virtual ~GlImplementation() {}
- void PreRender()
+ void PreRender() override
{
/* Do nothing in main implementation */
}
- void PostRender()
+ void PostRender() override
{
/* Do nothing in main implementation */
}
mIsSurfacelessContextSupported = isSupported;
}
- bool IsSurfacelessContextSupported() const
+ bool IsSurfacelessContextSupported() const override
{
return mIsSurfacelessContextSupported;
}
- bool TextureRequiresConverting( const GLenum imageGlFormat, const GLenum textureGlFormat, const bool isSubImage ) const
+ bool TextureRequiresConverting( const GLenum imageGlFormat, const GLenum textureGlFormat, const bool isSubImage ) const override
{
bool convert = ( ( imageGlFormat == GL_RGB ) && ( textureGlFormat == GL_RGBA ) );
if( mGlesVersion >= 30 )
/* OpenGL ES 2.0 */
- void ActiveTexture( GLenum texture )
+ void ActiveTexture( GLenum texture ) override
{
glActiveTexture( texture );
}
- void AttachShader( GLuint program, GLuint shader )
+ void AttachShader( GLuint program, GLuint shader ) override
{
glAttachShader( program, shader );
}
- void BindAttribLocation( GLuint program, GLuint index, const char* name )
+ void BindAttribLocation( GLuint program, GLuint index, const char* name ) override
{
glBindAttribLocation( program, index, name );
}
- void BindBuffer( GLenum target, GLuint buffer )
+ void BindBuffer( GLenum target, GLuint buffer ) override
{
glBindBuffer( target, buffer );
}
- void BindFramebuffer( GLenum target, GLuint framebuffer )
+ void BindFramebuffer( GLenum target, GLuint framebuffer ) override
{
glBindFramebuffer( target, framebuffer );
}
- void BindRenderbuffer( GLenum target, GLuint renderbuffer )
+ void BindRenderbuffer( GLenum target, GLuint renderbuffer ) override
{
glBindRenderbuffer( target, renderbuffer );
}
- void BindTexture( GLenum target, GLuint texture )
+ void BindTexture( GLenum target, GLuint texture ) override
{
glBindTexture( target, texture );
}
- void BlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
+ void BlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) override
{
glBlendColor( red, green, blue, alpha );
}
- void BlendEquation( GLenum mode )
+ void BlendEquation( GLenum mode ) override
{
glBlendEquation( mode );
}
- void BlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha )
+ void BlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha ) override
{
glBlendEquationSeparate( modeRGB, modeAlpha );
}
- void BlendFunc( GLenum sfactor, GLenum dfactor )
+ void BlendFunc( GLenum sfactor, GLenum dfactor ) override
{
glBlendFunc( sfactor, dfactor );
}
- void BlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha )
+ void BlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha ) override
{
glBlendFuncSeparate( srcRGB, dstRGB, srcAlpha, dstAlpha );
}
- void BufferData( GLenum target, GLsizeiptr size, const void* data, GLenum usage )
+ void BufferData( GLenum target, GLsizeiptr size, const void* data, GLenum usage ) override
{
glBufferData( target, size, data, usage );
}
- void BufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void* data )
+ void BufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void* data ) override
{
glBufferSubData( target, offset, size, data );
}
- GLenum CheckFramebufferStatus( GLenum target )
+ GLenum CheckFramebufferStatus( GLenum target ) override
{
return glCheckFramebufferStatus( target );
}
- void Clear( GLbitfield mask )
+ void Clear( GLbitfield mask ) override
{
glClear( mask );
}
- void ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
+ void ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) override
{
glClearColor( red, green, blue, alpha );
}
- void ClearDepthf( GLclampf depth )
+ void ClearDepthf( GLclampf depth ) override
{
glClearDepthf( depth );
}
- void ClearStencil( GLint s )
+ void ClearStencil( GLint s ) override
{
glClearStencil( s );
}
- void ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha )
+ void ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) override
{
glColorMask( red, green, blue, alpha );
}
- void CompileShader( GLuint shader )
+ void CompileShader( GLuint shader ) override
{
glCompileShader( shader );
}
- void CompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data )
+ void CompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data ) override
{
glCompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data );
}
- void CompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data )
+ void CompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data ) override
{
glCompressedTexSubImage2D( target, level, xoffset, yoffset, width, height, format, imageSize, data );
}
- void CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border )
+ void CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ) override
{
glCopyTexImage2D( target, level, internalformat, x, y, width, height, border );
}
- void CopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height )
+ void CopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ) override
{
glCopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height );
}
- GLuint CreateProgram( void )
+ GLuint CreateProgram( void ) override
{
return glCreateProgram();
}
- GLuint CreateShader( GLenum type )
+ GLuint CreateShader( GLenum type ) override
{
return glCreateShader( type );
}
- void CullFace( GLenum mode )
+ void CullFace( GLenum mode ) override
{
glCullFace( mode );
}
- void DeleteBuffers( GLsizei n, const GLuint* buffers )
+ void DeleteBuffers( GLsizei n, const GLuint* buffers ) override
{
glDeleteBuffers( n, buffers );
}
- void DeleteFramebuffers( GLsizei n, const GLuint* framebuffers )
+ void DeleteFramebuffers( GLsizei n, const GLuint* framebuffers ) override
{
glDeleteFramebuffers( n, framebuffers );
}
- void DeleteProgram( GLuint program )
+ void DeleteProgram( GLuint program ) override
{
glDeleteProgram( program );
}
- void DeleteRenderbuffers( GLsizei n, const GLuint* renderbuffers )
+ void DeleteRenderbuffers( GLsizei n, const GLuint* renderbuffers ) override
{
glDeleteRenderbuffers( n, renderbuffers );
}
- void DeleteShader( GLuint shader )
+ void DeleteShader( GLuint shader ) override
{
glDeleteShader( shader );
}
- void DeleteTextures( GLsizei n, const GLuint* textures )
+ void DeleteTextures( GLsizei n, const GLuint* textures ) override
{
glDeleteTextures( n, textures );
}
- void DepthFunc( GLenum func )
+ void DepthFunc( GLenum func ) override
{
glDepthFunc( func );
}
- void DepthMask( GLboolean flag )
+ void DepthMask( GLboolean flag ) override
{
glDepthMask( flag );
}
- void DepthRangef( GLclampf zNear, GLclampf zFar )
+ void DepthRangef( GLclampf zNear, GLclampf zFar ) override
{
glDepthRangef( zNear, zFar );
}
- void DetachShader( GLuint program, GLuint shader )
+ void DetachShader( GLuint program, GLuint shader ) override
{
glDetachShader( program, shader );
}
- void Disable( GLenum cap )
+ void Disable( GLenum cap ) override
{
glDisable( cap );
}
- void DisableVertexAttribArray( GLuint index )
+ void DisableVertexAttribArray( GLuint index ) override
{
glDisableVertexAttribArray( index );
}
- void DrawArrays( GLenum mode, GLint first, GLsizei count )
+ void DrawArrays( GLenum mode, GLint first, GLsizei count ) override
{
glDrawArrays( mode, first, count );
}
- void DrawElements( GLenum mode, GLsizei count, GLenum type, const void* indices )
+ void DrawElements( GLenum mode, GLsizei count, GLenum type, const void* indices ) override
{
glDrawElements( mode, count, type, indices );
}
- void Enable( GLenum cap )
+ void Enable( GLenum cap ) override
{
glEnable( cap );
}
- void EnableVertexAttribArray( GLuint index )
+ void EnableVertexAttribArray( GLuint index ) override
{
glEnableVertexAttribArray( index );
}
- void Finish( void )
+ void Finish( void ) override
{
glFinish();
}
- void Flush( void )
+ void Flush( void ) override
{
glFlush();
}
- void FramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer )
+ void FramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer ) override
{
glFramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer );
}
- void FramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level )
+ void FramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level ) override
{
glFramebufferTexture2D( target, attachment, textarget, texture, level );
}
- void FrontFace( GLenum mode )
+ void FrontFace( GLenum mode ) override
{
glFrontFace( mode );
}
- void GenBuffers( GLsizei n, GLuint* buffers )
+ void GenBuffers( GLsizei n, GLuint* buffers ) override
{
glGenBuffers( n, buffers );
}
- void GenerateMipmap( GLenum target )
+ void GenerateMipmap( GLenum target ) override
{
glGenerateMipmap( target );
}
- void GenFramebuffers( GLsizei n, GLuint* framebuffers )
+ void GenFramebuffers( GLsizei n, GLuint* framebuffers ) override
{
glGenFramebuffers( n, framebuffers );
}
- void GenRenderbuffers( GLsizei n, GLuint* renderbuffers )
+ void GenRenderbuffers( GLsizei n, GLuint* renderbuffers ) override
{
glGenRenderbuffers( n, renderbuffers );
}
- void GenTextures( GLsizei n, GLuint* textures )
+ void GenTextures( GLsizei n, GLuint* textures ) override
{
glGenTextures( n, textures );
}
- void GetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name )
+ void GetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name ) override
{
glGetActiveAttrib( program, index, bufsize, length, size, type, name );
}
- void GetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name )
+ void GetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name ) override
{
glGetActiveUniform( program, index, bufsize, length, size, type, name );
}
- void GetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders )
+ void GetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders ) override
{
glGetAttachedShaders( program, maxcount, count, shaders );
}
- int GetAttribLocation( GLuint program, const char* name )
+ int GetAttribLocation( GLuint program, const char* name ) override
{
return glGetAttribLocation( program, name );
}
- void GetBooleanv( GLenum pname, GLboolean* params )
+ void GetBooleanv( GLenum pname, GLboolean* params ) override
{
glGetBooleanv( pname, params );
}
- void GetBufferParameteriv( GLenum target, GLenum pname, GLint* params )
+ void GetBufferParameteriv( GLenum target, GLenum pname, GLint* params ) override
{
glGetBufferParameteriv( target, pname, params );
}
- GLenum GetError( void )
+ GLenum GetError( void ) override
{
return glGetError();
}
- void GetFloatv( GLenum pname, GLfloat* params )
+ void GetFloatv( GLenum pname, GLfloat* params ) override
{
glGetFloatv( pname, params );
}
- void GetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint* params )
+ void GetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint* params ) override
{
glGetFramebufferAttachmentParameteriv( target, attachment, pname, params );
}
- void GetIntegerv( GLenum pname, GLint* params )
+ void GetIntegerv( GLenum pname, GLint* params ) override
{
glGetIntegerv( pname, params );
}
- void GetProgramiv( GLuint program, GLenum pname, GLint* params )
+ void GetProgramiv( GLuint program, GLenum pname, GLint* params ) override
{
glGetProgramiv( program, pname, params );
}
- void GetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei* length, char* infolog )
+ void GetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei* length, char* infolog ) override
{
glGetProgramInfoLog( program, bufsize, length, infolog );
}
- void GetRenderbufferParameteriv( GLenum target, GLenum pname, GLint* params )
+ void GetRenderbufferParameteriv( GLenum target, GLenum pname, GLint* params ) override
{
glGetRenderbufferParameteriv( target, pname, params );
}
- void GetShaderiv( GLuint shader, GLenum pname, GLint* params )
+ void GetShaderiv( GLuint shader, GLenum pname, GLint* params ) override
{
glGetShaderiv( shader, pname, params );
}
- void GetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog )
+ void GetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog ) override
{
glGetShaderInfoLog( shader, bufsize, length, infolog );
}
- void GetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision )
+ void GetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision ) override
{
glGetShaderPrecisionFormat( shadertype, precisiontype, range, precision );
}
- void GetShaderSource( GLuint shader, GLsizei bufsize, GLsizei* length, char* source )
+ void GetShaderSource( GLuint shader, GLsizei bufsize, GLsizei* length, char* source ) override
{
glGetShaderSource( shader, bufsize, length, source );
}
- const GLubyte* GetString( GLenum name )
+ const GLubyte* GetString( GLenum name ) override
{
return glGetString( name );
}
- void GetTexParameterfv( GLenum target, GLenum pname, GLfloat* params )
+ void GetTexParameterfv( GLenum target, GLenum pname, GLfloat* params ) override
{
glGetTexParameterfv( target, pname, params );
}
- void GetTexParameteriv( GLenum target, GLenum pname, GLint* params )
+ void GetTexParameteriv( GLenum target, GLenum pname, GLint* params ) override
{
glGetTexParameteriv( target, pname, params );
}
- void GetUniformfv( GLuint program, GLint location, GLfloat* params )
+ void GetUniformfv( GLuint program, GLint location, GLfloat* params ) override
{
glGetUniformfv( program, location, params );
}
- void GetUniformiv( GLuint program, GLint location, GLint* params )
+ void GetUniformiv( GLuint program, GLint location, GLint* params ) override
{
glGetUniformiv( program, location, params );
}
- int GetUniformLocation( GLuint program, const char* name )
+ int GetUniformLocation( GLuint program, const char* name ) override
{
return glGetUniformLocation( program, name );
}
- void GetVertexAttribfv( GLuint index, GLenum pname, GLfloat* params )
+ void GetVertexAttribfv( GLuint index, GLenum pname, GLfloat* params ) override
{
glGetVertexAttribfv( index, pname, params );
}
- void GetVertexAttribiv( GLuint index, GLenum pname, GLint* params )
+ void GetVertexAttribiv( GLuint index, GLenum pname, GLint* params ) override
{
glGetVertexAttribiv( index, pname, params );
}
- void GetVertexAttribPointerv( GLuint index, GLenum pname, void** pointer )
+ void GetVertexAttribPointerv( GLuint index, GLenum pname, void** pointer ) override
{
glGetVertexAttribPointerv( index, pname, pointer );
}
- void Hint( GLenum target, GLenum mode )
+ void Hint( GLenum target, GLenum mode ) override
{
glHint( target, mode );
}
- GLboolean IsBuffer( GLuint buffer )
+ GLboolean IsBuffer( GLuint buffer ) override
{
return glIsBuffer( buffer );
}
- GLboolean IsEnabled( GLenum cap )
+ GLboolean IsEnabled( GLenum cap ) override
{
return glIsEnabled( cap );
}
- GLboolean IsFramebuffer( GLuint framebuffer )
+ GLboolean IsFramebuffer( GLuint framebuffer ) override
{
return glIsFramebuffer( framebuffer );
}
- GLboolean IsProgram( GLuint program )
+ GLboolean IsProgram( GLuint program ) override
{
return glIsProgram( program );
}
- GLboolean IsRenderbuffer( GLuint renderbuffer )
+ GLboolean IsRenderbuffer( GLuint renderbuffer ) override
{
return glIsRenderbuffer( renderbuffer );
}
- GLboolean IsShader( GLuint shader )
+ GLboolean IsShader( GLuint shader ) override
{
return glIsShader( shader );
}
- GLboolean IsTexture( GLuint texture )
+ GLboolean IsTexture( GLuint texture ) override
{
return glIsTexture( texture );
}
- void LineWidth( GLfloat width )
+ void LineWidth( GLfloat width ) override
{
glLineWidth( width );
}
- void LinkProgram( GLuint program )
+ void LinkProgram( GLuint program ) override
{
glLinkProgram( program );
}
- void PixelStorei( GLenum pname, GLint param )
+ void PixelStorei( GLenum pname, GLint param ) override
{
glPixelStorei( pname, param );
}
- void PolygonOffset( GLfloat factor, GLfloat units )
+ void PolygonOffset( GLfloat factor, GLfloat units ) override
{
glPolygonOffset( factor, units );
}
- void ReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels )
+ void ReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels ) override
{
glReadPixels( x, y, width, height, format, type, pixels );
}
- void ReleaseShaderCompiler( void )
+ void ReleaseShaderCompiler( void ) override
{
glReleaseShaderCompiler();
}
- void RenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height )
+ void RenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height ) override
{
glRenderbufferStorage( target, internalformat, width, height );
}
- void SampleCoverage( GLclampf value, GLboolean invert )
+ void SampleCoverage( GLclampf value, GLboolean invert ) override
{
glSampleCoverage( value, invert );
}
- void Scissor( GLint x, GLint y, GLsizei width, GLsizei height )
+ void Scissor( GLint x, GLint y, GLsizei width, GLsizei height ) override
{
glScissor( x, y, width, height );
}
- void ShaderBinary( GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length )
+ void ShaderBinary( GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length ) override
{
glShaderBinary( n, shaders, binaryformat, binary, length );
}
- void ShaderSource( GLuint shader, GLsizei count, const char** string, const GLint* length )
+ void ShaderSource( GLuint shader, GLsizei count, const char** string, const GLint* length ) override
{
glShaderSource( shader, count, string, length );
}
- void StencilFunc( GLenum func, GLint ref, GLuint mask )
+ void StencilFunc( GLenum func, GLint ref, GLuint mask ) override
{
glStencilFunc( func, ref, mask );
}
- void StencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask )
+ void StencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask ) override
{
glStencilFuncSeparate( face, func, ref, mask );
}
- void StencilMask( GLuint mask )
+ void StencilMask( GLuint mask ) override
{
glStencilMask( mask );
}
- void StencilMaskSeparate( GLenum face, GLuint mask )
+ void StencilMaskSeparate( GLenum face, GLuint mask ) override
{
glStencilMaskSeparate( face, mask );
}
- void StencilOp( GLenum fail, GLenum zfail, GLenum zpass )
+ void StencilOp( GLenum fail, GLenum zfail, GLenum zpass ) override
{
glStencilOp( fail, zfail, zpass );
}
- void StencilOpSeparate( GLenum face, GLenum fail, GLenum zfail, GLenum zpass )
+ void StencilOpSeparate( GLenum face, GLenum fail, GLenum zfail, GLenum zpass ) override
{
glStencilOpSeparate( face, fail, zfail, zpass );
}
- void TexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels )
+ void TexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels ) override
{
glTexImage2D( target, level, internalformat, width, height, border, format, type, pixels );
}
- void TexParameterf( GLenum target, GLenum pname, GLfloat param )
+ void TexParameterf( GLenum target, GLenum pname, GLfloat param ) override
{
glTexParameterf( target, pname, param );
}
- void TexParameterfv( GLenum target, GLenum pname, const GLfloat* params )
+ void TexParameterfv( GLenum target, GLenum pname, const GLfloat* params ) override
{
glTexParameterfv( target, pname, params );
}
- void TexParameteri( GLenum target, GLenum pname, GLint param )
+ void TexParameteri( GLenum target, GLenum pname, GLint param ) override
{
glTexParameteri( target, pname, param );
}
- void TexParameteriv( GLenum target, GLenum pname, const GLint* params )
+ void TexParameteriv( GLenum target, GLenum pname, const GLint* params ) override
{
glTexParameteriv( target, pname, params );
}
- void TexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels )
+ void TexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels ) override
{
glTexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels );
}
- void Uniform1f( GLint location, GLfloat x )
+ void Uniform1f( GLint location, GLfloat x ) override
{
glUniform1f( location, x );
}
- void Uniform1fv( GLint location, GLsizei count, const GLfloat* v )
+ void Uniform1fv( GLint location, GLsizei count, const GLfloat* v ) override
{
glUniform1fv( location, count, v );
}
- void Uniform1i( GLint location, GLint x )
+ void Uniform1i( GLint location, GLint x ) override
{
glUniform1i( location, x );
}
- void Uniform1iv( GLint location, GLsizei count, const GLint* v )
+ void Uniform1iv( GLint location, GLsizei count, const GLint* v ) override
{
glUniform1iv( location, count, v );
}
- void Uniform2f( GLint location, GLfloat x, GLfloat y )
+ void Uniform2f( GLint location, GLfloat x, GLfloat y ) override
{
glUniform2f( location, x, y );
}
- void Uniform2fv( GLint location, GLsizei count, const GLfloat* v )
+ void Uniform2fv( GLint location, GLsizei count, const GLfloat* v ) override
{
glUniform2fv( location, count, v );
}
- void Uniform2i( GLint location, GLint x, GLint y )
+ void Uniform2i( GLint location, GLint x, GLint y ) override
{
glUniform2i( location, x, y );
}
- void Uniform2iv( GLint location, GLsizei count, const GLint* v )
+ void Uniform2iv( GLint location, GLsizei count, const GLint* v ) override
{
glUniform2iv( location, count, v );
}
- void Uniform3f( GLint location, GLfloat x, GLfloat y, GLfloat z )
+ void Uniform3f( GLint location, GLfloat x, GLfloat y, GLfloat z ) override
{
glUniform3f( location, x, y, z );
}
- void Uniform3fv( GLint location, GLsizei count, const GLfloat* v )
+ void Uniform3fv( GLint location, GLsizei count, const GLfloat* v ) override
{
glUniform3fv( location, count, v );
}
- void Uniform3i( GLint location, GLint x, GLint y, GLint z )
+ void Uniform3i( GLint location, GLint x, GLint y, GLint z ) override
{
glUniform3i( location, x, y, z );
}
- void Uniform3iv( GLint location, GLsizei count, const GLint* v )
+ void Uniform3iv( GLint location, GLsizei count, const GLint* v ) override
{
glUniform3iv( location, count, v );
}
- void Uniform4f( GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+ void Uniform4f( GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) override
{
glUniform4f( location, x, y, z, w );
}
- void Uniform4fv( GLint location, GLsizei count, const GLfloat* v )
+ void Uniform4fv( GLint location, GLsizei count, const GLfloat* v ) override
{
glUniform4fv( location, count, v );
}
- void Uniform4i( GLint location, GLint x, GLint y, GLint z, GLint w )
+ void Uniform4i( GLint location, GLint x, GLint y, GLint z, GLint w ) override
{
glUniform4i( location, x, y, z, w );
}
- void Uniform4iv( GLint location, GLsizei count, const GLint* v )
+ void Uniform4iv( GLint location, GLsizei count, const GLint* v ) override
{
glUniform4iv( location, count, v );
}
- void UniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
glUniformMatrix2fv( location, count, transpose, value );
}
- void UniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
glUniformMatrix3fv( location, count, transpose, value );
}
- void UniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
glUniformMatrix4fv( location, count, transpose, value );
}
- void UseProgram( GLuint program )
+ void UseProgram( GLuint program ) override
{
glUseProgram( program );
}
- void ValidateProgram( GLuint program )
+ void ValidateProgram( GLuint program ) override
{
glValidateProgram( program );
}
- void VertexAttrib1f( GLuint indx, GLfloat x )
+ void VertexAttrib1f( GLuint indx, GLfloat x ) override
{
glVertexAttrib1f( indx, x );
}
- void VertexAttrib1fv( GLuint indx, const GLfloat* values )
+ void VertexAttrib1fv( GLuint indx, const GLfloat* values ) override
{
glVertexAttrib1fv( indx, values );
}
- void VertexAttrib2f( GLuint indx, GLfloat x, GLfloat y )
+ void VertexAttrib2f( GLuint indx, GLfloat x, GLfloat y ) override
{
glVertexAttrib2f( indx, x, y );
}
- void VertexAttrib2fv( GLuint indx, const GLfloat* values )
+ void VertexAttrib2fv( GLuint indx, const GLfloat* values ) override
{
glVertexAttrib2fv( indx, values );
}
- void VertexAttrib3f( GLuint indx, GLfloat x, GLfloat y, GLfloat z )
+ void VertexAttrib3f( GLuint indx, GLfloat x, GLfloat y, GLfloat z ) override
{
glVertexAttrib3f( indx, x, y, z );
}
- void VertexAttrib3fv( GLuint indx, const GLfloat* values )
+ void VertexAttrib3fv( GLuint indx, const GLfloat* values ) override
{
glVertexAttrib3fv( indx, values );
}
- void VertexAttrib4f( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+ void VertexAttrib4f( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) override
{
glVertexAttrib4f( indx, x, y, z, w );
}
- void VertexAttrib4fv( GLuint indx, const GLfloat* values )
+ void VertexAttrib4fv( GLuint indx, const GLfloat* values ) override
{
glVertexAttrib4fv( indx, values );
}
- void VertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr )
+ void VertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr ) override
{
glVertexAttribPointer( indx, size, type, normalized, stride, ptr );
}
- void Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
+ void Viewport( GLint x, GLint y, GLsizei width, GLsizei height ) override
{
glViewport( x, y, width, height );
}
/* OpenGL ES 3.0 */
- void ReadBuffer( GLenum mode )
+ void ReadBuffer( GLenum mode ) override
{
mImpl->ReadBuffer( mode );
}
- void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices )
+ void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices ) override
{
mImpl->DrawRangeElements( mode, start, end, count, type, indices );
}
- void TexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels )
+ void TexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels ) override
{
mImpl->TexImage3D( target, level, internalformat, width, height, depth, border, format, type, pixels );
}
- void TexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels )
+ void TexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels ) override
{
mImpl->TexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels );
}
- void CopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height )
+ void CopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) override
{
mImpl->CopyTexSubImage3D( target, level, xoffset, yoffset, zoffset, x, y, width, height );
}
- void CompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data )
+ void CompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data ) override
{
mImpl->CompressedTexImage3D( target, level, internalformat, width, height, depth, border, imageSize, data );
}
- void CompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data )
+ void CompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data ) override
{
mImpl->CompressedTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data );
}
- void GenQueries( GLsizei n, GLuint* ids )
+ void GenQueries( GLsizei n, GLuint* ids ) override
{
mImpl->GenQueries( n, ids );
}
- void DeleteQueries( GLsizei n, const GLuint* ids )
+ void DeleteQueries( GLsizei n, const GLuint* ids ) override
{
mImpl->DeleteQueries( n, ids );
}
- GLboolean IsQuery( GLuint id )
+ GLboolean IsQuery( GLuint id ) override
{
return mImpl->IsQuery( id );
}
- void BeginQuery( GLenum target, GLuint id )
+ void BeginQuery( GLenum target, GLuint id ) override
{
mImpl->BeginQuery( target, id );
}
- void EndQuery( GLenum target )
+ void EndQuery( GLenum target ) override
{
mImpl->EndQuery( target );
}
- void GetQueryiv( GLenum target, GLenum pname, GLint* params )
+ void GetQueryiv( GLenum target, GLenum pname, GLint* params ) override
{
mImpl->GetQueryiv( target, pname, params );
}
- void GetQueryObjectuiv( GLuint id, GLenum pname, GLuint* params )
+ void GetQueryObjectuiv( GLuint id, GLenum pname, GLuint* params ) override
{
mImpl->GetQueryObjectuiv( id, pname, params );
}
- GLboolean UnmapBuffer( GLenum target )
+ GLboolean UnmapBuffer( GLenum target ) override
{
return mImpl->UnmapBuffer( target );
}
- void GetBufferPointerv( GLenum target, GLenum pname, GLvoid** params )
+ void GetBufferPointerv( GLenum target, GLenum pname, GLvoid** params ) override
{
mImpl->GetBufferPointerv( target, pname, params );
}
- void DrawBuffers( GLsizei n, const GLenum* bufs )
+ void DrawBuffers( GLsizei n, const GLenum* bufs ) override
{
mImpl->DrawBuffers( n, bufs );
}
- void UniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
mImpl->UniformMatrix2x3fv( location, count, transpose, value );
}
- void UniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
mImpl->UniformMatrix3x2fv( location, count, transpose, value );
}
- void UniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
mImpl->UniformMatrix2x4fv( location, count, transpose, value );
}
- void UniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
mImpl->UniformMatrix4x2fv( location, count, transpose, value );
}
- void UniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
mImpl->UniformMatrix3x4fv( location, count, transpose, value );
}
- void UniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value )
+ void UniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) override
{
mImpl->UniformMatrix4x3fv( location, count, transpose, value );
}
- void BlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter )
+ void BlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter ) override
{
mImpl->BlitFramebuffer( srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter );
}
- void RenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height )
+ void RenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height ) override
{
mImpl->RenderbufferStorageMultisample( target, samples, internalformat, width, height );
}
- void FramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer )
+ void FramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer ) override
{
mImpl->FramebufferTextureLayer( target, attachment, texture, level, layer );
}
- GLvoid* MapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access )
+ GLvoid* MapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access ) override
{
return mImpl->MapBufferRange( target, offset, length, access );
}
- void FlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length )
+ void FlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length ) override
{
mImpl->FlushMappedBufferRange( target, offset, length );
}
- void BindVertexArray( GLuint array )
+ void BindVertexArray( GLuint array ) override
{
mImpl->BindVertexArray( array );
}
- void DeleteVertexArrays( GLsizei n, const GLuint* arrays )
+ void DeleteVertexArrays( GLsizei n, const GLuint* arrays ) override
{
mImpl->DeleteVertexArrays( n, arrays );
}
- void GenVertexArrays( GLsizei n, GLuint* arrays )
+ void GenVertexArrays( GLsizei n, GLuint* arrays ) override
{
mImpl->GenVertexArrays( n, arrays );
}
- GLboolean IsVertexArray( GLuint array )
+ GLboolean IsVertexArray( GLuint array ) override
{
return mImpl->IsVertexArray( array );
}
- void GetIntegeri_v( GLenum target, GLuint index, GLint* data )
+ void GetIntegeri_v( GLenum target, GLuint index, GLint* data ) override
{
mImpl->GetIntegeri_v( target, index, data );
}
- void BeginTransformFeedback( GLenum primitiveMode )
+ void BeginTransformFeedback( GLenum primitiveMode ) override
{
mImpl->BeginTransformFeedback( primitiveMode );
}
- void EndTransformFeedback( void )
+ void EndTransformFeedback( void ) override
{
mImpl->EndTransformFeedback();
}
- void BindBufferRange( GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size )
+ void BindBufferRange( GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size ) override
{
mImpl->BindBufferRange( target, index, buffer, offset, size );
}
- void BindBufferBase( GLenum target, GLuint index, GLuint buffer )
+ void BindBufferBase( GLenum target, GLuint index, GLuint buffer ) override
{
mImpl->BindBufferBase( target, index, buffer );
}
- void TransformFeedbackVaryings( GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode )
+ void TransformFeedbackVaryings( GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode ) override
{
mImpl->TransformFeedbackVaryings( program, count, varyings, bufferMode );
}
- void GetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name )
+ void GetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name ) override
{
mImpl->GetTransformFeedbackVarying( program, index, bufSize, length, size, type, name );
}
- void VertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer )
+ void VertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer ) override
{
mImpl->VertexAttribIPointer( index, size, type, stride, pointer );
}
- void GetVertexAttribIiv( GLuint index, GLenum pname, GLint* params )
+ void GetVertexAttribIiv( GLuint index, GLenum pname, GLint* params ) override
{
mImpl->GetVertexAttribIiv( index, pname, params );
}
- void GetVertexAttribIuiv( GLuint index, GLenum pname, GLuint* params )
+ void GetVertexAttribIuiv( GLuint index, GLenum pname, GLuint* params ) override
{
mImpl->GetVertexAttribIuiv( index, pname, params );
}
- void VertexAttribI4i( GLuint index, GLint x, GLint y, GLint z, GLint w )
+ void VertexAttribI4i( GLuint index, GLint x, GLint y, GLint z, GLint w ) override
{
mImpl->VertexAttribI4i( index, x, y, z, w );
}
- void VertexAttribI4ui( GLuint index, GLuint x, GLuint y, GLuint z, GLuint w )
+ void VertexAttribI4ui( GLuint index, GLuint x, GLuint y, GLuint z, GLuint w ) override
{
mImpl->VertexAttribI4ui( index, x, y, z, w );
}
- void VertexAttribI4iv( GLuint index, const GLint* v )
+ void VertexAttribI4iv( GLuint index, const GLint* v ) override
{
mImpl->VertexAttribI4iv( index, v );
}
- void VertexAttribI4uiv( GLuint index, const GLuint* v )
+ void VertexAttribI4uiv( GLuint index, const GLuint* v ) override
{
mImpl->VertexAttribI4uiv( index, v );
}
- void GetUniformuiv( GLuint program, GLint location, GLuint* params )
+ void GetUniformuiv( GLuint program, GLint location, GLuint* params ) override
{
mImpl->GetUniformuiv( program, location, params );
}
- GLint GetFragDataLocation( GLuint program, const GLchar *name )
+ GLint GetFragDataLocation( GLuint program, const GLchar *name ) override
{
return mImpl->GetFragDataLocation( program, name );
}
- void Uniform1ui( GLint location, GLuint v0 )
+ void Uniform1ui( GLint location, GLuint v0 ) override
{
mImpl->Uniform1ui( location, v0 );
}
- void Uniform2ui( GLint location, GLuint v0, GLuint v1 )
+ void Uniform2ui( GLint location, GLuint v0, GLuint v1 ) override
{
mImpl->Uniform2ui( location, v0, v1 );
}
- void Uniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2 )
+ void Uniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2 ) override
{
mImpl->Uniform3ui( location, v0, v1, v2 );
}
- void Uniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 )
+ void Uniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ) override
{
mImpl->Uniform4ui( location, v0, v1, v2, v3 );
}
- void Uniform1uiv( GLint location, GLsizei count, const GLuint* value )
+ void Uniform1uiv( GLint location, GLsizei count, const GLuint* value ) override
{
mImpl->Uniform1uiv( location, count, value );
}
- void Uniform2uiv( GLint location, GLsizei count, const GLuint* value )
+ void Uniform2uiv( GLint location, GLsizei count, const GLuint* value ) override
{
mImpl->Uniform2uiv( location, count, value );
}
- void Uniform3uiv( GLint location, GLsizei count, const GLuint* value )
+ void Uniform3uiv( GLint location, GLsizei count, const GLuint* value ) override
{
mImpl->Uniform3uiv( location, count, value );
}
- void Uniform4uiv( GLint location, GLsizei count, const GLuint* value )
+ void Uniform4uiv( GLint location, GLsizei count, const GLuint* value ) override
{
mImpl->Uniform4uiv( location, count, value );
}
- void ClearBufferiv( GLenum buffer, GLint drawbuffer, const GLint* value )
+ void ClearBufferiv( GLenum buffer, GLint drawbuffer, const GLint* value ) override
{
mImpl->ClearBufferiv( buffer, drawbuffer, value );
}
- void ClearBufferuiv( GLenum buffer, GLint drawbuffer, const GLuint* value )
+ void ClearBufferuiv( GLenum buffer, GLint drawbuffer, const GLuint* value ) override
{
mImpl->ClearBufferuiv( buffer, drawbuffer, value );
}
- void ClearBufferfv( GLenum buffer, GLint drawbuffer, const GLfloat* value )
+ void ClearBufferfv( GLenum buffer, GLint drawbuffer, const GLfloat* value ) override
{
mImpl->ClearBufferfv( buffer, drawbuffer, value );
}
- void ClearBufferfi( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil )
+ void ClearBufferfi( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil ) override
{
mImpl->ClearBufferfi( buffer, drawbuffer, depth, stencil );
}
- const GLubyte* GetStringi( GLenum name, GLuint index )
+ const GLubyte* GetStringi( GLenum name, GLuint index ) override
{
return mImpl->GetStringi( name, index );
}
- void CopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size )
+ void CopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size ) override
{
mImpl->CopyBufferSubData( readTarget, writeTarget, readOffset, writeOffset, size );
}
- void GetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices )
+ void GetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices ) override
{
mImpl->GetUniformIndices( program, uniformCount, uniformNames, uniformIndices );
}
- void GetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params )
+ void GetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params ) override
{
mImpl->GetActiveUniformsiv( program, uniformCount, uniformIndices, pname, params );
}
- GLuint GetUniformBlockIndex( GLuint program, const GLchar* uniformBlockName )
+ GLuint GetUniformBlockIndex( GLuint program, const GLchar* uniformBlockName ) override
{
return mImpl->GetUniformBlockIndex( program, uniformBlockName );
}
- void GetActiveUniformBlockiv( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params )
+ void GetActiveUniformBlockiv( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params ) override
{
mImpl->GetActiveUniformBlockiv( program, uniformBlockIndex, pname, params );
}
- void GetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName )
+ void GetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName ) override
{
mImpl->GetActiveUniformBlockName( program, uniformBlockIndex, bufSize, length, uniformBlockName );
}
- void UniformBlockBinding( GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding )
+ void UniformBlockBinding( GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding ) override
{
mImpl->UniformBlockBinding( program, uniformBlockIndex, uniformBlockBinding );
}
- void DrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei instanceCount )
+ void DrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei instanceCount ) override
{
mImpl->DrawArraysInstanced( mode, first, count, instanceCount );
}
- void DrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei instanceCount )
+ void DrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei instanceCount ) override
{
mImpl->DrawElementsInstanced( mode, count, type, indices, instanceCount );
}
- GLsync FenceSync( GLenum condition, GLbitfield flags )
+ GLsync FenceSync( GLenum condition, GLbitfield flags ) override
{
return mImpl->FenceSync( condition, flags );
}
- GLboolean IsSync( GLsync sync )
+ GLboolean IsSync( GLsync sync ) override
{
return mImpl->IsSync( sync );
}
- void DeleteSync( GLsync sync )
+ void DeleteSync( GLsync sync ) override
{
mImpl->DeleteSync( sync );
}
- GLenum ClientWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout )
+ GLenum ClientWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout ) override
{
return mImpl->ClientWaitSync( sync, flags, timeout );
}
- void WaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout )
+ void WaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout ) override
{
mImpl->WaitSync( sync, flags, timeout );
}
- void GetInteger64v( GLenum pname, GLint64* params )
+ void GetInteger64v( GLenum pname, GLint64* params ) override
{
mImpl->GetInteger64v( pname, params );
}
- void GetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values )
+ void GetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values ) override
{
mImpl->GetSynciv( sync, pname, bufSize, length, values );
}
- void GetInteger64i_v( GLenum target, GLuint index, GLint64* data )
+ void GetInteger64i_v( GLenum target, GLuint index, GLint64* data ) override
{
mImpl->GetInteger64i_v( target, index, data );
}
- void GetBufferParameteri64v( GLenum target, GLenum pname, GLint64* params )
+ void GetBufferParameteri64v( GLenum target, GLenum pname, GLint64* params ) override
{
mImpl->GetBufferParameteri64v( target, pname, params );
}
- void GenSamplers( GLsizei count, GLuint* samplers )
+ void GenSamplers( GLsizei count, GLuint* samplers ) override
{
mImpl->GenSamplers( count, samplers );
}
- void DeleteSamplers( GLsizei count, const GLuint* samplers )
+ void DeleteSamplers( GLsizei count, const GLuint* samplers ) override
{
mImpl->DeleteSamplers( count, samplers );
}
- GLboolean IsSampler( GLuint sampler )
+ GLboolean IsSampler( GLuint sampler ) override
{
return mImpl->IsSampler( sampler );
}
- void BindSampler( GLuint unit, GLuint sampler )
+ void BindSampler( GLuint unit, GLuint sampler ) override
{
mImpl->BindSampler( unit, sampler );
}
- void SamplerParameteri( GLuint sampler, GLenum pname, GLint param )
+ void SamplerParameteri( GLuint sampler, GLenum pname, GLint param ) override
{
mImpl->SamplerParameteri( sampler, pname, param );
}
- void SamplerParameteriv( GLuint sampler, GLenum pname, const GLint* param )
+ void SamplerParameteriv( GLuint sampler, GLenum pname, const GLint* param ) override
{
mImpl->SamplerParameteriv( sampler, pname, param );
}
- void SamplerParameterf( GLuint sampler, GLenum pname, GLfloat param )
+ void SamplerParameterf( GLuint sampler, GLenum pname, GLfloat param ) override
{
mImpl->SamplerParameterf( sampler, pname, param );
}
- void SamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat* param )
+ void SamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat* param ) override
{
mImpl->SamplerParameterfv( sampler, pname, param );
}
- void GetSamplerParameteriv( GLuint sampler, GLenum pname, GLint* params )
+ void GetSamplerParameteriv( GLuint sampler, GLenum pname, GLint* params ) override
{
mImpl->GetSamplerParameteriv( sampler, pname, params );
}
- void GetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat* params )
+ void GetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat* params ) override
{
mImpl->GetSamplerParameterfv( sampler, pname, params );
}
- void VertexAttribDivisor( GLuint index, GLuint divisor )
+ void VertexAttribDivisor( GLuint index, GLuint divisor ) override
{
mImpl->VertexAttribDivisor( index, divisor );
}
- void BindTransformFeedback( GLenum target, GLuint id )
+ void BindTransformFeedback( GLenum target, GLuint id ) override
{
mImpl->BindTransformFeedback( target, id );
}
- void DeleteTransformFeedbacks( GLsizei n, const GLuint* ids )
+ void DeleteTransformFeedbacks( GLsizei n, const GLuint* ids ) override
{
mImpl->DeleteTransformFeedbacks( n, ids );
}
- void GenTransformFeedbacks( GLsizei n, GLuint* ids )
+ void GenTransformFeedbacks( GLsizei n, GLuint* ids ) override
{
mImpl->GenTransformFeedbacks( n, ids );
}
- GLboolean IsTransformFeedback( GLuint id )
+ GLboolean IsTransformFeedback( GLuint id ) override
{
return mImpl->IsTransformFeedback( id );
}
- void PauseTransformFeedback( void )
+ void PauseTransformFeedback( void ) override
{
mImpl->PauseTransformFeedback();
}
- void ResumeTransformFeedback( void )
+ void ResumeTransformFeedback( void ) override
{
mImpl->ResumeTransformFeedback();
}
- void GetProgramBinary( GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary )
+ void GetProgramBinary( GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary ) override
{
mImpl->GetProgramBinary( program, bufSize, length, binaryFormat, binary );
}
- void ProgramBinary( GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length )
+ void ProgramBinary( GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length ) override
{
mImpl->ProgramBinary( program, binaryFormat, binary, length );
}
- void ProgramParameteri( GLuint program, GLenum pname, GLint value )
+ void ProgramParameteri( GLuint program, GLenum pname, GLint value ) override
{
mImpl->ProgramParameteri( program, pname, value );
}
- void InvalidateFramebuffer( GLenum target, GLsizei numAttachments, const GLenum* attachments )
+ void InvalidateFramebuffer( GLenum target, GLsizei numAttachments, const GLenum* attachments ) override
{
mImpl->InvalidateFramebuffer( target, numAttachments, attachments );
}
- void InvalidateSubFramebuffer( GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height )
+ void InvalidateSubFramebuffer( GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height ) override
{
mImpl->InvalidateSubFramebuffer( target, numAttachments, attachments, x, y, width, height );
}
- void TexStorage2D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height )
+ void TexStorage2D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height ) override
{
mImpl->TexStorage2D( target, levels, internalformat, width, height );
}
- void TexStorage3D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth )
+ void TexStorage3D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth ) override
{
mImpl->TexStorage3D( target, levels, internalformat, width, height, depth );
}
- void GetInternalformativ( GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params )
+ void GetInternalformativ( GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params ) override
{
mImpl->GetInternalformativ( target, internalformat, pname, bufSize, params );
}