m_gl.depthRange(near, far);
}
+void CallLogWrapper::glDepthRangeArrayfvOES (glw::GLuint first, glw::GLsizei count, const glw::GLfloat *v)
+{
+ if (m_enableLog)
+ m_log << TestLog::Message << "glDepthRangeArrayfvOES(" << first << ", " << count << ", " << toHex(reinterpret_cast<deUintptr>(static_cast<const void*>(v))) << ");" << TestLog::EndMessage;
+ m_gl.depthRangeArrayfvOES(first, count, v);
+}
+
void CallLogWrapper::glDepthRangeArrayv (glw::GLuint first, glw::GLsizei count, const glw::GLdouble *v)
{
if (m_enableLog)
m_gl.depthRangeIndexed(index, n, f);
}
+void CallLogWrapper::glDepthRangeIndexedfOES (glw::GLuint index, glw::GLfloat n, glw::GLfloat f)
+{
+ if (m_enableLog)
+ m_log << TestLog::Message << "glDepthRangeIndexedfOES(" << index << ", " << n << ", " << f << ");" << TestLog::EndMessage;
+ m_gl.depthRangeIndexedfOES(index, n, f);
+}
+
void CallLogWrapper::glDepthRangef (glw::GLfloat n, glw::GLfloat f)
{
if (m_enableLog)
void glDepthFunc (glw::GLenum func);
void glDepthMask (glw::GLboolean flag);
void glDepthRange (glw::GLdouble near, glw::GLdouble far);
+void glDepthRangeArrayfvOES (glw::GLuint first, glw::GLsizei count, const glw::GLfloat *v);
void glDepthRangeArrayv (glw::GLuint first, glw::GLsizei count, const glw::GLdouble *v);
void glDepthRangeIndexed (glw::GLuint index, glw::GLdouble n, glw::GLdouble f);
+void glDepthRangeIndexedfOES (glw::GLuint index, glw::GLfloat n, glw::GLfloat f);
void glDepthRangef (glw::GLfloat n, glw::GLfloat f);
void glDetachShader (glw::GLuint program, glw::GLuint shader);
void glDisable (glw::GLenum cap);
#define glDepthFunc glwDepthFunc
#define glDepthMask glwDepthMask
#define glDepthRange glwDepthRange
+#define glDepthRangeArrayfvOES glwDepthRangeArrayfvOES
#define glDepthRangeArrayv glwDepthRangeArrayv
#define glDepthRangeIndexed glwDepthRangeIndexed
+#define glDepthRangeIndexedfOES glwDepthRangeIndexedfOES
#define glDepthRangef glwDepthRangef
#define glDetachShader glwDetachShader
#define glDisable glwDisable
void glwDepthFunc (GLenum func);
void glwDepthMask (GLboolean flag);
void glwDepthRange (GLdouble near, GLdouble far);
+void glwDepthRangeArrayfvOES (GLuint first, GLsizei count, const GLfloat *v);
void glwDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v);
void glwDepthRangeIndexed (GLuint index, GLdouble n, GLdouble f);
+void glwDepthRangeIndexedfOES (GLuint index, GLfloat n, GLfloat f);
void glwDepthRangef (GLfloat n, GLfloat f);
void glwDetachShader (GLuint program, GLuint shader);
void glwDisable (GLenum cap);
#define GL_ACTIVE_PROGRAM 0x8259
#define GL_PROGRAM_PIPELINE_BINDING 0x825A
#define GL_MAX_VIEWPORTS 0x825B
+#define GL_MAX_VIEWPORTS_OES 0x825B
#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C
+#define GL_VIEWPORT_SUBPIXEL_BITS_OES 0x825C
#define GL_VIEWPORT_BOUNDS_RANGE 0x825D
+#define GL_VIEWPORT_BOUNDS_RANGE_OES 0x825D
#define GL_LAYER_PROVOKING_VERTEX 0x825E
#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E
#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
+#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES 0x825F
#define GL_UNDEFINED_VERTEX 0x8260
#define GL_UNDEFINED_VERTEX_EXT 0x8260
#define GL_NO_RESET_NOTIFICATION 0x8261
typedef GLW_APICALL void (GLW_APIENTRY* glDepthFuncFunc) (GLenum func);
typedef GLW_APICALL void (GLW_APIENTRY* glDepthMaskFunc) (GLboolean flag);
typedef GLW_APICALL void (GLW_APIENTRY* glDepthRangeFunc) (GLdouble near, GLdouble far);
+typedef GLW_APICALL void (GLW_APIENTRY* glDepthRangeArrayfvOESFunc) (GLuint first, GLsizei count, const GLfloat *v);
typedef GLW_APICALL void (GLW_APIENTRY* glDepthRangeArrayvFunc) (GLuint first, GLsizei count, const GLdouble *v);
typedef GLW_APICALL void (GLW_APIENTRY* glDepthRangeIndexedFunc) (GLuint index, GLdouble n, GLdouble f);
+typedef GLW_APICALL void (GLW_APIENTRY* glDepthRangeIndexedfOESFunc) (GLuint index, GLfloat n, GLfloat f);
typedef GLW_APICALL void (GLW_APIENTRY* glDepthRangefFunc) (GLfloat n, GLfloat f);
typedef GLW_APICALL void (GLW_APIENTRY* glDetachShaderFunc) (GLuint program, GLuint shader);
typedef GLW_APICALL void (GLW_APIENTRY* glDisableFunc) (GLenum cap);
glDepthFuncFunc depthFunc;
glDepthMaskFunc depthMask;
glDepthRangeFunc depthRange;
+glDepthRangeArrayfvOESFunc depthRangeArrayfvOES;
glDepthRangeArrayvFunc depthRangeArrayv;
glDepthRangeIndexedFunc depthRangeIndexed;
+glDepthRangeIndexedfOESFunc depthRangeIndexedfOES;
glDepthRangefFunc depthRangef;
glDetachShaderFunc detachShader;
glDisableFunc disable;
gl->depthRange(near, far);
}
+void glwDepthRangeArrayfvOES (GLuint first, GLsizei count, const GLfloat *v)
+{
+ const glw::Functions* gl = glw::getCurrentThreadFunctions();
+ if (!gl)
+ return;
+ gl->depthRangeArrayfvOES(first, count, v);
+}
+
void glwDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v)
{
const glw::Functions* gl = glw::getCurrentThreadFunctions();
gl->depthRangeIndexed(index, n, f);
}
+void glwDepthRangeIndexedfOES (GLuint index, GLfloat n, GLfloat f)
+{
+ const glw::Functions* gl = glw::getCurrentThreadFunctions();
+ if (!gl)
+ return;
+ gl->depthRangeIndexedfOES(index, n, f);
+}
+
void glwDepthRangef (GLfloat n, GLfloat f)
{
const glw::Functions* gl = glw::getCurrentThreadFunctions();
gl->isVertexArray = (glIsVertexArrayFunc) loader->get("glIsVertexArrayOES");
}
+if (de::contains(extSet, "GL_OES_viewport_array"))
+{
+ gl->depthRangeArrayfvOES = (glDepthRangeArrayfvOESFunc) loader->get("glDepthRangeArrayfvOES");
+ gl->depthRangeIndexedfOES = (glDepthRangeIndexedfOESFunc) loader->get("glDepthRangeIndexedfOES");
+ gl->disablei = (glDisableiFunc) loader->get("glDisableiOES");
+ gl->enablei = (glEnableiFunc) loader->get("glEnableiOES");
+ gl->getFloati_v = (glGetFloati_vFunc) loader->get("glGetFloati_vOES");
+ gl->isEnabledi = (glIsEnablediFunc) loader->get("glIsEnablediOES");
+ gl->scissorArrayv = (glScissorArrayvFunc) loader->get("glScissorArrayvOES");
+ gl->scissorIndexed = (glScissorIndexedFunc) loader->get("glScissorIndexedOES");
+ gl->scissorIndexedv = (glScissorIndexedvFunc) loader->get("glScissorIndexedvOES");
+ gl->viewportArrayv = (glViewportArrayvFunc) loader->get("glViewportArrayvOES");
+ gl->viewportIndexedf = (glViewportIndexedfFunc) loader->get("glViewportIndexedfOES");
+ gl->viewportIndexedfv = (glViewportIndexedfvFunc) loader->get("glViewportIndexedfvOES");
+}
+
if (de::contains(extSet, "GL_NV_internalformat_sample_query"))
{
gl->getInternalformatSampleivNV = (glGetInternalformatSampleivNVFunc) loader->get("glGetInternalformatSampleivNV");
}
+GLW_APICALL void GLW_APIENTRY glDepthRangeArrayfvOES (GLuint first, GLsizei count, const GLfloat *v)
+{
+ DE_UNREF(first);
+ DE_UNREF(count);
+ DE_UNREF(v);
+
+}
+
GLW_APICALL void GLW_APIENTRY glDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v)
{
DE_UNREF(first);
}
+GLW_APICALL void GLW_APIENTRY glDepthRangeIndexedfOES (GLuint index, GLfloat n, GLfloat f)
+{
+ DE_UNREF(index);
+ DE_UNREF(n);
+ DE_UNREF(f);
+
+}
+
GLW_APICALL void GLW_APIENTRY glDepthRangef (GLfloat n, GLfloat f)
{
DE_UNREF(n);
gl->depthFunc = glDepthFunc;
gl->depthMask = glDepthMask;
gl->depthRange = glDepthRange;
+gl->depthRangeArrayfvOES = glDepthRangeArrayfvOES;
gl->depthRangeArrayv = glDepthRangeArrayv;
gl->depthRangeIndexed = glDepthRangeIndexed;
+gl->depthRangeIndexedfOES = glDepthRangeIndexedfOES;
gl->depthRangef = glDepthRangef;
gl->detachShader = glDetachShader;
gl->disable = glDisable;
'GL_OES_stencil4',
'GL_OES_mapbuffer',
'GL_OES_vertex_array_object',
+ 'GL_OES_viewport_array',
'GL_ARB_clip_control',
'GL_ARB_buffer_storage',
'GL_ARB_compute_shader',