work.c 19 KB

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  1. // Copyright 2015 The Go Authors. All rights reserved.
  2. // Use of this source code is governed by a BSD-style
  3. // license that can be found in the LICENSE file.
  4. //go:build darwin || linux || openbsd
  5. // +build darwin linux openbsd
  6. #include <stdlib.h>
  7. #include "_cgo_export.h"
  8. #include "work.h"
  9. #if defined(GL_ES_VERSION_3_0) && GL_ES_VERSION_3_0
  10. #else
  11. #include <stdio.h>
  12. static void gles3missing() {
  13. printf("GLES3 function is missing\n");
  14. exit(2);
  15. }
  16. static void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
  17. static void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
  18. static void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
  19. static void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
  20. static void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
  21. static void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { gles3missing(); }
  22. static void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { gles3missing(); }
  23. static void glUniform1ui(GLint location, GLuint v0) { gles3missing(); }
  24. static void glUniform2ui(GLint location, GLuint v0, GLuint v1) { gles3missing(); }
  25. static void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { gles3missing(); }
  26. static void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { gles3missing(); }
  27. static void glUniform1uiv(GLint location, GLsizei count, const GLuint *value) { gles3missing(); }
  28. static void glUniform2uiv(GLint location, GLsizei count, const GLuint *value) { gles3missing(); }
  29. static void glUniform3uiv(GLint location, GLsizei count, const GLuint *value) { gles3missing(); }
  30. static void glUniform4uiv(GLint location, GLsizei count, const GLuint *value) { gles3missing(); }
  31. static void glBindVertexArray(GLuint array) { gles3missing(); }
  32. static void glGenVertexArrays(GLsizei n, GLuint *arrays) { gles3missing(); }
  33. static void glDeleteVertexArrays(GLsizei n, const GLuint *arrays) { gles3missing(); }
  34. #endif
  35. uintptr_t processFn(struct fnargs* args, char* parg) {
  36. uintptr_t ret = 0;
  37. switch (args->fn) {
  38. case glfnUNDEFINED:
  39. abort(); // bad glfn
  40. break;
  41. case glfnActiveTexture:
  42. glActiveTexture((GLenum)args->a0);
  43. break;
  44. case glfnAttachShader:
  45. glAttachShader((GLint)args->a0, (GLint)args->a1);
  46. break;
  47. case glfnBindAttribLocation:
  48. glBindAttribLocation((GLint)args->a0, (GLint)args->a1, (GLchar*)args->a2);
  49. break;
  50. case glfnBindBuffer:
  51. glBindBuffer((GLenum)args->a0, (GLuint)args->a1);
  52. break;
  53. case glfnBindFramebuffer:
  54. glBindFramebuffer((GLenum)args->a0, (GLint)args->a1);
  55. break;
  56. case glfnBindRenderbuffer:
  57. glBindRenderbuffer((GLenum)args->a0, (GLint)args->a1);
  58. break;
  59. case glfnBindTexture:
  60. glBindTexture((GLenum)args->a0, (GLint)args->a1);
  61. break;
  62. case glfnBindVertexArray:
  63. glBindVertexArray((GLenum)args->a0);
  64. break;
  65. case glfnBlendColor:
  66. glBlendColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
  67. break;
  68. case glfnBlendEquation:
  69. glBlendEquation((GLenum)args->a0);
  70. break;
  71. case glfnBlendEquationSeparate:
  72. glBlendEquationSeparate((GLenum)args->a0, (GLenum)args->a1);
  73. break;
  74. case glfnBlendFunc:
  75. glBlendFunc((GLenum)args->a0, (GLenum)args->a1);
  76. break;
  77. case glfnBlendFuncSeparate:
  78. glBlendFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3);
  79. break;
  80. case glfnBlitFramebuffer:
  81. glBlitFramebuffer((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7, (GLbitfield)args->a8, (GLenum)args->a9);
  82. break;
  83. case glfnBufferData:
  84. glBufferData((GLenum)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg, (GLenum)args->a2);
  85. break;
  86. case glfnBufferSubData:
  87. glBufferSubData((GLenum)args->a0, (GLint)args->a1, (GLsizeiptr)args->a2, (GLvoid*)parg);
  88. break;
  89. case glfnCheckFramebufferStatus:
  90. ret = glCheckFramebufferStatus((GLenum)args->a0);
  91. break;
  92. case glfnClear:
  93. glClear((GLenum)args->a0);
  94. break;
  95. case glfnClearColor:
  96. glClearColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
  97. break;
  98. case glfnClearDepthf:
  99. glClearDepthf(*(GLfloat*)&args->a0);
  100. break;
  101. case glfnClearStencil:
  102. glClearStencil((GLint)args->a0);
  103. break;
  104. case glfnColorMask:
  105. glColorMask((GLboolean)args->a0, (GLboolean)args->a1, (GLboolean)args->a2, (GLboolean)args->a3);
  106. break;
  107. case glfnCompileShader:
  108. glCompileShader((GLint)args->a0);
  109. break;
  110. case glfnCompressedTexImage2D:
  111. glCompressedTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLsizeiptr)args->a6, (GLvoid*)parg);
  112. break;
  113. case glfnCompressedTexSubImage2D:
  114. glCompressedTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLenum)args->a6, (GLsizeiptr)args->a7, (GLvoid*)parg);
  115. break;
  116. case glfnCopyTexImage2D:
  117. glCopyTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7);
  118. break;
  119. case glfnCopyTexSubImage2D:
  120. glCopyTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7);
  121. break;
  122. case glfnCreateProgram:
  123. ret = glCreateProgram();
  124. break;
  125. case glfnCreateShader:
  126. ret = glCreateShader((GLenum)args->a0);
  127. break;
  128. case glfnCullFace:
  129. glCullFace((GLenum)args->a0);
  130. break;
  131. case glfnDeleteBuffer:
  132. glDeleteBuffers(1, (const GLuint*)(&args->a0));
  133. break;
  134. case glfnDeleteFramebuffer:
  135. glDeleteFramebuffers(1, (const GLuint*)(&args->a0));
  136. break;
  137. case glfnDeleteProgram:
  138. glDeleteProgram((GLint)args->a0);
  139. break;
  140. case glfnDeleteRenderbuffer:
  141. glDeleteRenderbuffers(1, (const GLuint*)(&args->a0));
  142. break;
  143. case glfnDeleteShader:
  144. glDeleteShader((GLint)args->a0);
  145. break;
  146. case glfnDeleteTexture:
  147. glDeleteTextures(1, (const GLuint*)(&args->a0));
  148. break;
  149. case glfnDeleteVertexArray:
  150. glDeleteVertexArrays(1, (const GLuint*)(&args->a0));
  151. break;
  152. case glfnDepthFunc:
  153. glDepthFunc((GLenum)args->a0);
  154. break;
  155. case glfnDepthMask:
  156. glDepthMask((GLboolean)args->a0);
  157. break;
  158. case glfnDepthRangef:
  159. glDepthRangef(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1);
  160. break;
  161. case glfnDetachShader:
  162. glDetachShader((GLint)args->a0, (GLint)args->a1);
  163. break;
  164. case glfnDisable:
  165. glDisable((GLenum)args->a0);
  166. break;
  167. case glfnDisableVertexAttribArray:
  168. glDisableVertexAttribArray((GLint)args->a0);
  169. break;
  170. case glfnDrawArrays:
  171. glDrawArrays((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2);
  172. break;
  173. case glfnDrawElements:
  174. glDrawElements((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (void*)args->a3);
  175. break;
  176. case glfnEnable:
  177. glEnable((GLenum)args->a0);
  178. break;
  179. case glfnEnableVertexAttribArray:
  180. glEnableVertexAttribArray((GLint)args->a0);
  181. break;
  182. case glfnFinish:
  183. glFinish();
  184. break;
  185. case glfnFlush:
  186. glFlush();
  187. break;
  188. case glfnFramebufferRenderbuffer:
  189. glFramebufferRenderbuffer((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3);
  190. break;
  191. case glfnFramebufferTexture2D:
  192. glFramebufferTexture2D((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4);
  193. break;
  194. case glfnFrontFace:
  195. glFrontFace((GLenum)args->a0);
  196. break;
  197. case glfnGenBuffer:
  198. glGenBuffers(1, (GLuint*)&ret);
  199. break;
  200. case glfnGenFramebuffer:
  201. glGenFramebuffers(1, (GLuint*)&ret);
  202. break;
  203. case glfnGenRenderbuffer:
  204. glGenRenderbuffers(1, (GLuint*)&ret);
  205. break;
  206. case glfnGenTexture:
  207. glGenTextures(1, (GLuint*)&ret);
  208. break;
  209. case glfnGenVertexArray:
  210. glGenVertexArrays(1, (GLuint*)&ret);
  211. break;
  212. case glfnGenerateMipmap:
  213. glGenerateMipmap((GLenum)args->a0);
  214. break;
  215. case glfnGetActiveAttrib:
  216. glGetActiveAttrib(
  217. (GLuint)args->a0,
  218. (GLuint)args->a1,
  219. (GLsizei)args->a2,
  220. NULL,
  221. (GLint*)&ret,
  222. (GLenum*)args->a3,
  223. (GLchar*)parg);
  224. break;
  225. case glfnGetActiveUniform:
  226. glGetActiveUniform(
  227. (GLuint)args->a0,
  228. (GLuint)args->a1,
  229. (GLsizei)args->a2,
  230. NULL,
  231. (GLint*)&ret,
  232. (GLenum*)args->a3,
  233. (GLchar*)parg);
  234. break;
  235. case glfnGetAttachedShaders:
  236. glGetAttachedShaders((GLuint)args->a0, (GLsizei)args->a1, (GLsizei*)&ret, (GLuint*)parg);
  237. break;
  238. case glfnGetAttribLocation:
  239. ret = glGetAttribLocation((GLint)args->a0, (GLchar*)args->a1);
  240. break;
  241. case glfnGetBooleanv:
  242. glGetBooleanv((GLenum)args->a0, (GLboolean*)parg);
  243. break;
  244. case glfnGetBufferParameteri:
  245. glGetBufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret);
  246. break;
  247. case glfnGetFloatv:
  248. glGetFloatv((GLenum)args->a0, (GLfloat*)parg);
  249. break;
  250. case glfnGetIntegerv:
  251. glGetIntegerv((GLenum)args->a0, (GLint*)parg);
  252. break;
  253. case glfnGetError:
  254. ret = glGetError();
  255. break;
  256. case glfnGetFramebufferAttachmentParameteriv:
  257. glGetFramebufferAttachmentParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint*)&ret);
  258. break;
  259. case glfnGetProgramiv:
  260. glGetProgramiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret);
  261. break;
  262. case glfnGetProgramInfoLog:
  263. glGetProgramInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
  264. break;
  265. case glfnGetRenderbufferParameteriv:
  266. glGetRenderbufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret);
  267. break;
  268. case glfnGetShaderiv:
  269. glGetShaderiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret);
  270. break;
  271. case glfnGetShaderInfoLog:
  272. glGetShaderInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
  273. break;
  274. case glfnGetShaderPrecisionFormat:
  275. glGetShaderPrecisionFormat((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg, &((GLint*)parg)[2]);
  276. break;
  277. case glfnGetShaderSource:
  278. glGetShaderSource((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
  279. break;
  280. case glfnGetString:
  281. ret = (uintptr_t)glGetString((GLenum)args->a0);
  282. break;
  283. case glfnGetTexParameterfv:
  284. glGetTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg);
  285. break;
  286. case glfnGetTexParameteriv:
  287. glGetTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg);
  288. break;
  289. case glfnGetUniformfv:
  290. glGetUniformfv((GLuint)args->a0, (GLint)args->a1, (GLfloat*)parg);
  291. break;
  292. case glfnGetUniformiv:
  293. glGetUniformiv((GLuint)args->a0, (GLint)args->a1, (GLint*)parg);
  294. break;
  295. case glfnGetUniformLocation:
  296. ret = glGetUniformLocation((GLint)args->a0, (GLchar*)args->a1);
  297. break;
  298. case glfnGetVertexAttribfv:
  299. glGetVertexAttribfv((GLuint)args->a0, (GLenum)args->a1, (GLfloat*)parg);
  300. break;
  301. case glfnGetVertexAttribiv:
  302. glGetVertexAttribiv((GLuint)args->a0, (GLenum)args->a1, (GLint*)parg);
  303. break;
  304. case glfnHint:
  305. glHint((GLenum)args->a0, (GLenum)args->a1);
  306. break;
  307. case glfnIsBuffer:
  308. ret = glIsBuffer((GLint)args->a0);
  309. break;
  310. case glfnIsEnabled:
  311. ret = glIsEnabled((GLenum)args->a0);
  312. break;
  313. case glfnIsFramebuffer:
  314. ret = glIsFramebuffer((GLint)args->a0);
  315. break;
  316. case glfnIsProgram:
  317. ret = glIsProgram((GLint)args->a0);
  318. break;
  319. case glfnIsRenderbuffer:
  320. ret = glIsRenderbuffer((GLint)args->a0);
  321. break;
  322. case glfnIsShader:
  323. ret = glIsShader((GLint)args->a0);
  324. break;
  325. case glfnIsTexture:
  326. ret = glIsTexture((GLint)args->a0);
  327. break;
  328. case glfnLineWidth:
  329. glLineWidth(*(GLfloat*)&args->a0);
  330. break;
  331. case glfnLinkProgram:
  332. glLinkProgram((GLint)args->a0);
  333. break;
  334. case glfnPixelStorei:
  335. glPixelStorei((GLenum)args->a0, (GLint)args->a1);
  336. break;
  337. case glfnPolygonOffset:
  338. glPolygonOffset(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1);
  339. break;
  340. case glfnReadPixels:
  341. glReadPixels((GLint)args->a0, (GLint)args->a1, (GLsizei)args->a2, (GLsizei)args->a3, (GLenum)args->a4, (GLenum)args->a5, (void*)parg);
  342. break;
  343. case glfnReleaseShaderCompiler:
  344. glReleaseShaderCompiler();
  345. break;
  346. case glfnRenderbufferStorage:
  347. glRenderbufferStorage((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLint)args->a3);
  348. break;
  349. case glfnSampleCoverage:
  350. glSampleCoverage(*(GLfloat*)&args->a0, (GLboolean)args->a1);
  351. break;
  352. case glfnScissor:
  353. glScissor((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
  354. break;
  355. case glfnShaderSource:
  356. #if defined(os_ios) || defined(os_macos)
  357. glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar *const *)args->a2, NULL);
  358. #else
  359. glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar **)args->a2, NULL);
  360. #endif
  361. break;
  362. case glfnStencilFunc:
  363. glStencilFunc((GLenum)args->a0, (GLint)args->a1, (GLuint)args->a2);
  364. break;
  365. case glfnStencilFuncSeparate:
  366. glStencilFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLuint)args->a3);
  367. break;
  368. case glfnStencilMask:
  369. glStencilMask((GLuint)args->a0);
  370. break;
  371. case glfnStencilMaskSeparate:
  372. glStencilMaskSeparate((GLenum)args->a0, (GLuint)args->a1);
  373. break;
  374. case glfnStencilOp:
  375. glStencilOp((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2);
  376. break;
  377. case glfnStencilOpSeparate:
  378. glStencilOpSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3);
  379. break;
  380. case glfnTexImage2D:
  381. glTexImage2D(
  382. (GLenum)args->a0,
  383. (GLint)args->a1,
  384. (GLint)args->a2,
  385. (GLsizei)args->a3,
  386. (GLsizei)args->a4,
  387. 0, // border
  388. (GLenum)args->a5,
  389. (GLenum)args->a6,
  390. (const GLvoid*)parg);
  391. break;
  392. case glfnTexSubImage2D:
  393. glTexSubImage2D(
  394. (GLenum)args->a0,
  395. (GLint)args->a1,
  396. (GLint)args->a2,
  397. (GLint)args->a3,
  398. (GLsizei)args->a4,
  399. (GLsizei)args->a5,
  400. (GLenum)args->a6,
  401. (GLenum)args->a7,
  402. (const GLvoid*)parg);
  403. break;
  404. case glfnTexParameterf:
  405. glTexParameterf((GLenum)args->a0, (GLenum)args->a1, *(GLfloat*)&args->a2);
  406. break;
  407. case glfnTexParameterfv:
  408. glTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg);
  409. break;
  410. case glfnTexParameteri:
  411. glTexParameteri((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2);
  412. break;
  413. case glfnTexParameteriv:
  414. glTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg);
  415. break;
  416. case glfnUniform1f:
  417. glUniform1f((GLint)args->a0, *(GLfloat*)&args->a1);
  418. break;
  419. case glfnUniform1fv:
  420. glUniform1fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
  421. break;
  422. case glfnUniform1i:
  423. glUniform1i((GLint)args->a0, (GLint)args->a1);
  424. break;
  425. case glfnUniform1ui:
  426. glUniform1ui((GLint)args->a0, (GLuint)args->a1);
  427. break;
  428. case glfnUniform1uiv:
  429. glUniform1uiv((GLint)args->a0, (GLsizeiptr)args->a1, (GLuint*)parg);
  430. break;
  431. case glfnUniform1iv:
  432. glUniform1iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
  433. break;
  434. case glfnUniform2f:
  435. glUniform2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2);
  436. break;
  437. case glfnUniform2fv:
  438. glUniform2fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
  439. break;
  440. case glfnUniform2i:
  441. glUniform2i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2);
  442. break;
  443. case glfnUniform2ui:
  444. glUniform2ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2);
  445. break;
  446. case glfnUniform2uiv:
  447. glUniform2uiv((GLint)args->a0, (GLsizeiptr)args->a1, (GLuint*)parg);
  448. break;
  449. case glfnUniform2iv:
  450. glUniform2iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
  451. break;
  452. case glfnUniform3f:
  453. glUniform3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
  454. break;
  455. case glfnUniform3fv:
  456. glUniform3fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
  457. break;
  458. case glfnUniform3i:
  459. glUniform3i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
  460. break;
  461. case glfnUniform3ui:
  462. glUniform3ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2, (GLuint)args->a3);
  463. break;
  464. case glfnUniform3uiv:
  465. glUniform3uiv((GLint)args->a0, (GLsizeiptr)args->a1, (GLuint*)parg);
  466. break;
  467. case glfnUniform3iv:
  468. glUniform3iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
  469. break;
  470. case glfnUniform4f:
  471. glUniform4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4);
  472. break;
  473. case glfnUniform4fv:
  474. glUniform4fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
  475. break;
  476. case glfnUniform4i:
  477. glUniform4i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4);
  478. break;
  479. case glfnUniform4ui:
  480. glUniform4ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2, (GLuint)args->a3, (GLuint)args->a4);
  481. break;
  482. case glfnUniform4uiv:
  483. glUniform4uiv((GLint)args->a0, (GLsizeiptr)args->a1, (GLuint*)parg);
  484. break;
  485. case glfnUniform4iv:
  486. glUniform4iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
  487. break;
  488. case glfnUniformMatrix2fv:
  489. glUniformMatrix2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  490. break;
  491. case glfnUniformMatrix3fv:
  492. glUniformMatrix3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  493. break;
  494. case glfnUniformMatrix4fv:
  495. glUniformMatrix4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  496. break;
  497. case glfnUniformMatrix2x3fv:
  498. glUniformMatrix2x3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  499. break;
  500. case glfnUniformMatrix3x2fv:
  501. glUniformMatrix3x2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  502. break;
  503. case glfnUniformMatrix2x4fv:
  504. glUniformMatrix2x4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  505. break;
  506. case glfnUniformMatrix4x2fv:
  507. glUniformMatrix4x2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  508. break;
  509. case glfnUniformMatrix3x4fv:
  510. glUniformMatrix3x4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  511. break;
  512. case glfnUniformMatrix4x3fv:
  513. glUniformMatrix4x3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
  514. break;
  515. case glfnUseProgram:
  516. glUseProgram((GLint)args->a0);
  517. break;
  518. case glfnValidateProgram:
  519. glValidateProgram((GLint)args->a0);
  520. break;
  521. case glfnVertexAttrib1f:
  522. glVertexAttrib1f((GLint)args->a0, *(GLfloat*)&args->a1);
  523. break;
  524. case glfnVertexAttrib1fv:
  525. glVertexAttrib1fv((GLint)args->a0, (GLfloat*)parg);
  526. break;
  527. case glfnVertexAttrib2f:
  528. glVertexAttrib2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2);
  529. break;
  530. case glfnVertexAttrib2fv:
  531. glVertexAttrib2fv((GLint)args->a0, (GLfloat*)parg);
  532. break;
  533. case glfnVertexAttrib3f:
  534. glVertexAttrib3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
  535. break;
  536. case glfnVertexAttrib3fv:
  537. glVertexAttrib3fv((GLint)args->a0, (GLfloat*)parg);
  538. break;
  539. case glfnVertexAttrib4f:
  540. glVertexAttrib4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4);
  541. break;
  542. case glfnVertexAttrib4fv:
  543. glVertexAttrib4fv((GLint)args->a0, (GLfloat*)parg);
  544. break;
  545. case glfnVertexAttribPointer:
  546. glVertexAttribPointer((GLuint)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLboolean)args->a3, (GLsizei)args->a4, (const GLvoid*)args->a5);
  547. break;
  548. case glfnViewport:
  549. glViewport((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
  550. break;
  551. }
  552. return ret;
  553. }