aboutsummaryrefslogtreecommitdiff
path: root/opengles-3.1-stubs/GLESv2.c
blob: c58f0f7772efd23828bef3a93d70703f1a02dfd9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
#include <stdio.h>

#define PRINT_STUB_ERROR printf("\n!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\nERROR: %s from stub libGLESv2.so library called! This library can be used to resolve OpenGL ES symbols at compile time but must *not* be in your runtime path (You need to use a real OpenGL ES implementation, this one is empty)\n!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n", __func__)

void glActiveTexture(void) { PRINT_STUB_ERROR; return; }
void glAttachShader(void) { PRINT_STUB_ERROR; return; }
void glBindAttribLocation(void) { PRINT_STUB_ERROR; return; }
void glBindBuffer(void) { PRINT_STUB_ERROR; return; }
void glBindFramebuffer(void) { PRINT_STUB_ERROR; return; }
void glBindRenderbuffer(void) { PRINT_STUB_ERROR; return; }
void glBindTexture(void) { PRINT_STUB_ERROR; return; }
void glBlendColor(void) { PRINT_STUB_ERROR; return; }
void glBlendEquation(void) { PRINT_STUB_ERROR; return; }
void glBlendEquationSeparate(void) { PRINT_STUB_ERROR; return; }
void glBlendFunc(void) { PRINT_STUB_ERROR; return; }
void glBlendFuncSeparate(void) { PRINT_STUB_ERROR; return; }
void glBufferData(void) { PRINT_STUB_ERROR; return; }
void glBufferSubData(void) { PRINT_STUB_ERROR; return; }
void glCheckFramebufferStatus(void) { PRINT_STUB_ERROR; return; }
void glClear(void) { PRINT_STUB_ERROR; return; }
void glClearColor(void) { PRINT_STUB_ERROR; return; }
void glClearDepthf(void) { PRINT_STUB_ERROR; return; }
void glClearStencil(void) { PRINT_STUB_ERROR; return; }
void glColorMask(void) { PRINT_STUB_ERROR; return; }
void glCompileShader(void) { PRINT_STUB_ERROR; return; }
void glCompressedTexImage2D(void) { PRINT_STUB_ERROR; return; }
void glCompressedTexSubImage2D(void) { PRINT_STUB_ERROR; return; }
void glCopyTexImage2D(void) { PRINT_STUB_ERROR; return; }
void glCopyTexSubImage2D(void) { PRINT_STUB_ERROR; return; }
void glCreateProgram(void) { PRINT_STUB_ERROR; return; }
void glCreateShader(void) { PRINT_STUB_ERROR; return; }
void glCullFace(void) { PRINT_STUB_ERROR; return; }
void glDeleteBuffers(void) { PRINT_STUB_ERROR; return; }
void glDeleteFramebuffers(void) { PRINT_STUB_ERROR; return; }
void glDeleteProgram(void) { PRINT_STUB_ERROR; return; }
void glDeleteRenderbuffers(void) { PRINT_STUB_ERROR; return; }
void glDeleteShader(void) { PRINT_STUB_ERROR; return; }
void glDeleteTextures(void) { PRINT_STUB_ERROR; return; }
void glDepthFunc(void) { PRINT_STUB_ERROR; return; }
void glDepthMask(void) { PRINT_STUB_ERROR; return; }
void glDepthRangef(void) { PRINT_STUB_ERROR; return; }
void glDetachShader(void) { PRINT_STUB_ERROR; return; }
void glDisable(void) { PRINT_STUB_ERROR; return; }
void glDisableVertexAttribArray(void) { PRINT_STUB_ERROR; return; }
void glDrawArrays(void) { PRINT_STUB_ERROR; return; }
void glDrawElements(void) { PRINT_STUB_ERROR; return; }
void glEnable(void) { PRINT_STUB_ERROR; return; }
void glEnableVertexAttribArray(void) { PRINT_STUB_ERROR; return; }
void glFinish(void) { PRINT_STUB_ERROR; return; }
void glFlush(void) { PRINT_STUB_ERROR; return; }
void glFramebufferRenderbuffer(void) { PRINT_STUB_ERROR; return; }
void glFramebufferTexture2D(void) { PRINT_STUB_ERROR; return; }
void glFrontFace(void) { PRINT_STUB_ERROR; return; }
void glGenBuffers(void) { PRINT_STUB_ERROR; return; }
void glGenerateMipmap(void) { PRINT_STUB_ERROR; return; }
void glGenFramebuffers(void) { PRINT_STUB_ERROR; return; }
void glGenRenderbuffers(void) { PRINT_STUB_ERROR; return; }
void glGenTextures(void) { PRINT_STUB_ERROR; return; }
void glGetActiveAttrib(void) { PRINT_STUB_ERROR; return; }
void glGetActiveUniform(void) { PRINT_STUB_ERROR; return; }
void glGetAttachedShaders(void) { PRINT_STUB_ERROR; return; }
void glGetAttribLocation(void) { PRINT_STUB_ERROR; return; }
void glGetBooleanv(void) { PRINT_STUB_ERROR; return; }
void glGetBufferParameteriv(void) { PRINT_STUB_ERROR; return; }
void glGetError(void) { PRINT_STUB_ERROR; return; }
void glGetFloatv(void) { PRINT_STUB_ERROR; return; }
void glGetFramebufferAttachmentParameteriv(void) { PRINT_STUB_ERROR; return; }
void glGetIntegerv(void) { PRINT_STUB_ERROR; return; }
void glGetProgramiv(void) { PRINT_STUB_ERROR; return; }
void glGetProgramInfoLog(void) { PRINT_STUB_ERROR; return; }
void glGetRenderbufferParameteriv(void) { PRINT_STUB_ERROR; return; }
void glGetShaderiv(void) { PRINT_STUB_ERROR; return; }
void glGetShaderInfoLog(void) { PRINT_STUB_ERROR; return; }
void glGetShaderPrecisionFormat(void) { PRINT_STUB_ERROR; return; }
void glGetShaderSource(void) { PRINT_STUB_ERROR; return; }
void glGetString(void) { PRINT_STUB_ERROR; return; }
void glGetTexParameterfv(void) { PRINT_STUB_ERROR; return; }
void glGetTexParameteriv(void) { PRINT_STUB_ERROR; return; }
void glGetUniformfv(void) { PRINT_STUB_ERROR; return; }
void glGetUniformiv(void) { PRINT_STUB_ERROR; return; }
void glGetUniformLocation(void) { PRINT_STUB_ERROR; return; }
void glGetVertexAttribfv(void) { PRINT_STUB_ERROR; return; }
void glGetVertexAttribiv(void) { PRINT_STUB_ERROR; return; }
void glGetVertexAttribPointerv(void) { PRINT_STUB_ERROR; return; }
void glHint(void) { PRINT_STUB_ERROR; return; }
void glIsBuffer(void) { PRINT_STUB_ERROR; return; }
void glIsEnabled(void) { PRINT_STUB_ERROR; return; }
void glIsFramebuffer(void) { PRINT_STUB_ERROR; return; }
void glIsProgram(void) { PRINT_STUB_ERROR; return; }
void glIsRenderbuffer(void) { PRINT_STUB_ERROR; return; }
void glIsShader(void) { PRINT_STUB_ERROR; return; }
void glIsTexture(void) { PRINT_STUB_ERROR; return; }
void glLineWidth(void) { PRINT_STUB_ERROR; return; }
void glLinkProgram(void) { PRINT_STUB_ERROR; return; }
void glPixelStorei(void) { PRINT_STUB_ERROR; return; }
void glPolygonOffset(void) { PRINT_STUB_ERROR; return; }
void glReadPixels(void) { PRINT_STUB_ERROR; return; }
void glReleaseShaderCompiler(void) { PRINT_STUB_ERROR; return; }
void glRenderbufferStorage(void) { PRINT_STUB_ERROR; return; }
void glSampleCoverage(void) { PRINT_STUB_ERROR; return; }
void glScissor(void) { PRINT_STUB_ERROR; return; }
void glShaderBinary(void) { PRINT_STUB_ERROR; return; }
void glShaderSource(void) { PRINT_STUB_ERROR; return; }
void glStencilFunc(void) { PRINT_STUB_ERROR; return; }
void glStencilFuncSeparate(void) { PRINT_STUB_ERROR; return; }
void glStencilMask(void) { PRINT_STUB_ERROR; return; }
void glStencilMaskSeparate(void) { PRINT_STUB_ERROR; return; }
void glStencilOp(void) { PRINT_STUB_ERROR; return; }
void glStencilOpSeparate(void) { PRINT_STUB_ERROR; return; }
void glTexImage2D(void) { PRINT_STUB_ERROR; return; }
void glTexParameterf(void) { PRINT_STUB_ERROR; return; }
void glTexParameterfv(void) { PRINT_STUB_ERROR; return; }
void glTexParameteri(void) { PRINT_STUB_ERROR; return; }
void glTexParameteriv(void) { PRINT_STUB_ERROR; return; }
void glTexSubImage2D(void) { PRINT_STUB_ERROR; return; }
void glUniform1f(void) { PRINT_STUB_ERROR; return; }
void glUniform1fv(void) { PRINT_STUB_ERROR; return; }
void glUniform1i(void) { PRINT_STUB_ERROR; return; }
void glUniform1iv(void) { PRINT_STUB_ERROR; return; }
void glUniform2f(void) { PRINT_STUB_ERROR; return; }
void glUniform2fv(void) { PRINT_STUB_ERROR; return; }
void glUniform2i(void) { PRINT_STUB_ERROR; return; }
void glUniform2iv(void) { PRINT_STUB_ERROR; return; }
void glUniform3f(void) { PRINT_STUB_ERROR; return; }
void glUniform3fv(void) { PRINT_STUB_ERROR; return; }
void glUniform3i(void) { PRINT_STUB_ERROR; return; }
void glUniform3iv(void) { PRINT_STUB_ERROR; return; }
void glUniform4f(void) { PRINT_STUB_ERROR; return; }
void glUniform4fv(void) { PRINT_STUB_ERROR; return; }
void glUniform4i(void) { PRINT_STUB_ERROR; return; }
void glUniform4iv(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix2fv(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix3fv(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix4fv(void) { PRINT_STUB_ERROR; return; }
void glUseProgram(void) { PRINT_STUB_ERROR; return; }
void glValidateProgram(void) { PRINT_STUB_ERROR; return; }
void glVertexAttrib1f(void) { PRINT_STUB_ERROR; return; }
void glVertexAttrib1fv(void) { PRINT_STUB_ERROR; return; }
void glVertexAttrib2f(void) { PRINT_STUB_ERROR; return; }
void glVertexAttrib2fv(void) { PRINT_STUB_ERROR; return; }
void glVertexAttrib3f(void) { PRINT_STUB_ERROR; return; }
void glVertexAttrib3fv(void) { PRINT_STUB_ERROR; return; }
void glVertexAttrib4f(void) { PRINT_STUB_ERROR; return; }
void glVertexAttrib4fv(void) { PRINT_STUB_ERROR; return; }
void glVertexAttribPointer(void) { PRINT_STUB_ERROR; return; }
void glViewport(void) { PRINT_STUB_ERROR; return; }

/* OpenGL ES 3.0 */

void glReadBuffer(void) { PRINT_STUB_ERROR; return; }
void glDrawRangeElements(void) { PRINT_STUB_ERROR; return; }
void glTexImage3D(void) { PRINT_STUB_ERROR; return; }
void glTexSubImage3D(void) { PRINT_STUB_ERROR; return; }
void glCopyTexSubImage3D(void) { PRINT_STUB_ERROR; return; }
void glCompressedTexImage3D(void) { PRINT_STUB_ERROR; return; }
void glCompressedTexSubImage3D(void) { PRINT_STUB_ERROR; return; }
void glGenQueries(void) { PRINT_STUB_ERROR; return; }
void glDeleteQueries(void) { PRINT_STUB_ERROR; return; }
void glIsQuery(void) { PRINT_STUB_ERROR; return; }
void glBeginQuery(void) { PRINT_STUB_ERROR; return; }
void glEndQuery(void) { PRINT_STUB_ERROR; return; }
void glGetQueryiv(void) { PRINT_STUB_ERROR; return; }
void glGetQueryObjectuiv(void) { PRINT_STUB_ERROR; return; }
void glUnmapBuffer(void) { PRINT_STUB_ERROR; return; }
void glGetBufferPointerv(void) { PRINT_STUB_ERROR; return; }
void glDrawBuffers(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix2x3fv(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix3x2fv(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix2x4fv(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix4x2fv(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix3x4fv(void) { PRINT_STUB_ERROR; return; }
void glUniformMatrix4x3fv(void) { PRINT_STUB_ERROR; return; }
void glBlitFramebuffer(void) { PRINT_STUB_ERROR; return; }
void glRenderbufferStorageMultisample(void) { PRINT_STUB_ERROR; return; }
void glFramebufferTextureLayer(void) { PRINT_STUB_ERROR; return; }
void glMapBufferRange(void) { PRINT_STUB_ERROR; return; }
void glFlushMappedBufferRange(void) { PRINT_STUB_ERROR; return; }
void glBindVertexArray(void) { PRINT_STUB_ERROR; return; }
void glDeleteVertexArrays(void) { PRINT_STUB_ERROR; return; }
void glGenVertexArrays(void) { PRINT_STUB_ERROR; return; }
void glIsVertexArray(void) { PRINT_STUB_ERROR; return; }
void glGetIntegeri_v(void) { PRINT_STUB_ERROR; return; }
void glBeginTransformFeedback(void) { PRINT_STUB_ERROR; return; }
void glEndTransformFeedback(void) { PRINT_STUB_ERROR; return; }
void glBindBufferRange(void) { PRINT_STUB_ERROR; return; }
void glBindBufferBase(void) { PRINT_STUB_ERROR; return; }
void glTransformFeedbackVaryings(void) { PRINT_STUB_ERROR; return; }
void glGetTransformFeedbackVarying(void) { PRINT_STUB_ERROR; return; }
void glVertexAttribIPointer(void) { PRINT_STUB_ERROR; return; }
void glGetVertexAttribIiv(void) { PRINT_STUB_ERROR; return; }
void glGetVertexAttribIuiv(void) { PRINT_STUB_ERROR; return; }
void glVertexAttribI4i(void) { PRINT_STUB_ERROR; return; }
void glVertexAttribI4ui(void) { PRINT_STUB_ERROR; return; }
void glVertexAttribI4iv(void) { PRINT_STUB_ERROR; return; }
void glVertexAttribI4uiv(void) { PRINT_STUB_ERROR; return; }
void glGetUniformuiv(void) { PRINT_STUB_ERROR; return; }
void glGetFragDataLocation(void) { PRINT_STUB_ERROR; return; }
void glUniform1ui(void) { PRINT_STUB_ERROR; return; }
void glUniform2ui(void) { PRINT_STUB_ERROR; return; }
void glUniform3ui(void) { PRINT_STUB_ERROR; return; }
void glUniform4ui(void) { PRINT_STUB_ERROR; return; }
void glUniform1uiv(void) { PRINT_STUB_ERROR; return; }
void glUniform2uiv(void) { PRINT_STUB_ERROR; return; }
void glUniform3uiv(void) { PRINT_STUB_ERROR; return; }
void glUniform4uiv(void) { PRINT_STUB_ERROR; return; }
void glClearBufferiv(void) { PRINT_STUB_ERROR; return; }
void glClearBufferuiv(void) { PRINT_STUB_ERROR; return; }
void glClearBufferfv(void) { PRINT_STUB_ERROR; return; }
void glClearBufferfi(void) { PRINT_STUB_ERROR; return; }
void glGetStringi(void) { PRINT_STUB_ERROR; return; }
void glCopyBufferSubData(void) { PRINT_STUB_ERROR; return; }
void glGetUniformIndices(void) { PRINT_STUB_ERROR; return; }
void glGetActiveUniformsiv(void) { PRINT_STUB_ERROR; return; }
void glGetUniformBlockIndex(void) { PRINT_STUB_ERROR; return; }
void glGetActiveUniformBlockiv(void) { PRINT_STUB_ERROR; return; }
void glGetActiveUniformBlockName(void) { PRINT_STUB_ERROR; return; }
void glUniformBlockBinding(void) { PRINT_STUB_ERROR; return; }
void glDrawArraysInstanced(void) { PRINT_STUB_ERROR; return; }
void glDrawElementsInstanced(void) { PRINT_STUB_ERROR; return; }
void glFenceSync(void) { PRINT_STUB_ERROR; return; }
void glIsSync(void) { PRINT_STUB_ERROR; return; }
void glDeleteSync(void) { PRINT_STUB_ERROR; return; }
void glClientWaitSync(void) { PRINT_STUB_ERROR; return; }
void glWaitSync(void) { PRINT_STUB_ERROR; return; }
void glGetInteger64v(void) { PRINT_STUB_ERROR; return; }
void glGetSynciv(void) { PRINT_STUB_ERROR; return; }
void glGetInteger64i_v(void) { PRINT_STUB_ERROR; return; }
void glGetBufferParameteri64v(void) { PRINT_STUB_ERROR; return; }
void glGenSamplers(void) { PRINT_STUB_ERROR; return; }
void glDeleteSamplers(void) { PRINT_STUB_ERROR; return; }
void glIsSampler(void) { PRINT_STUB_ERROR; return; }
void glBindSampler(void) { PRINT_STUB_ERROR; return; }
void glSamplerParameteri(void) { PRINT_STUB_ERROR; return; }
void glSamplerParameteriv(void) { PRINT_STUB_ERROR; return; }
void glSamplerParameterf(void) { PRINT_STUB_ERROR; return; }
void glSamplerParameterfv(void) { PRINT_STUB_ERROR; return; }
void glGetSamplerParameteriv(void) { PRINT_STUB_ERROR; return; }
void glGetSamplerParameterfv(void) { PRINT_STUB_ERROR; return; }
void glVertexAttribDivisor(void) { PRINT_STUB_ERROR; return; }
void glBindTransformFeedback(void) { PRINT_STUB_ERROR; return; }
void glDeleteTransformFeedbacks(void) { PRINT_STUB_ERROR; return; }
void glGenTransformFeedbacks(void) { PRINT_STUB_ERROR; return; }
void glIsTransformFeedback(void) { PRINT_STUB_ERROR; return; }
void glPauseTransformFeedback(void) { PRINT_STUB_ERROR; return; }
void glResumeTransformFeedback(void) { PRINT_STUB_ERROR; return; }
void glGetProgramBinary(void) { PRINT_STUB_ERROR; return; }
void glProgramBinary(void) { PRINT_STUB_ERROR; return; }
void glProgramParameteri(void) { PRINT_STUB_ERROR; return; }
void glInvalidateFramebuffer(void) { PRINT_STUB_ERROR; return; }
void glInvalidateSubFramebuffer(void) { PRINT_STUB_ERROR; return; }
void glTexStorage2D(void) { PRINT_STUB_ERROR; return; }
void glTexStorage3D(void) { PRINT_STUB_ERROR; return; }
void glGetInternalformativ(void) { PRINT_STUB_ERROR; return; }

/* OpenGL ES 3.1, incomplete */

void glProgramUniform1ui(void) { PRINT_STUB_ERROR; return; }
void glDispatchCompute(void) { PRINT_STUB_ERROR; return; }
void glMemoryBarrier(void) { PRINT_STUB_ERROR; return; }
void glBindImageTexture(void) { PRINT_STUB_ERROR; return; }
void glProgramUniformMatrix4fv(void) { PRINT_STUB_ERROR; return; }
void glProgramUniform1f(void) { PRINT_STUB_ERROR; return; }
void glProgramUniform2f(void) { PRINT_STUB_ERROR; return; }
void glProgramUniform3f(void) { PRINT_STUB_ERROR; return; }
void glProgramUniform3fv(void) { PRINT_STUB_ERROR; return; }
void glProgramUniform4f(void) { PRINT_STUB_ERROR; return; }
void glDrawElementsIndirect(void) { PRINT_STUB_ERROR; return; }