}
}
- _gles3_api.glFramebufferTexture(target, attachment, texture, level);
-}
-
-static void
-_evgl_glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
-{
- EVGL_Resource *rsc;
- EVGL_Context *ctx;
-
- if (!(rsc=_evgl_tls_resource_get()))
- {
- ERR("Unable to execute GL command. Error retrieving tls");
- return;
- }
-
- if (!rsc->current_eng)
- {
- ERR("Unable to retrive Current Engine");
- return;
- }
-
- ctx = rsc->current_ctx;
- if (!ctx)
- {
- ERR("Unable to retrive Current Context");
- return;
- }
-
- if (!_evgl_direct_enabled())
- {
- if (ctx->version == EVAS_GL_GLES_3_X)
- {
- if (target == GL_DRAW_FRAMEBUFFER || target == GL_FRAMEBUFFER)
- {
- if (ctx->current_draw_fbo == 0)
- {
- SET_GL_ERROR(GL_INVALID_OPERATION);
- return;
- }
- }
- else if (target == GL_READ_FRAMEBUFFER)
- {
- if (ctx->current_read_fbo == 0)
- {
- SET_GL_ERROR(GL_INVALID_OPERATION);
- return;
- }
- }
- }
- }
-
- _gles3_api.glFramebufferTextureLayer(target, attachment, texture, level, layer);
+ _gles3_api.glFramebufferTexture(target, attachment, texture, level);
}
ORD(glVertexAttribIFormat);
ORD(glVertexAttribBinding);
ORD(glVertexBindingDivisor);
+ case 0:
+ ORD(glBeginQuery);
+ ORD(glBeginTransformFeedback);
+ ORD(glBindBufferBase);
+ ORD(glBindBufferRange);
+ ORD(glBindSampler);
+ ORD(glBindTransformFeedback);
+ ORD(glBindVertexArray);
+ ORD(glBlitFramebuffer);
+ ORD(glClearBufferfi);
+ ORD(glClearBufferfv);
+ ORD(glClearBufferiv);
+ ORD(glClearBufferuiv);
+ ORD(glClientWaitSync);
+ ORD(glCompressedTexImage3D);
+ ORD(glCompressedTexSubImage3D);
+ ORD(glCopyBufferSubData);
+ ORD(glCopyTexSubImage3D);
+ ORD(glDeleteQueries);
+ ORD(glDeleteSamplers);
+ ORD(glDeleteSync);
+ ORD(glDeleteTransformFeedbacks);
+ ORD(glDeleteVertexArrays);
+ ORD(glDrawArraysInstanced);
+ ORD(glDrawBuffers);
+ ORD(glDrawElementsInstanced);
+ ORD(glDrawRangeElements);
+ ORD(glEndQuery);
+ ORD(glEndTransformFeedback);
+ ORD(glFenceSync);
+ ORD(glFlushMappedBufferRange);
+ ORD(glFramebufferTextureLayer);
+ ORD(glGenQueries);
+ ORD(glGenSamplers);
+ ORD(glGenTransformFeedbacks);
+ ORD(glGenVertexArrays);
+ ORD(glGetActiveUniformBlockiv);
+ ORD(glGetActiveUniformBlockName);
+ ORD(glGetActiveUniformsiv);
+ ORD(glGetBufferParameteri64v);
+ ORD(glGetBufferPointerv);
+ ORD(glGetFragDataLocation);
+ ORD(glGetInteger64i_v);
+ ORD(glGetInteger64v);
+ ORD(glGetIntegeri_v);
+ ORD(glGetInternalformativ);
+ ORD(glGetProgramBinary);
+ ORD(glGetQueryiv);
+ ORD(glGetQueryObjectuiv);
+ ORD(glGetSamplerParameterfv);
+ ORD(glGetSamplerParameteriv);
+ ORD(glGetStringi);
+ ORD(glGetSynciv);
+ ORD(glGetTransformFeedbackVarying);
+ ORD(glGetUniformBlockIndex);
+ ORD(glGetUniformIndices);
+ ORD(glGetUniformuiv);
+ ORD(glGetVertexAttribIiv);
+ ORD(glGetVertexAttribIuiv);
+ ORD(glInvalidateFramebuffer);
+ ORD(glInvalidateSubFramebuffer);
+ ORD(glIsQuery);
+ ORD(glIsSampler);
+ ORD(glIsSync);
+ ORD(glIsTransformFeedback);
+ ORD(glIsVertexArray);
+ ORD(glMapBufferRange);
+ ORD(glPauseTransformFeedback);
+ ORD(glProgramBinary);
+ ORD(glProgramParameteri);
+ ORD(glReadBuffer);
+ ORD(glRenderbufferStorageMultisample);
+ ORD(glResumeTransformFeedback);
+ ORD(glSamplerParameterf);
+ ORD(glSamplerParameterfv);
+ ORD(glSamplerParameteri);
+ ORD(glSamplerParameteriv);
+ ORD(glTexImage3D);
+ ORD(glTexStorage2D);
+ ORD(glTexStorage3D);
+ ORD(glTexSubImage3D);
+ ORD(glTransformFeedbackVaryings);
+ ORD(glUniform1ui);
+ ORD(glUniform1uiv);
+ ORD(glUniform2ui);
+ ORD(glUniform2uiv);
+ ORD(glUniform3ui);
+ ORD(glUniform3uiv);
+ ORD(glUniform4ui);
+ ORD(glUniform4uiv);
+ ORD(glUniformBlockBinding);
+ ORD(glUniformMatrix2x3fv);
+ ORD(glUniformMatrix3x2fv);
+ ORD(glUniformMatrix2x4fv);
+ ORD(glUniformMatrix4x2fv);
+ ORD(glUniformMatrix3x4fv);
+ ORD(glUniformMatrix4x3fv);
+ ORD(glUnmapBuffer);
+ ORD(glVertexAttribDivisor);
+ ORD(glVertexAttribI4i);
+ ORD(glVertexAttribI4iv);
+ ORD(glVertexAttribI4ui);
+ ORD(glVertexAttribI4uiv);
+ ORD(glVertexAttribIPointer);
+ ORD(glWaitSync);
}
#undef ORD
ORD(glVertexAttribIFormat);
ORD(glVertexAttribBinding);
ORD(glVertexBindingDivisor);
+ case 0:
+ ORD(glBeginQuery);
+ ORD(glBeginTransformFeedback);
+ ORD(glBindBufferBase);
+ ORD(glBindBufferRange);
+ ORD(glBindSampler);
+ ORD(glBindTransformFeedback);
+ ORD(glBindVertexArray);
+ ORD(glBlitFramebuffer);
+ ORD(glClearBufferfi);
+ ORD(glClearBufferfv);
+ ORD(glClearBufferiv);
+ ORD(glClearBufferuiv);
+ ORD(glClientWaitSync);
+ ORD(glCompressedTexImage3D);
+ ORD(glCompressedTexSubImage3D);
+ ORD(glCopyBufferSubData);
+ ORD(glCopyTexSubImage3D);
+ ORD(glDeleteQueries);
+ ORD(glDeleteSamplers);
+ ORD(glDeleteSync);
+ ORD(glDeleteTransformFeedbacks);
+ ORD(glDeleteVertexArrays);
+ ORD(glDrawArraysInstanced);
+ ORD(glDrawBuffers);
+ ORD(glDrawElementsInstanced);
+ ORD(glDrawRangeElements);
+ ORD(glEndQuery);
+ ORD(glEndTransformFeedback);
+ ORD(glFenceSync);
+ ORD(glFlushMappedBufferRange);
+ ORD(glFramebufferTextureLayer);
+ ORD(glGenQueries);
+ ORD(glGenSamplers);
+ ORD(glGenTransformFeedbacks);
+ ORD(glGenVertexArrays);
+ ORD(glGetActiveUniformBlockiv);
+ ORD(glGetActiveUniformBlockName);
+ ORD(glGetActiveUniformsiv);
+ ORD(glGetBufferParameteri64v);
+ ORD(glGetBufferPointerv);
+ ORD(glGetFragDataLocation);
+ ORD(glGetInteger64i_v);
+ ORD(glGetInteger64v);
+ ORD(glGetIntegeri_v);
+ ORD(glGetInternalformativ);
+ ORD(glGetProgramBinary);
+ ORD(glGetQueryiv);
+ ORD(glGetQueryObjectuiv);
+ ORD(glGetSamplerParameterfv);
+ ORD(glGetSamplerParameteriv);
+ ORD(glGetStringi);
+ ORD(glGetSynciv);
+ ORD(glGetTransformFeedbackVarying);
+ ORD(glGetUniformBlockIndex);
+ ORD(glGetUniformIndices);
+ ORD(glGetUniformuiv);
+ ORD(glGetVertexAttribIiv);
+ ORD(glGetVertexAttribIuiv);
+ ORD(glInvalidateFramebuffer);
+ ORD(glInvalidateSubFramebuffer);
+ ORD(glIsQuery);
+ ORD(glIsSampler);
+ ORD(glIsSync);
+ ORD(glIsTransformFeedback);
+ ORD(glIsVertexArray);
+ ORD(glMapBufferRange);
+ ORD(glPauseTransformFeedback);
+ ORD(glProgramBinary);
+ ORD(glProgramParameteri);
+ ORD(glReadBuffer);
+ ORD(glRenderbufferStorageMultisample);
+ ORD(glResumeTransformFeedback);
+ ORD(glSamplerParameterf);
+ ORD(glSamplerParameterfv);
+ ORD(glSamplerParameteri);
+ ORD(glSamplerParameteriv);
+ ORD(glTexImage3D);
+ ORD(glTexStorage2D);
+ ORD(glTexStorage3D);
+ ORD(glTexSubImage3D);
+ ORD(glTransformFeedbackVaryings);
+ ORD(glUniform1ui);
+ ORD(glUniform1uiv);
+ ORD(glUniform2ui);
+ ORD(glUniform2uiv);
+ ORD(glUniform3ui);
+ ORD(glUniform3uiv);
+ ORD(glUniform4ui);
+ ORD(glUniform4uiv);
+ ORD(glUniformBlockBinding);
+ ORD(glUniformMatrix2x3fv);
+ ORD(glUniformMatrix3x2fv);
+ ORD(glUniformMatrix2x4fv);
+ ORD(glUniformMatrix4x2fv);
+ ORD(glUniformMatrix3x4fv);
+ ORD(glUniformMatrix4x3fv);
+ ORD(glUnmapBuffer);
+ ORD(glVertexAttribDivisor);
+ ORD(glVertexAttribI4i);
+ ORD(glVertexAttribI4iv);
+ ORD(glVertexAttribI4ui);
+ ORD(glVertexAttribI4uiv);
+ ORD(glVertexAttribIPointer);
+ ORD(glWaitSync);
}
#undef ORD
ORD(glVertexAttribIFormat);
ORD(glVertexAttribBinding);
ORD(glVertexBindingDivisor);
+ case 0:
+ ORD(glBeginQuery);
+ ORD(glBeginTransformFeedback);
+ ORD(glBindBufferBase);
+ ORD(glBindBufferRange);
+ ORD(glBindSampler);
+ ORD(glBindTransformFeedback);
+ ORD(glBindVertexArray);
+ ORD(glBlitFramebuffer);
+ ORD(glClearBufferfi);
+ ORD(glClearBufferfv);
+ ORD(glClearBufferiv);
+ ORD(glClearBufferuiv);
+ ORD(glClientWaitSync);
+ ORD(glCompressedTexImage3D);
+ ORD(glCompressedTexSubImage3D);
+ ORD(glCopyBufferSubData);
+ ORD(glCopyTexSubImage3D);
+ ORD(glDeleteQueries);
+ ORD(glDeleteSamplers);
+ ORD(glDeleteSync);
+ ORD(glDeleteTransformFeedbacks);
+ ORD(glDeleteVertexArrays);
+ ORD(glDrawArraysInstanced);
+ ORD(glDrawBuffers);
+ ORD(glDrawElementsInstanced);
+ ORD(glDrawRangeElements);
+ ORD(glEndQuery);
+ ORD(glEndTransformFeedback);
+ ORD(glFenceSync);
+ ORD(glFlushMappedBufferRange);
+ ORD(glFramebufferTextureLayer);
+ ORD(glGenQueries);
+ ORD(glGenSamplers);
+ ORD(glGenTransformFeedbacks);
+ ORD(glGenVertexArrays);
+ ORD(glGetActiveUniformBlockiv);
+ ORD(glGetActiveUniformBlockName);
+ ORD(glGetActiveUniformsiv);
+ ORD(glGetBufferParameteri64v);
+ ORD(glGetBufferPointerv);
+ ORD(glGetFragDataLocation);
+ ORD(glGetInteger64i_v);
+ ORD(glGetInteger64v);
+ ORD(glGetIntegeri_v);
+ ORD(glGetInternalformativ);
+ ORD(glGetProgramBinary);
+ ORD(glGetQueryiv);
+ ORD(glGetQueryObjectuiv);
+ ORD(glGetSamplerParameterfv);
+ ORD(glGetSamplerParameteriv);
+ ORD(glGetStringi);
+ ORD(glGetSynciv);
+ ORD(glGetTransformFeedbackVarying);
+ ORD(glGetUniformBlockIndex);
+ ORD(glGetUniformIndices);
+ ORD(glGetUniformuiv);
+ ORD(glGetVertexAttribIiv);
+ ORD(glGetVertexAttribIuiv);
+ ORD(glInvalidateFramebuffer);
+ ORD(glInvalidateSubFramebuffer);
+ ORD(glIsQuery);
+ ORD(glIsSampler);
+ ORD(glIsSync);
+ ORD(glIsTransformFeedback);
+ ORD(glIsVertexArray);
+ ORD(glMapBufferRange);
+ ORD(glPauseTransformFeedback);
+ ORD(glProgramBinary);
+ ORD(glProgramParameteri);
+ ORD(glReadBuffer);
+ ORD(glRenderbufferStorageMultisample);
+ ORD(glResumeTransformFeedback);
+ ORD(glSamplerParameterf);
+ ORD(glSamplerParameterfv);
+ ORD(glSamplerParameteri);
+ ORD(glSamplerParameteriv);
+ ORD(glTexImage3D);
+ ORD(glTexStorage2D);
+ ORD(glTexStorage3D);
+ ORD(glTexSubImage3D);
+ ORD(glTransformFeedbackVaryings);
+ ORD(glUniform1ui);
+ ORD(glUniform1uiv);
+ ORD(glUniform2ui);
+ ORD(glUniform2uiv);
+ ORD(glUniform3ui);
+ ORD(glUniform3uiv);
+ ORD(glUniform4ui);
+ ORD(glUniform4uiv);
+ ORD(glUniformBlockBinding);
+ ORD(glUniformMatrix2x3fv);
+ ORD(glUniformMatrix3x2fv);
+ ORD(glUniformMatrix2x4fv);
+ ORD(glUniformMatrix4x2fv);
+ ORD(glUniformMatrix3x4fv);
+ ORD(glUniformMatrix4x3fv);
+ ORD(glUnmapBuffer);
+ ORD(glVertexAttribDivisor);
+ ORD(glVertexAttribI4i);
+ ORD(glVertexAttribI4iv);
+ ORD(glVertexAttribI4ui);
+ ORD(glVertexAttribI4uiv);
+ ORD(glVertexAttribIPointer);
+ ORD(glWaitSync);
}
#undef ORD