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rename glesv2 functions, load some of them dynamically
the dynamically loaded ones are those that conflict with GLESv1.
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#ifdef APKENV_GLES2 | ||
{"glActiveTexture", my_glActiveTexture}, | ||
{"glAttachShader", my_glAttachShader}, | ||
{"glBindAttribLocation", my_glBindAttribLocation}, | ||
{"glBindBuffer", my_glBindBuffer}, | ||
{"glBindFramebuffer", my_glBindFramebuffer}, | ||
{"glBindRenderbuffer", my_glBindRenderbuffer}, | ||
{"glBindTexture", my_glBindTexture}, | ||
{"glBlendColor", my_glBlendColor}, | ||
{"glBlendEquation", my_glBlendEquation}, | ||
{"glBlendEquationSeparate", my_glBlendEquationSeparate}, | ||
{"glBlendFunc", my_glBlendFunc}, | ||
{"glBlendFuncSeparate", my_glBlendFuncSeparate}, | ||
{"glBufferData", my_glBufferData}, | ||
{"glBufferSubData", my_glBufferSubData}, | ||
{"glCheckFramebufferStatus", my_glCheckFramebufferStatus}, | ||
{"glClear", my_glClear}, | ||
{"glClearColor", my_glClearColor}, | ||
{"glClearDepthf", my_glClearDepthf}, | ||
{"glClearStencil", my_glClearStencil}, | ||
{"glColorMask", my_glColorMask}, | ||
{"glCompileShader", my_glCompileShader}, | ||
{"glCompressedTexImage2D", my_glCompressedTexImage2D}, | ||
{"glCompressedTexSubImage2D", my_glCompressedTexSubImage2D}, | ||
{"glCopyTexImage2D", my_glCopyTexImage2D}, | ||
{"glCopyTexSubImage2D", my_glCopyTexSubImage2D}, | ||
{"glCreateProgram", my_glCreateProgram}, | ||
{"glCreateShader", my_glCreateShader}, | ||
{"glCullFace", my_glCullFace}, | ||
{"glDeleteBuffers", my_glDeleteBuffers}, | ||
{"glDeleteFramebuffers", my_glDeleteFramebuffers}, | ||
{"glDeleteProgram", my_glDeleteProgram}, | ||
{"glDeleteRenderbuffers", my_glDeleteRenderbuffers}, | ||
{"glDeleteShader", my_glDeleteShader}, | ||
{"glDeleteTextures", my_glDeleteTextures}, | ||
{"glDepthFunc", my_glDepthFunc}, | ||
{"glDepthMask", my_glDepthMask}, | ||
{"glDepthRangef", my_glDepthRangef}, | ||
{"glDetachShader", my_glDetachShader}, | ||
{"glDisable", my_glDisable}, | ||
{"glDisableVertexAttribArray", my_glDisableVertexAttribArray}, | ||
{"glDrawArrays", my_glDrawArrays}, | ||
{"glDrawElements", my_glDrawElements}, | ||
{"glEnable", my_glEnable}, | ||
{"glEnableVertexAttribArray", my_glEnableVertexAttribArray}, | ||
{"glFinish", my_glFinish}, | ||
{"glFlush", my_glFlush}, | ||
{"glFramebufferRenderbuffer", my_glFramebufferRenderbuffer}, | ||
{"glFramebufferTexture2D", my_glFramebufferTexture2D}, | ||
{"glFrontFace", my_glFrontFace}, | ||
{"glGenBuffers", my_glGenBuffers}, | ||
{"glGenerateMipmap", my_glGenerateMipmap}, | ||
{"glGenFramebuffers", my_glGenFramebuffers}, | ||
{"glGenRenderbuffers", my_glGenRenderbuffers}, | ||
{"glGenTextures", my_glGenTextures}, | ||
{"glGetActiveAttrib", my_glGetActiveAttrib}, | ||
{"glGetActiveUniform", my_glGetActiveUniform}, | ||
{"glGetAttachedShaders", my_glGetAttachedShaders}, | ||
{"glGetAttribLocation", my_glGetAttribLocation}, | ||
{"glGetBooleanv", my_glGetBooleanv}, | ||
{"glGetBufferParameteriv", my_glGetBufferParameteriv}, | ||
{"glGetError", my_glGetError}, | ||
{"glGetFloatv", my_glGetFloatv}, | ||
{"glGetFramebufferAttachmentParameteriv", my_glGetFramebufferAttachmentParameteriv}, | ||
{"glGetIntegerv", my_glGetIntegerv}, | ||
{"glGetProgramiv", my_glGetProgramiv}, | ||
{"glGetProgramInfoLog", my_glGetProgramInfoLog}, | ||
{"glGetRenderbufferParameteriv", my_glGetRenderbufferParameteriv}, | ||
{"glGetShaderiv", my_glGetShaderiv}, | ||
{"glGetShaderInfoLog", my_glGetShaderInfoLog}, | ||
{"glGetShaderPrecisionFormat", my_glGetShaderPrecisionFormat}, | ||
{"glGetShaderSource", my_glGetShaderSource}, | ||
{"glGetString", my_glGetString}, | ||
{"glGetTexParameterfv", my_glGetTexParameterfv}, | ||
{"glGetTexParameteriv", my_glGetTexParameteriv}, | ||
{"glGetUniformfv", my_glGetUniformfv}, | ||
{"glGetUniformiv", my_glGetUniformiv}, | ||
{"glGetUniformLocation", my_glGetUniformLocation}, | ||
{"glGetVertexAttribfv", my_glGetVertexAttribfv}, | ||
{"glGetVertexAttribiv", my_glGetVertexAttribiv}, | ||
{"glGetVertexAttribPointerv", my_glGetVertexAttribPointerv}, | ||
{"glHint", my_glHint}, | ||
{"glIsBuffer", my_glIsBuffer}, | ||
{"glIsEnabled", my_glIsEnabled}, | ||
{"glIsFramebuffer", my_glIsFramebuffer}, | ||
{"glIsProgram", my_glIsProgram}, | ||
{"glIsRenderbuffer", my_glIsRenderbuffer}, | ||
{"glIsShader", my_glIsShader}, | ||
{"glIsTexture", my_glIsTexture}, | ||
{"glLineWidth", my_glLineWidth}, | ||
{"glLinkProgram", my_glLinkProgram}, | ||
{"glPixelStorei", my_glPixelStorei}, | ||
{"glPolygonOffset", my_glPolygonOffset}, | ||
{"glReadPixels", my_glReadPixels}, | ||
{"glReleaseShaderCompiler", my_glReleaseShaderCompiler}, | ||
{"glRenderbufferStorage", my_glRenderbufferStorage}, | ||
{"glSampleCoverage", my_glSampleCoverage}, | ||
{"glScissor", my_glScissor}, | ||
{"glShaderBinary", my_glShaderBinary}, | ||
{"glShaderSource", my_glShaderSource}, | ||
{"glStencilFunc", my_glStencilFunc}, | ||
{"glStencilFuncSeparate", my_glStencilFuncSeparate}, | ||
{"glStencilMask", my_glStencilMask}, | ||
{"glStencilMaskSeparate", my_glStencilMaskSeparate}, | ||
{"glStencilOp", my_glStencilOp}, | ||
{"glStencilOpSeparate", my_glStencilOpSeparate}, | ||
{"glTexImage2D", my_glTexImage2D}, | ||
{"glTexParameterf", my_glTexParameterf}, | ||
{"glTexParameterfv", my_glTexParameterfv}, | ||
{"glTexParameteri", my_glTexParameteri}, | ||
{"glTexParameteriv", my_glTexParameteriv}, | ||
{"glTexSubImage2D", my_glTexSubImage2D}, | ||
{"glUniform1f", my_glUniform1f}, | ||
{"glUniform1fv", my_glUniform1fv}, | ||
{"glUniform1i", my_glUniform1i}, | ||
{"glUniform1iv", my_glUniform1iv}, | ||
{"glUniform2f", my_glUniform2f}, | ||
{"glUniform2fv", my_glUniform2fv}, | ||
{"glUniform2i", my_glUniform2i}, | ||
{"glUniform2iv", my_glUniform2iv}, | ||
{"glUniform3f", my_glUniform3f}, | ||
{"glUniform3fv", my_glUniform3fv}, | ||
{"glUniform3i", my_glUniform3i}, | ||
{"glUniform3iv", my_glUniform3iv}, | ||
{"glUniform4f", my_glUniform4f}, | ||
{"glUniform4fv", my_glUniform4fv}, | ||
{"glUniform4i", my_glUniform4i}, | ||
{"glUniform4iv", my_glUniform4iv}, | ||
{"glUniformMatrix2fv", my_glUniformMatrix2fv}, | ||
{"glUniformMatrix3fv", my_glUniformMatrix3fv}, | ||
{"glUniformMatrix4fv", my_glUniformMatrix4fv}, | ||
{"glUseProgram", my_glUseProgram}, | ||
{"glValidateProgram", my_glValidateProgram}, | ||
{"glVertexAttrib1f", my_glVertexAttrib1f}, | ||
{"glVertexAttrib1fv", my_glVertexAttrib1fv}, | ||
{"glVertexAttrib2f", my_glVertexAttrib2f}, | ||
{"glVertexAttrib2fv", my_glVertexAttrib2fv}, | ||
{"glVertexAttrib3f", my_glVertexAttrib3f}, | ||
{"glVertexAttrib3fv", my_glVertexAttrib3fv}, | ||
{"glVertexAttrib4f", my_glVertexAttrib4f}, | ||
{"glVertexAttrib4fv", my_glVertexAttrib4fv}, | ||
{"glVertexAttribPointer", my_glVertexAttribPointer}, | ||
{"glViewport", my_glViewport}, | ||
{"glEGLImageTargetTexture2DOES", my_glEGLImageTargetTexture2DOES}, | ||
{"glEGLImageTargetRenderbufferStorageOES", my_glEGLImageTargetRenderbufferStorageOES}, | ||
{"glMapBufferOES", my_glMapBufferOES}, | ||
{"glUnmapBufferOES", my_glUnmapBufferOES}, | ||
{"glGetBufferPointervOES", my_glGetBufferPointervOES}, | ||
{"glTexImage3DOES", my_glTexImage3DOES}, | ||
{"glTexSubImage3DOES", my_glTexSubImage3DOES}, | ||
{"glCopyTexSubImage3DOES", my_glCopyTexSubImage3DOES}, | ||
{"glCompressedTexImage3DOES", my_glCompressedTexImage3DOES}, | ||
{"glCompressedTexSubImage3DOES", my_glCompressedTexSubImage3DOES}, | ||
{"glFramebufferTexture3DOES", my_glFramebufferTexture3DOES}, | ||
{"glMultiDrawArraysEXT", my_glMultiDrawArraysEXT}, | ||
{"glMultiDrawElementsEXT", my_glMultiDrawElementsEXT}, | ||
{"glTexBindStreamIMG", my_glTexBindStreamIMG}, | ||
{"glGetTexStreamDeviceAttributeivIMG", my_glGetTexStreamDeviceAttributeivIMG}, | ||
{"glGetTexStreamDeviceNameIMG", my_glGetTexStreamDeviceNameIMG}, | ||
{"glGetProgramBinaryOES", my_glGetProgramBinaryOES}, | ||
{"glProgramBinaryOES", my_glProgramBinaryOES}, | ||
{"glActiveTexture", my_gles2_glActiveTexture}, | ||
{"glAttachShader", my_gles2_glAttachShader}, | ||
{"glBindAttribLocation", my_gles2_glBindAttribLocation}, | ||
{"glBindBuffer", my_gles2_glBindBuffer}, | ||
{"glBindFramebuffer", my_gles2_glBindFramebuffer}, | ||
{"glBindRenderbuffer", my_gles2_glBindRenderbuffer}, | ||
{"glBindTexture", my_gles2_glBindTexture}, | ||
{"glBlendColor", my_gles2_glBlendColor}, | ||
{"glBlendEquation", my_gles2_glBlendEquation}, | ||
{"glBlendEquationSeparate", my_gles2_glBlendEquationSeparate}, | ||
{"glBlendFunc", my_gles2_glBlendFunc}, | ||
{"glBlendFuncSeparate", my_gles2_glBlendFuncSeparate}, | ||
{"glBufferData", my_gles2_glBufferData}, | ||
{"glBufferSubData", my_gles2_glBufferSubData}, | ||
{"glCheckFramebufferStatus", my_gles2_glCheckFramebufferStatus}, | ||
{"glClear", my_gles2_glClear}, | ||
{"glClearColor", my_gles2_glClearColor}, | ||
{"glClearDepthf", my_gles2_glClearDepthf}, | ||
{"glClearStencil", my_gles2_glClearStencil}, | ||
{"glColorMask", my_gles2_glColorMask}, | ||
{"glCompileShader", my_gles2_glCompileShader}, | ||
{"glCompressedTexImage2D", my_gles2_glCompressedTexImage2D}, | ||
{"glCompressedTexSubImage2D", my_gles2_glCompressedTexSubImage2D}, | ||
{"glCopyTexImage2D", my_gles2_glCopyTexImage2D}, | ||
{"glCopyTexSubImage2D", my_gles2_glCopyTexSubImage2D}, | ||
{"glCreateProgram", my_gles2_glCreateProgram}, | ||
{"glCreateShader", my_gles2_glCreateShader}, | ||
{"glCullFace", my_gles2_glCullFace}, | ||
{"glDeleteBuffers", my_gles2_glDeleteBuffers}, | ||
{"glDeleteFramebuffers", my_gles2_glDeleteFramebuffers}, | ||
{"glDeleteProgram", my_gles2_glDeleteProgram}, | ||
{"glDeleteRenderbuffers", my_gles2_glDeleteRenderbuffers}, | ||
{"glDeleteShader", my_gles2_glDeleteShader}, | ||
{"glDeleteTextures", my_gles2_glDeleteTextures}, | ||
{"glDepthFunc", my_gles2_glDepthFunc}, | ||
{"glDepthMask", my_gles2_glDepthMask}, | ||
{"glDepthRangef", my_gles2_glDepthRangef}, | ||
{"glDetachShader", my_gles2_glDetachShader}, | ||
{"glDisable", my_gles2_glDisable}, | ||
{"glDisableVertexAttribArray", my_gles2_glDisableVertexAttribArray}, | ||
{"glDrawArrays", my_gles2_glDrawArrays}, | ||
{"glDrawElements", my_gles2_glDrawElements}, | ||
{"glEnable", my_gles2_glEnable}, | ||
{"glEnableVertexAttribArray", my_gles2_glEnableVertexAttribArray}, | ||
{"glFinish", my_gles2_glFinish}, | ||
{"glFlush", my_gles2_glFlush}, | ||
{"glFramebufferRenderbuffer", my_gles2_glFramebufferRenderbuffer}, | ||
{"glFramebufferTexture2D", my_gles2_glFramebufferTexture2D}, | ||
{"glFrontFace", my_gles2_glFrontFace}, | ||
{"glGenBuffers", my_gles2_glGenBuffers}, | ||
{"glGenerateMipmap", my_gles2_glGenerateMipmap}, | ||
{"glGenFramebuffers", my_gles2_glGenFramebuffers}, | ||
{"glGenRenderbuffers", my_gles2_glGenRenderbuffers}, | ||
{"glGenTextures", my_gles2_glGenTextures}, | ||
{"glGetActiveAttrib", my_gles2_glGetActiveAttrib}, | ||
{"glGetActiveUniform", my_gles2_glGetActiveUniform}, | ||
{"glGetAttachedShaders", my_gles2_glGetAttachedShaders}, | ||
{"glGetAttribLocation", my_gles2_glGetAttribLocation}, | ||
{"glGetBooleanv", my_gles2_glGetBooleanv}, | ||
{"glGetBufferParameteriv", my_gles2_glGetBufferParameteriv}, | ||
{"glGetError", my_gles2_glGetError}, | ||
{"glGetFloatv", my_gles2_glGetFloatv}, | ||
{"glGetFramebufferAttachmentParameteriv", my_gles2_glGetFramebufferAttachmentParameteriv}, | ||
{"glGetIntegerv", my_gles2_glGetIntegerv}, | ||
{"glGetProgramiv", my_gles2_glGetProgramiv}, | ||
{"glGetProgramInfoLog", my_gles2_glGetProgramInfoLog}, | ||
{"glGetRenderbufferParameteriv", my_gles2_glGetRenderbufferParameteriv}, | ||
{"glGetShaderiv", my_gles2_glGetShaderiv}, | ||
{"glGetShaderInfoLog", my_gles2_glGetShaderInfoLog}, | ||
{"glGetShaderPrecisionFormat", my_gles2_glGetShaderPrecisionFormat}, | ||
{"glGetShaderSource", my_gles2_glGetShaderSource}, | ||
{"glGetString", my_gles2_glGetString}, | ||
{"glGetTexParameterfv", my_gles2_glGetTexParameterfv}, | ||
{"glGetTexParameteriv", my_gles2_glGetTexParameteriv}, | ||
{"glGetUniformfv", my_gles2_glGetUniformfv}, | ||
{"glGetUniformiv", my_gles2_glGetUniformiv}, | ||
{"glGetUniformLocation", my_gles2_glGetUniformLocation}, | ||
{"glGetVertexAttribfv", my_gles2_glGetVertexAttribfv}, | ||
{"glGetVertexAttribiv", my_gles2_glGetVertexAttribiv}, | ||
{"glGetVertexAttribPointerv", my_gles2_glGetVertexAttribPointerv}, | ||
{"glHint", my_gles2_glHint}, | ||
{"glIsBuffer", my_gles2_glIsBuffer}, | ||
{"glIsEnabled", my_gles2_glIsEnabled}, | ||
{"glIsFramebuffer", my_gles2_glIsFramebuffer}, | ||
{"glIsProgram", my_gles2_glIsProgram}, | ||
{"glIsRenderbuffer", my_gles2_glIsRenderbuffer}, | ||
{"glIsShader", my_gles2_glIsShader}, | ||
{"glIsTexture", my_gles2_glIsTexture}, | ||
{"glLineWidth", my_gles2_glLineWidth}, | ||
{"glLinkProgram", my_gles2_glLinkProgram}, | ||
{"glPixelStorei", my_gles2_glPixelStorei}, | ||
{"glPolygonOffset", my_gles2_glPolygonOffset}, | ||
{"glReadPixels", my_gles2_glReadPixels}, | ||
{"glReleaseShaderCompiler", my_gles2_glReleaseShaderCompiler}, | ||
{"glRenderbufferStorage", my_gles2_glRenderbufferStorage}, | ||
{"glSampleCoverage", my_gles2_glSampleCoverage}, | ||
{"glScissor", my_gles2_glScissor}, | ||
{"glShaderBinary", my_gles2_glShaderBinary}, | ||
{"glShaderSource", my_gles2_glShaderSource}, | ||
{"glStencilFunc", my_gles2_glStencilFunc}, | ||
{"glStencilFuncSeparate", my_gles2_glStencilFuncSeparate}, | ||
{"glStencilMask", my_gles2_glStencilMask}, | ||
{"glStencilMaskSeparate", my_gles2_glStencilMaskSeparate}, | ||
{"glStencilOp", my_gles2_glStencilOp}, | ||
{"glStencilOpSeparate", my_gles2_glStencilOpSeparate}, | ||
{"glTexImage2D", my_gles2_glTexImage2D}, | ||
{"glTexParameterf", my_gles2_glTexParameterf}, | ||
{"glTexParameterfv", my_gles2_glTexParameterfv}, | ||
{"glTexParameteri", my_gles2_glTexParameteri}, | ||
{"glTexParameteriv", my_gles2_glTexParameteriv}, | ||
{"glTexSubImage2D", my_gles2_glTexSubImage2D}, | ||
{"glUniform1f", my_gles2_glUniform1f}, | ||
{"glUniform1fv", my_gles2_glUniform1fv}, | ||
{"glUniform1i", my_gles2_glUniform1i}, | ||
{"glUniform1iv", my_gles2_glUniform1iv}, | ||
{"glUniform2f", my_gles2_glUniform2f}, | ||
{"glUniform2fv", my_gles2_glUniform2fv}, | ||
{"glUniform2i", my_gles2_glUniform2i}, | ||
{"glUniform2iv", my_gles2_glUniform2iv}, | ||
{"glUniform3f", my_gles2_glUniform3f}, | ||
{"glUniform3fv", my_gles2_glUniform3fv}, | ||
{"glUniform3i", my_gles2_glUniform3i}, | ||
{"glUniform3iv", my_gles2_glUniform3iv}, | ||
{"glUniform4f", my_gles2_glUniform4f}, | ||
{"glUniform4fv", my_gles2_glUniform4fv}, | ||
{"glUniform4i", my_gles2_glUniform4i}, | ||
{"glUniform4iv", my_gles2_glUniform4iv}, | ||
{"glUniformMatrix2fv", my_gles2_glUniformMatrix2fv}, | ||
{"glUniformMatrix3fv", my_gles2_glUniformMatrix3fv}, | ||
{"glUniformMatrix4fv", my_gles2_glUniformMatrix4fv}, | ||
{"glUseProgram", my_gles2_glUseProgram}, | ||
{"glValidateProgram", my_gles2_glValidateProgram}, | ||
{"glVertexAttrib1f", my_gles2_glVertexAttrib1f}, | ||
{"glVertexAttrib1fv", my_gles2_glVertexAttrib1fv}, | ||
{"glVertexAttrib2f", my_gles2_glVertexAttrib2f}, | ||
{"glVertexAttrib2fv", my_gles2_glVertexAttrib2fv}, | ||
{"glVertexAttrib3f", my_gles2_glVertexAttrib3f}, | ||
{"glVertexAttrib3fv", my_gles2_glVertexAttrib3fv}, | ||
{"glVertexAttrib4f", my_gles2_glVertexAttrib4f}, | ||
{"glVertexAttrib4fv", my_gles2_glVertexAttrib4fv}, | ||
{"glVertexAttribPointer", my_gles2_glVertexAttribPointer}, | ||
{"glViewport", my_gles2_glViewport}, | ||
{"glEGLImageTargetTexture2DOES", my_gles2_glEGLImageTargetTexture2DOES}, | ||
{"glEGLImageTargetRenderbufferStorageOES", my_gles2_glEGLImageTargetRenderbufferStorageOES}, | ||
{"glMapBufferOES", my_gles2_glMapBufferOES}, | ||
{"glUnmapBufferOES", my_gles2_glUnmapBufferOES}, | ||
{"glGetBufferPointervOES", my_gles2_glGetBufferPointervOES}, | ||
{"glTexImage3DOES", my_gles2_glTexImage3DOES}, | ||
{"glTexSubImage3DOES", my_gles2_glTexSubImage3DOES}, | ||
{"glCopyTexSubImage3DOES", my_gles2_glCopyTexSubImage3DOES}, | ||
{"glCompressedTexImage3DOES", my_gles2_glCompressedTexImage3DOES}, | ||
{"glCompressedTexSubImage3DOES", my_gles2_glCompressedTexSubImage3DOES}, | ||
{"glFramebufferTexture3DOES", my_gles2_glFramebufferTexture3DOES}, | ||
{"glMultiDrawArraysEXT", my_gles2_glMultiDrawArraysEXT}, | ||
{"glMultiDrawElementsEXT", my_gles2_glMultiDrawElementsEXT}, | ||
{"glTexBindStreamIMG", my_gles2_glTexBindStreamIMG}, | ||
{"glGetTexStreamDeviceAttributeivIMG", my_gles2_glGetTexStreamDeviceAttributeivIMG}, | ||
{"glGetTexStreamDeviceNameIMG", my_gles2_glGetTexStreamDeviceNameIMG}, | ||
{"glGetProgramBinaryOES", my_gles2_glGetProgramBinaryOES}, | ||
{"glProgramBinaryOES", my_gles2_glProgramBinaryOES}, | ||
#endif /* APKENV_GLES2 */ |
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