// flatlib3 GL_HeaderParser.py // GLErrorLayer_ES2.h // __gl2_h_ inline void ActiveTexture( GLenum texture ) { glActiveTexture( texture ); FL_GL_ERROR_TRAP( "glActiveTexture" ); } inline void AttachShader( GLuint program, GLuint shader ) { glAttachShader( program, shader ); FL_GL_ERROR_TRAP( "glAttachShader" ); } inline void BindAttribLocation( GLuint program, GLuint index, const GLchar * name ) { glBindAttribLocation( program, index, name ); FL_GL_ERROR_TRAP( "glBindAttribLocation" ); } inline void BindBuffer( GLenum target, GLuint buffer ) { glBindBuffer( target, buffer ); FL_GL_ERROR_TRAP( "glBindBuffer" ); } inline void BindFramebuffer( GLenum target, GLuint framebuffer ) { glBindFramebuffer( target, framebuffer ); FL_GL_ERROR_TRAP( "glBindFramebuffer" ); } inline void BindRenderbuffer( GLenum target, GLuint renderbuffer ) { glBindRenderbuffer( target, renderbuffer ); FL_GL_ERROR_TRAP( "glBindRenderbuffer" ); } inline void BindTexture( GLenum target, GLuint texture ) { glBindTexture( target, texture ); FL_GL_ERROR_TRAP( "glBindTexture" ); } inline void BlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) { glBlendColor( red, green, blue, alpha ); FL_GL_ERROR_TRAP( "glBlendColor" ); } inline void BlendEquation( GLenum mode ) { glBlendEquation( mode ); FL_GL_ERROR_TRAP( "glBlendEquation" ); } inline void BlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha ) { glBlendEquationSeparate( modeRGB, modeAlpha ); FL_GL_ERROR_TRAP( "glBlendEquationSeparate" ); } inline void BlendFunc( GLenum sfactor, GLenum dfactor ) { glBlendFunc( sfactor, dfactor ); FL_GL_ERROR_TRAP( "glBlendFunc" ); } inline void BlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha ) { glBlendFuncSeparate( srcRGB, dstRGB, srcAlpha, dstAlpha ); FL_GL_ERROR_TRAP( "glBlendFuncSeparate" ); } inline void BufferData( GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage ) { glBufferData( target, size, data, usage ); FL_GL_ERROR_TRAP( "glBufferData" ); } inline void BufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data ) { glBufferSubData( target, offset, size, data ); FL_GL_ERROR_TRAP( "glBufferSubData" ); } inline GLenum CheckFramebufferStatus( GLenum target ) { GLenum ret= glCheckFramebufferStatus( target ); FL_GL_ERROR_TRAP( "glCheckFramebufferStatus" ); return ret; } inline void Clear( GLbitfield mask ) { glClear( mask ); FL_GL_ERROR_TRAP( "glClear" ); } inline void ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) { glClearColor( red, green, blue, alpha ); FL_GL_ERROR_TRAP( "glClearColor" ); } inline void ClearDepthf( GLclampf depth ) { glClearDepthf( depth ); FL_GL_ERROR_TRAP( "glClearDepthf" ); } inline void ClearStencil( GLint s ) { glClearStencil( s ); FL_GL_ERROR_TRAP( "glClearStencil" ); } inline void ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) { glColorMask( red, green, blue, alpha ); FL_GL_ERROR_TRAP( "glColorMask" ); } inline void CompileShader( GLuint shader ) { glCompileShader( shader ); FL_GL_ERROR_TRAP( "glCompileShader" ); } inline void CompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data ) { glCompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data ); FL_GL_ERROR_TRAP( "glCompressedTexImage2D" ); } inline void CompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data ) { glCompressedTexSubImage2D( target, level, xoffset, yoffset, width, height, format, imageSize, data ); FL_GL_ERROR_TRAP( "glCompressedTexSubImage2D" ); } inline void CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ) { glCopyTexImage2D( target, level, internalformat, x, y, width, height, border ); FL_GL_ERROR_TRAP( "glCopyTexImage2D" ); } inline void CopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ) { glCopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height ); FL_GL_ERROR_TRAP( "glCopyTexSubImage2D" ); } inline GLuint CreateProgram( ) { GLuint ret= glCreateProgram( ); FL_GL_ERROR_TRAP( "glCreateProgram" ); return ret; } inline GLuint CreateShader( GLenum type ) { GLuint ret= glCreateShader( type ); FL_GL_ERROR_TRAP( "glCreateShader" ); return ret; } inline void CullFace( GLenum mode ) { glCullFace( mode ); FL_GL_ERROR_TRAP( "glCullFace" ); } inline void DeleteBuffers( GLsizei n, const GLuint * buffers ) { glDeleteBuffers( n, buffers ); FL_GL_ERROR_TRAP( "glDeleteBuffers" ); } inline void DeleteFramebuffers( GLsizei n, const GLuint * framebuffers ) { glDeleteFramebuffers( n, framebuffers ); FL_GL_ERROR_TRAP( "glDeleteFramebuffers" ); } inline void DeleteProgram( GLuint program ) { glDeleteProgram( program ); FL_GL_ERROR_TRAP( "glDeleteProgram" ); } inline void DeleteRenderbuffers( GLsizei n, const GLuint * renderbuffers ) { glDeleteRenderbuffers( n, renderbuffers ); FL_GL_ERROR_TRAP( "glDeleteRenderbuffers" ); } inline void DeleteShader( GLuint shader ) { glDeleteShader( shader ); FL_GL_ERROR_TRAP( "glDeleteShader" ); } inline void DeleteTextures( GLsizei n, const GLuint * textures ) { glDeleteTextures( n, textures ); FL_GL_ERROR_TRAP( "glDeleteTextures" ); } inline void DepthFunc( GLenum func ) { glDepthFunc( func ); FL_GL_ERROR_TRAP( "glDepthFunc" ); } inline void DepthMask( GLboolean flag ) { glDepthMask( flag ); FL_GL_ERROR_TRAP( "glDepthMask" ); } inline void DepthRangef( GLclampf zNear, GLclampf zFar ) { glDepthRangef( zNear, zFar ); FL_GL_ERROR_TRAP( "glDepthRangef" ); } inline void DetachShader( GLuint program, GLuint shader ) { glDetachShader( program, shader ); FL_GL_ERROR_TRAP( "glDetachShader" ); } inline void Disable( GLenum cap ) { glDisable( cap ); FL_GL_ERROR_TRAP( "glDisable" ); } inline void DisableVertexAttribArray( GLuint index ) { glDisableVertexAttribArray( index ); FL_GL_ERROR_TRAP( "glDisableVertexAttribArray" ); } inline void DrawArrays( GLenum mode, GLint first, GLsizei count ) { glDrawArrays( mode, first, count ); FL_GL_ERROR_TRAP( "glDrawArrays" ); } inline void DrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid * indices ) { glDrawElements( mode, count, type, indices ); FL_GL_ERROR_TRAP( "glDrawElements" ); } inline void Enable( GLenum cap ) { glEnable( cap ); FL_GL_ERROR_TRAP( "glEnable" ); } inline void EnableVertexAttribArray( GLuint index ) { glEnableVertexAttribArray( index ); FL_GL_ERROR_TRAP( "glEnableVertexAttribArray" ); } inline void Finish( ) { glFinish( ); FL_GL_ERROR_TRAP( "glFinish" ); } inline void Flush( ) { glFlush( ); FL_GL_ERROR_TRAP( "glFlush" ); } inline void FramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer ) { glFramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer ); FL_GL_ERROR_TRAP( "glFramebufferRenderbuffer" ); } inline void FramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level ) { glFramebufferTexture2D( target, attachment, textarget, texture, level ); FL_GL_ERROR_TRAP( "glFramebufferTexture2D" ); } inline void FrontFace( GLenum mode ) { glFrontFace( mode ); FL_GL_ERROR_TRAP( "glFrontFace" ); } inline void GenBuffers( GLsizei n, GLuint * buffers ) { glGenBuffers( n, buffers ); FL_GL_ERROR_TRAP( "glGenBuffers" ); } inline void GenerateMipmap( GLenum target ) { glGenerateMipmap( target ); FL_GL_ERROR_TRAP( "glGenerateMipmap" ); } inline void GenFramebuffers( GLsizei n, GLuint * framebuffers ) { glGenFramebuffers( n, framebuffers ); FL_GL_ERROR_TRAP( "glGenFramebuffers" ); } inline void GenRenderbuffers( GLsizei n, GLuint * renderbuffers ) { glGenRenderbuffers( n, renderbuffers ); FL_GL_ERROR_TRAP( "glGenRenderbuffers" ); } inline void GenTextures( GLsizei n, GLuint * textures ) { glGenTextures( n, textures ); FL_GL_ERROR_TRAP( "glGenTextures" ); } inline void GetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, GLchar * name ) { glGetActiveAttrib( program, index, bufsize, length, size, type, name ); FL_GL_ERROR_TRAP( "glGetActiveAttrib" ); } inline void GetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, GLchar * name ) { glGetActiveUniform( program, index, bufsize, length, size, type, name ); FL_GL_ERROR_TRAP( "glGetActiveUniform" ); } inline void GetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders ) { glGetAttachedShaders( program, maxcount, count, shaders ); FL_GL_ERROR_TRAP( "glGetAttachedShaders" ); } inline GLint GetAttribLocation( GLuint program, const GLchar * name ) { GLint ret= glGetAttribLocation( program, name ); FL_GL_ERROR_TRAP( "glGetAttribLocation" ); return ret; } inline void GetBooleanv( GLenum pname, GLboolean * params ) { glGetBooleanv( pname, params ); FL_GL_ERROR_TRAP( "glGetBooleanv" ); } inline void GetBufferParameteriv( GLenum target, GLenum pname, GLint * params ) { glGetBufferParameteriv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetBufferParameteriv" ); } inline GLenum GetError( ) { GLenum ret= glGetError( ); FL_GL_ERROR_TRAP( "glGetError" ); return ret; } inline void GetFloatv( GLenum pname, GLfloat * params ) { glGetFloatv( pname, params ); FL_GL_ERROR_TRAP( "glGetFloatv" ); } inline void GetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint * params ) { glGetFramebufferAttachmentParameteriv( target, attachment, pname, params ); FL_GL_ERROR_TRAP( "glGetFramebufferAttachmentParameteriv" ); } inline void GetIntegerv( GLenum pname, GLint * params ) { glGetIntegerv( pname, params ); FL_GL_ERROR_TRAP( "glGetIntegerv" ); } inline void GetProgramiv( GLuint program, GLenum pname, GLint * params ) { glGetProgramiv( program, pname, params ); FL_GL_ERROR_TRAP( "glGetProgramiv" ); } inline void GetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei * length, GLchar * infolog ) { glGetProgramInfoLog( program, bufsize, length, infolog ); FL_GL_ERROR_TRAP( "glGetProgramInfoLog" ); } inline void GetRenderbufferParameteriv( GLenum target, GLenum pname, GLint * params ) { glGetRenderbufferParameteriv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetRenderbufferParameteriv" ); } inline void GetShaderiv( GLuint shader, GLenum pname, GLint * params ) { glGetShaderiv( shader, pname, params ); FL_GL_ERROR_TRAP( "glGetShaderiv" ); } inline void GetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei * length, GLchar * infolog ) { glGetShaderInfoLog( shader, bufsize, length, infolog ); FL_GL_ERROR_TRAP( "glGetShaderInfoLog" ); } inline void GetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision ) { glGetShaderPrecisionFormat( shadertype, precisiontype, range, precision ); FL_GL_ERROR_TRAP( "glGetShaderPrecisionFormat" ); } inline void GetShaderSource( GLuint shader, GLsizei bufsize, GLsizei * length, GLchar * source ) { glGetShaderSource( shader, bufsize, length, source ); FL_GL_ERROR_TRAP( "glGetShaderSource" ); } inline const GLubyte * GetString( GLenum name ) { const GLubyte * ret= glGetString( name ); FL_GL_ERROR_TRAP( "glGetString" ); return ret; } inline void GetTexParameterfv( GLenum target, GLenum pname, GLfloat * params ) { glGetTexParameterfv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetTexParameterfv" ); } inline void GetTexParameteriv( GLenum target, GLenum pname, GLint * params ) { glGetTexParameteriv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetTexParameteriv" ); } inline void GetUniformfv( GLuint program, GLint location, GLfloat * params ) { glGetUniformfv( program, location, params ); FL_GL_ERROR_TRAP( "glGetUniformfv" ); } inline void GetUniformiv( GLuint program, GLint location, GLint * params ) { glGetUniformiv( program, location, params ); FL_GL_ERROR_TRAP( "glGetUniformiv" ); } inline GLint GetUniformLocation( GLuint program, const GLchar * name ) { GLint ret= glGetUniformLocation( program, name ); FL_GL_ERROR_TRAP( "glGetUniformLocation" ); return ret; } inline void GetVertexAttribfv( GLuint index, GLenum pname, GLfloat * params ) { glGetVertexAttribfv( index, pname, params ); FL_GL_ERROR_TRAP( "glGetVertexAttribfv" ); } inline void GetVertexAttribiv( GLuint index, GLenum pname, GLint * params ) { glGetVertexAttribiv( index, pname, params ); FL_GL_ERROR_TRAP( "glGetVertexAttribiv" ); } inline void GetVertexAttribPointerv( GLuint index, GLenum pname, GLvoid * * pointer ) { glGetVertexAttribPointerv( index, pname, pointer ); FL_GL_ERROR_TRAP( "glGetVertexAttribPointerv" ); } inline void Hint( GLenum target, GLenum mode ) { glHint( target, mode ); FL_GL_ERROR_TRAP( "glHint" ); } inline GLboolean IsBuffer( GLuint buffer ) { GLboolean ret= glIsBuffer( buffer ); FL_GL_ERROR_TRAP( "glIsBuffer" ); return ret; } inline GLboolean IsEnabled( GLenum cap ) { GLboolean ret= glIsEnabled( cap ); FL_GL_ERROR_TRAP( "glIsEnabled" ); return ret; } inline GLboolean IsFramebuffer( GLuint framebuffer ) { GLboolean ret= glIsFramebuffer( framebuffer ); FL_GL_ERROR_TRAP( "glIsFramebuffer" ); return ret; } inline GLboolean IsProgram( GLuint program ) { GLboolean ret= glIsProgram( program ); FL_GL_ERROR_TRAP( "glIsProgram" ); return ret; } inline GLboolean IsRenderbuffer( GLuint renderbuffer ) { GLboolean ret= glIsRenderbuffer( renderbuffer ); FL_GL_ERROR_TRAP( "glIsRenderbuffer" ); return ret; } inline GLboolean IsShader( GLuint shader ) { GLboolean ret= glIsShader( shader ); FL_GL_ERROR_TRAP( "glIsShader" ); return ret; } inline GLboolean IsTexture( GLuint texture ) { GLboolean ret= glIsTexture( texture ); FL_GL_ERROR_TRAP( "glIsTexture" ); return ret; } inline void LineWidth( GLfloat width ) { glLineWidth( width ); FL_GL_ERROR_TRAP( "glLineWidth" ); } inline void LinkProgram( GLuint program ) { glLinkProgram( program ); FL_GL_ERROR_TRAP( "glLinkProgram" ); } inline void PixelStorei( GLenum pname, GLint param ) { glPixelStorei( pname, param ); FL_GL_ERROR_TRAP( "glPixelStorei" ); } inline void PolygonOffset( GLfloat factor, GLfloat units ) { glPolygonOffset( factor, units ); FL_GL_ERROR_TRAP( "glPolygonOffset" ); } inline void ReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels ) { glReadPixels( x, y, width, height, format, type, pixels ); FL_GL_ERROR_TRAP( "glReadPixels" ); } inline void ReleaseShaderCompiler( ) { glReleaseShaderCompiler( ); FL_GL_ERROR_TRAP( "glReleaseShaderCompiler" ); } inline void RenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height ) { glRenderbufferStorage( target, internalformat, width, height ); FL_GL_ERROR_TRAP( "glRenderbufferStorage" ); } inline void SampleCoverage( GLclampf value, GLboolean invert ) { glSampleCoverage( value, invert ); FL_GL_ERROR_TRAP( "glSampleCoverage" ); } inline void Scissor( GLint x, GLint y, GLsizei width, GLsizei height ) { glScissor( x, y, width, height ); FL_GL_ERROR_TRAP( "glScissor" ); } inline void ShaderBinary( GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length ) { glShaderBinary( n, shaders, binaryformat, binary, length ); FL_GL_ERROR_TRAP( "glShaderBinary" ); } inline void ShaderSource( GLuint shader, GLsizei count, const GLchar * const * string, const GLint * length ) { glShaderSource( shader, count, string, length ); FL_GL_ERROR_TRAP( "glShaderSource" ); } inline void StencilFunc( GLenum func, GLint ref, GLuint mask ) { glStencilFunc( func, ref, mask ); FL_GL_ERROR_TRAP( "glStencilFunc" ); } inline void StencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask ) { glStencilFuncSeparate( face, func, ref, mask ); FL_GL_ERROR_TRAP( "glStencilFuncSeparate" ); } inline void StencilMask( GLuint mask ) { glStencilMask( mask ); FL_GL_ERROR_TRAP( "glStencilMask" ); } inline void StencilMaskSeparate( GLenum face, GLuint mask ) { glStencilMaskSeparate( face, mask ); FL_GL_ERROR_TRAP( "glStencilMaskSeparate" ); } inline void StencilOp( GLenum fail, GLenum zfail, GLenum zpass ) { glStencilOp( fail, zfail, zpass ); FL_GL_ERROR_TRAP( "glStencilOp" ); } inline void StencilOpSeparate( GLenum face, GLenum fail, GLenum zfail, GLenum zpass ) { glStencilOpSeparate( face, fail, zfail, zpass ); FL_GL_ERROR_TRAP( "glStencilOpSeparate" ); } inline void TexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels ) { glTexImage2D( target, level, internalformat, width, height, border, format, type, pixels ); FL_GL_ERROR_TRAP( "glTexImage2D" ); } inline void TexParameterf( GLenum target, GLenum pname, GLfloat param ) { glTexParameterf( target, pname, param ); FL_GL_ERROR_TRAP( "glTexParameterf" ); } inline void TexParameterfv( GLenum target, GLenum pname, const GLfloat * params ) { glTexParameterfv( target, pname, params ); FL_GL_ERROR_TRAP( "glTexParameterfv" ); } inline void TexParameteri( GLenum target, GLenum pname, GLint param ) { glTexParameteri( target, pname, param ); FL_GL_ERROR_TRAP( "glTexParameteri" ); } inline void TexParameteriv( GLenum target, GLenum pname, const GLint * params ) { glTexParameteriv( target, pname, params ); FL_GL_ERROR_TRAP( "glTexParameteriv" ); } inline void TexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels ) { glTexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels ); FL_GL_ERROR_TRAP( "glTexSubImage2D" ); } inline void Uniform1f( GLint location, GLfloat x ) { glUniform1f( location, x ); FL_GL_ERROR_TRAP( "glUniform1f" ); } inline void Uniform1fv( GLint location, GLsizei count, const GLfloat * v ) { glUniform1fv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform1fv" ); } inline void Uniform1i( GLint location, GLint x ) { glUniform1i( location, x ); FL_GL_ERROR_TRAP( "glUniform1i" ); } inline void Uniform1iv( GLint location, GLsizei count, const GLint * v ) { glUniform1iv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform1iv" ); } inline void Uniform2f( GLint location, GLfloat x, GLfloat y ) { glUniform2f( location, x, y ); FL_GL_ERROR_TRAP( "glUniform2f" ); } inline void Uniform2fv( GLint location, GLsizei count, const GLfloat * v ) { glUniform2fv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform2fv" ); } inline void Uniform2i( GLint location, GLint x, GLint y ) { glUniform2i( location, x, y ); FL_GL_ERROR_TRAP( "glUniform2i" ); } inline void Uniform2iv( GLint location, GLsizei count, const GLint * v ) { glUniform2iv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform2iv" ); } inline void Uniform3f( GLint location, GLfloat x, GLfloat y, GLfloat z ) { glUniform3f( location, x, y, z ); FL_GL_ERROR_TRAP( "glUniform3f" ); } inline void Uniform3fv( GLint location, GLsizei count, const GLfloat * v ) { glUniform3fv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform3fv" ); } inline void Uniform3i( GLint location, GLint x, GLint y, GLint z ) { glUniform3i( location, x, y, z ); FL_GL_ERROR_TRAP( "glUniform3i" ); } inline void Uniform3iv( GLint location, GLsizei count, const GLint * v ) { glUniform3iv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform3iv" ); } inline void Uniform4f( GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) { glUniform4f( location, x, y, z, w ); FL_GL_ERROR_TRAP( "glUniform4f" ); } inline void Uniform4fv( GLint location, GLsizei count, const GLfloat * v ) { glUniform4fv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform4fv" ); } inline void Uniform4i( GLint location, GLint x, GLint y, GLint z, GLint w ) { glUniform4i( location, x, y, z, w ); FL_GL_ERROR_TRAP( "glUniform4i" ); } inline void Uniform4iv( GLint location, GLsizei count, const GLint * v ) { glUniform4iv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform4iv" ); } inline void UniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix2fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix2fv" ); } inline void UniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix3fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix3fv" ); } inline void UniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix4fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix4fv" ); } inline void UseProgram( GLuint program ) { glUseProgram( program ); FL_GL_ERROR_TRAP( "glUseProgram" ); } inline void ValidateProgram( GLuint program ) { glValidateProgram( program ); FL_GL_ERROR_TRAP( "glValidateProgram" ); } inline void VertexAttrib1f( GLuint indx, GLfloat x ) { glVertexAttrib1f( indx, x ); FL_GL_ERROR_TRAP( "glVertexAttrib1f" ); } inline void VertexAttrib1fv( GLuint indx, const GLfloat * values ) { glVertexAttrib1fv( indx, values ); FL_GL_ERROR_TRAP( "glVertexAttrib1fv" ); } inline void VertexAttrib2f( GLuint indx, GLfloat x, GLfloat y ) { glVertexAttrib2f( indx, x, y ); FL_GL_ERROR_TRAP( "glVertexAttrib2f" ); } inline void VertexAttrib2fv( GLuint indx, const GLfloat * values ) { glVertexAttrib2fv( indx, values ); FL_GL_ERROR_TRAP( "glVertexAttrib2fv" ); } inline void VertexAttrib3f( GLuint indx, GLfloat x, GLfloat y, GLfloat z ) { glVertexAttrib3f( indx, x, y, z ); FL_GL_ERROR_TRAP( "glVertexAttrib3f" ); } inline void VertexAttrib3fv( GLuint indx, const GLfloat * values ) { glVertexAttrib3fv( indx, values ); FL_GL_ERROR_TRAP( "glVertexAttrib3fv" ); } inline void VertexAttrib4f( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) { glVertexAttrib4f( indx, x, y, z, w ); FL_GL_ERROR_TRAP( "glVertexAttrib4f" ); } inline void VertexAttrib4fv( GLuint indx, const GLfloat * values ) { glVertexAttrib4fv( indx, values ); FL_GL_ERROR_TRAP( "glVertexAttrib4fv" ); } inline void VertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * ptr ) { glVertexAttribPointer( indx, size, type, normalized, stride, ptr ); FL_GL_ERROR_TRAP( "glVertexAttribPointer" ); } inline void Viewport( GLint x, GLint y, GLsizei width, GLsizei height ) { glViewport( x, y, width, height ); FL_GL_ERROR_TRAP( "glViewport" ); } // total=142