);
void (*fpUniform1f)(GLint, GLfloat);
void (*fpUniform2f)(GLint, GLfloat, GLfloat);
void (*fpUniform3f)(GLint, GLfloat, GLfloat, GLfloat);
void (*fpUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
void (*fpUniform1i)(GLint, GLint);
void (*fpUniform2i)(GLint, GLint, GLint);
void (*fpUniform3i)(GLint, GLint, GLint, GLint);
void (*fpUniform4i)(GLint, GLint, GLint, GLint, GLint);
void (*fpUniform1fv)(GLint, GLsizei, const GLfloat*);
void (*fpUniform2fv)(GLint, GLsizei, const GLfloat*);
void (*fpUniform3fv)(GLint, GLsizei, const GLfloat*);
void (*fpUniform4fv)(GLint, GLsizei, const GLfloat*);
void (*fpUniform1iv)(GLint, GLsizei, const GLint*);
void (*fpUniform2iv)(GLint, GLsizei, const GLint*);
void (*fpUniform3iv)(GLint, GLsizei, const GLint*);
void (*fpUniform4iv)(GLint, GLsizei, const GLint*);
void (*fpUniformMatrix2fv)(GLint, GLsizei, GLboolean, const GLfloat*);
void (*fpUniformMatrix3fv)(GLint, GLsizei, GLboolean, const GLfloat*);
void (*fpUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat*);
void (*fpVertexAttribPointer)(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid*);
void (*fpEnableVertexAttribArray)(GLuint);
void (*fpDisableVertexAttribArray)(GLuint);
void (*fpGetVertexAttribPointerv)(GLuint, GLenum, void**);
void (*fpGetVertexAttribfv)(GLuint, GLenum, GLfloat*);
void (*fpGetVertexAttribiv)(GLuint, GLenum, GLint*);
void (*fpGetActiveAttrib)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*);
GLint (*fpGetAttribLocation)(GLuint, const GLchar*);
void (*fpBindAttribLocation)(GLuint, GLuint, const GLchar*);
void (*fpGenBuffers)(GLsizei, GLuint*);
void (*fpDeleteBuffers)(GLsizei, const GLuint*);
GLboolean (*fpIsBuffer)(GLuint);
void (*fpBindBuffer)(GLenum, GLuint);
void (*fpBufferData)(GLenum, GLsizeiptr, const GLvoid*, GLenum);
void (*fpBufferSubData)(GLenum, GLintptr, GLsizeiptr, const GLvoid*);
void (*fpGetBufferSubData)(GLenum, GLintptr, GLsizeiptr, const GLvoid* data);
void (*fpDrawArrays)(GLenum, GLint, GLsizei);
void (*fpDrawElements)(GLenum, GLsizei, GLenum, const void*);
void (*fpLineWidth)(GLfloat);
void (*fpDepthRange)(GLclampd, GLclampd);
void (*fpViewport)(GLint, GLint, GLsizei, GLsizei);
void (*fpCullFace)(GLenum);
void (*fpFrontFace)(GLenum);
void (*fpPolygonOffset)(GLfloat, GLfloat);
void (*fpGenTextures)(GLsizei, GLuint*);
void (*fpDeleteTextures)(GLsizei, const GLuint*);
GLboolean (*fpIsTexture)(GLuint);
void (*fpBindTexture)(GLenum, GLuint);
void (*fpPixelStorei)(GLenum, GLint);
void (*fpActiveTexture)(GLenum);
void (*fpGenerateMipmap)(GLenum);
void (*fpTexParameteri)(GLenum, GLenum, GLint);
void (*fpGetTexParameterfv)(GLenum, GLenum, GLfloat*);
void (*fpGetTexParameteriv)(GLenum, GLenum, GLint*);
void (*fpTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid*);
void (*fpTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid*);
void (*fpGetTexLevelParameteriv)(GLenum, GLint, GLenum, GLint*);
void (*fpCopyTexImage2D)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint);
void (*fpCopyTexSubImage2D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);
void (*fpCompressedTexImage2D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*);
void (*fpCompressedTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*);
void (*fpClear)(GLbitfield);
void (*fpClearColor)(GLclampf, GLclampf, GLclampf, GLclampf);
void (*fpClearDepth)(GLclampd);
void (*fpClearStencil)(GLint);
void (*fpColorMask)(GLboolean, GLboolean, GLboolean, GLboolean);
void (*fpDepthMask)(GLboolean);
void (*fpStencilMask)(GLuint);
void (*fpStencilMaskSeparate)(GLenum, GLuint);
void (*fpScissor)(GLint, GLint, GLsizei, GLsizei);
void (*fpStencilFunc)(GLenum, GLint, GLuint);
void (*fpStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint);
void (*fpStencilOp)(GLenum, GLenum, GLenum);
void (*fpStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum);
void (*fpDepthFunc)(GLenum);
void (*fpBlendFunc)(GLenum, GLenum);
void (*fpBlendFuncSeparate)(GLenum, GLenum, GLenum, GLenum);
void (*fpBlendColor)(GLclampf, GLclampf, GLclampf, GLclampf);
void (*fpBlendEquation)(GLenum);
void (*fpBlendEquationSeparate)(GLenum, GLenum);
void (*fpSampleCoverage)(GLclampf, GLboolean);
void (*fpReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*);
void (*fpFlush)(void);
void (*fpFinish)(void);
void (*fpHint)(GLenum, GLenum);
const GLubyte* (*fpGetString)(GLenum);
void (*fpGetFloatv)(GLenum, GLfloat*);
void (*fpGetIntegerv)(GLenum, GLint*);
void (*fpGetBooleanv)(GLenum, GLboolean*);
void (*fpGenFramebuffers)(GLsizei, GLuint*);
void (*fpGenRenderbuffers)(GLsizei, GLuint*);
void (*fpDeleteFramebuffers)(GLsizei, const GLuint*);
void (*fpDeleteRenderbuffers)(GLsizei, const GLuint*);
GLboolean (*fpIsFramebuffer)(GLuint);
GLboolean (*fpIsRenderbuffer)(GLuint);
void (*fpBindFramebuffer)(GLenum, GLuint);
void (*fpBindRenderbuffer)(GLenum, GLuint);
void (*fpRenderbufferStorage)(GLenum, GLenum, GLsizei, GLsizei);
void (*fpGetRenderbufferParameteriv)(GLenum, GLenum, GLint*);
void (*fpFramebufferRenderbuffer)(GLenum, GLenum, GLenum, GLuint);
void (*fpFramebufferTexture2D)(GLenum, GLenum, GLenum, GLuint, GLint);
void (*fpGetFramebufferAttachmentParameteriv)(GLenum, GLenum, GLenum, GLint*);
GLenum (*fpCheckFramebufferStatus)(GLenum);
void (*fpEGLImageTargetTexture2DOES)(GLenum, GLint);
#if defined(PROVIDING_OES_texture_3D)
void (*fpTexImage3D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid*);
void (*fpTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid*);
void (*fpCopyTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);
void (*fpCompressedTexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*);
void (*fpCompressedTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*);
void (*fpFramebufferTexture3D)(GLenum, GLenum, GLenum, GLuint, GLint, GLint);
#endif
};
extern struct es2Context* ES2INTER(curContext);
#define CCV(name) (ES2INTER(curContext)->name)
#if defined(WIN32)
#define FNPTR(name) gl##name
#else
#define FNPTR(name) (ES2INTER(curContext)->fp##name)
#endif
GL_APICALL void GL_APIENTRY ES2INTER(NotBound)(void);
GL_APICALL void GL_APIENTRY ES2INTER(ResetFnptrs)(struct es2Context* pContext);
GL_APICALL void GL_APIENTRY ES2INTER(BindFnptrs)(struct es2Context* pContext);
#define EGLCROSS(name) __hazel_cross__##name
GL_APICALL void* GL_APIENTRY EGLCROSS(CreateContext)(void);
GL_APICALL void GL_APIENTRY EGLCROSS(MakeCurrent)(void*);
GL_APICALL void GL_APIENTRY EGLCROSS(ReleaseContext)(void*);
#define CHECK_ERROR (void)(0)
GL_APICALL void GL_APIENTRY ES2INTER(SetError)(GLenum eErrorCode);
#define SET_ERROR(code,...) ES2INTER(SetError)(code)
GL_APICALL int GL_APIENTRY ES2INTER(Log2)(GLint x);
#ifdef __cplusplus
}
#endif
#endif
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