#include #include "passthrough.h" // Simple v1.1 -> v2.0 Passthrough Functions GL_FUNC(glLineWidth, void, (GLfloat width)); void glLineWidth(GLfloat width) { real_glLineWidth()(width); } GL_FUNC(glBlendFunc, void, (GLenum sfactor, GLenum dfactor)); void glBlendFunc(GLenum sfactor, GLenum dfactor) { real_glBlendFunc()(sfactor, dfactor); } GL_FUNC(glClear, void, (GLbitfield mask)); void glClear(GLbitfield mask) { real_glClear()(mask); } GL_FUNC(glBufferData, void, (GLenum target, GLsizeiptr size, const void *data, GLenum usage)); void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage) { real_glBufferData()(target, size, data, usage); } GL_FUNC(glScissor, void, (GLint x, GLint y, GLsizei width, GLsizei height)); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { real_glScissor()(x, y, width, height); } GL_FUNC(glTexParameteri, void, (GLenum target, GLenum pname, GLint param)); void glTexParameteri(GLenum target, GLenum pname, GLint param) { real_glTexParameteri()(target, pname, param); } GL_FUNC(glTexImage2D, void, (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) { real_glTexImage2D()(target, level, internalformat, width, height, border, format, type, pixels); } GL_FUNC(glPolygonOffset, void, (GLfloat factor, GLfloat units)); void glPolygonOffset(GLfloat factor, GLfloat units) { real_glPolygonOffset()(factor, units); } GL_FUNC(glDepthRangef, void, (GLclampf near, GLclampf far)); void glDepthRangef(GLclampf near, GLclampf far) { real_glDepthRangef()(near, far); } GL_FUNC(glDepthFunc, void, (GLenum func)); void glDepthFunc(GLenum func) { real_glDepthFunc()(func); } GL_FUNC(glBindBuffer, void, (GLenum target, GLuint buffer)); void glBindBuffer(GLenum target, GLuint buffer) { real_glBindBuffer()(target, buffer); } GL_FUNC(glClearColor, void, (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)); void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { real_glClearColor()(red, green, blue, alpha); } GL_FUNC(glDepthMask, void, (GLboolean flag)); void glDepthMask(GLboolean flag) { real_glDepthMask()(flag); } GL_FUNC(glHint, void, (GLenum target, GLenum mode)); void glHint(GLenum target, GLenum mode) { if (target != GL_PERSPECTIVE_CORRECTION_HINT) { real_glHint()(target, mode); } } GL_FUNC(glDeleteBuffers, void, (GLsizei n, const GLuint *buffers)); void glDeleteBuffers(GLsizei n, const GLuint *buffers) { real_glDeleteBuffers()(n, buffers); } GL_FUNC(glColorMask, void, (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { real_glColorMask()(red, green, blue, alpha); } GL_FUNC(glTexSubImage2D, void, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { real_glTexSubImage2D()(target, level, xoffset, yoffset, width, height, format, type, pixels); } GL_FUNC(glGenTextures, void, (GLsizei n, GLuint *textures)); void glGenTextures(GLsizei n, GLuint *textures) { real_glGenTextures()(n, textures); } GL_FUNC(glDeleteTextures, void, (GLsizei n, const GLuint *textures)); void glDeleteTextures(GLsizei n, const GLuint *textures) { real_glDeleteTextures()(n, textures); } GL_FUNC(glBindTexture, void, (GLenum target, GLuint texture)); void glBindTexture(GLenum target, GLuint texture) { real_glBindTexture()(target, texture); } GL_FUNC(glCullFace, void, (GLenum mode)); void glCullFace(GLenum mode) { real_glCullFace()(mode); } GL_FUNC(glViewport, void, (GLint x, GLint y, GLsizei width, GLsizei height)); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { real_glViewport()(x, y, width, height); } GL_FUNC(glIsEnabled, GLboolean, (GLenum cap)); GLboolean glIsEnabled(GLenum cap) { return real_glIsEnabled()(cap); } GL_FUNC(glGetIntegerv, void, (GLenum pname, GLint *data)); void glGetIntegerv(GLenum pname, GLint *data) { real_glGetIntegerv()(pname, data); } GL_FUNC(glReadPixels, void, (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *data)); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *data) { real_glReadPixels()(x, y, width, height, format, type, data); } void glShadeModel(__attribute__((unused)) GLenum mode) { // Do Nothing } void glNormal3f(__attribute__((unused)) GLfloat nx, __attribute__((unused)) GLfloat ny, __attribute__((unused)) GLfloat nz) { // Do Nothing }