/P40_HarmonyOS_2.0.0_Developer_Beta1/src/main/java/ohos/agp/render/opengl/GLES30.java

https://github.com/dstmath/HWFramework · Java · 442 lines · 333 code · 109 blank · 0 comment · 0 complexity · d33882bdeaf186670685c392c6111b10 MD5 · raw file

  1. package ohos.agp.render.opengl;
  2. import java.nio.Buffer;
  3. import java.nio.FloatBuffer;
  4. import java.nio.IntBuffer;
  5. import ohos.agp.render.opengl.adapter.GLES30Adapter;
  6. public class GLES30 extends GLES20 {
  7. public static final int GL_DEPTH24_STENCIL8 = 35056;
  8. public static final int GL_DEPTH_STENCIL_ATTACHMENT = 33306;
  9. public static final int GL_DRAW_FRAMEBUFFER = 36009;
  10. public static final int GL_READ_FRAMEBUFFER = 36008;
  11. public static final int GL_RGBA8 = 32856;
  12. public static void glBindFramebuffer(int i, int i2) {
  13. GLES30Adapter.glBindFramebuffer(i, i2);
  14. }
  15. public static void glBindRenderbuffer(int i, int i2) {
  16. GLES30Adapter.glBindRenderbuffer(i, i2);
  17. }
  18. public static void glRenderbufferStorageMultisample(int i, int i2, int i3, int i4, int i5) {
  19. GLES30Adapter.glRenderbufferStorageMultisample(i, i2, i3, i4, i5);
  20. }
  21. public static void glBlitFramebuffer(int i, int i2, int i3, int i4, int i5, int i6, int i7, int i8, int i9, int i10) {
  22. GLES30Adapter.glBlitFramebuffer(i, i2, i3, i4, i5, i6, i7, i8, i9, i10);
  23. }
  24. public static void glDrawBuffers(int i, int[] iArr) {
  25. GLES30Adapter.glDrawBuffers(i, iArr);
  26. }
  27. public static void glGenVertexArrays(int i, int[] iArr) {
  28. GLES30Adapter.glGenVertexArrays(i, iArr);
  29. }
  30. public static void glBindVertexArray(int i) {
  31. GLES30Adapter.glBindVertexArray(i);
  32. }
  33. public static void glWaitSync(long j, int i, long j2) {
  34. GLES30Adapter.glWaitSync(j, i, j2);
  35. }
  36. public static void glTransformFeedbackVaryings(int i, int i2, String[] strArr, int i3) {
  37. GLES30Adapter.glTransformFeedbackVaryings(i, i2, strArr, i3);
  38. }
  39. public static void glReadPixels(int i, int i2, int i3, int i4, int i5, int i6, int i7) {
  40. GLES30Adapter.glReadPixels(i, i2, i3, i4, i5, i6, i7);
  41. }
  42. public static void glReadBuffer(int i) {
  43. GLES30Adapter.glReadBuffer(i);
  44. }
  45. public static Buffer glMapBufferRange(int i, int i2, int i3, int i4) {
  46. return GLES30Adapter.glMapBufferRange(i, i2, i3, i4);
  47. }
  48. public static long glFenceSync(int i, int i2) {
  49. return GLES30Adapter.glFenceSync(i, i2);
  50. }
  51. public static void glBeginTransformFeedback(int i) {
  52. GLES30Adapter.glBeginTransformFeedback(i);
  53. }
  54. public static void glEndTransformFeedback() {
  55. GLES30Adapter.glEndTransformFeedback();
  56. }
  57. public static void glDeleteVertexArrays(int i, int[] iArr) {
  58. GLES30Adapter.glDeleteVertexArrays(i, iArr);
  59. }
  60. public static void glBindBufferBase(int i, int i2, int i3) {
  61. GLES30Adapter.glBindBufferBase(i, i2, i3);
  62. }
  63. public static boolean glUnmapBuffer(int i) {
  64. return GLES30Adapter.glUnmapBuffer(i);
  65. }
  66. public static void glDrawRangeElements(int i, int i2, int i3, int i4, int i5, Buffer buffer) {
  67. GLES30Adapter.glDrawRangeElements(i, i2, i3, i4, i5, buffer);
  68. }
  69. public static void glTexImage3D(int i, int i2, int i3, int i4, int i5, int i6, int i7, int i8, int i9, Buffer buffer) {
  70. GLES30Adapter.glTexImage3D(i, i2, i3, i4, i5, i6, i7, i8, i9, buffer);
  71. }
  72. public static void glTexSubImage3D(int i, int i2, int i3, int i4, int i5, int i6, int i7, int i8, int i9, int i10, Buffer buffer) {
  73. GLES30Adapter.glTexSubImage3D(i, i2, i3, i4, i5, i6, i7, i8, i9, i10, buffer);
  74. }
  75. public static void glCopyTexSubImage3D(int i, int i2, int i3, int i4, int i5, int i6, int i7, int i8, int i9) {
  76. GLES30Adapter.glCopyTexSubImage3D(i, i2, i3, i4, i5, i6, i7, i8, i9);
  77. }
  78. public static void glCompressedTexImage3D(int i, int i2, int i3, int i4, int i5, int i6, int i7, int i8, Buffer buffer) {
  79. GLES30Adapter.glCompressedTexImage3D(i, i2, i3, i4, i5, i6, i7, i8, buffer);
  80. }
  81. public static void glCompressedTexSubImage3D(int i, int i2, int i3, int i4, int i5, int i6, int i7, int i8, int i9, int i10, Buffer buffer) {
  82. GLES30Adapter.glCompressedTexSubImage3D(i, i2, i3, i4, i5, i6, i7, i8, i9, i10, buffer);
  83. }
  84. public static void glGenQueries(int i, IntBuffer intBuffer) {
  85. GLES30Adapter.glGenQueries(i, intBuffer);
  86. }
  87. public static void glDeleteQueries(int i, IntBuffer intBuffer) {
  88. GLES30Adapter.glDeleteQueries(i, intBuffer);
  89. }
  90. public static boolean glIsQuery(int i) {
  91. return GLES30Adapter.glIsQuery(i);
  92. }
  93. public static void glBeginQuery(int i, int i2) {
  94. GLES30Adapter.glBeginQuery(i, i2);
  95. }
  96. public static void glEndQuery(int i) {
  97. GLES30Adapter.glEndQuery(i);
  98. }
  99. public static void glGetQueryiv(int i, int i2, IntBuffer intBuffer) {
  100. GLES30Adapter.glGetQueryiv(i, i2, intBuffer);
  101. }
  102. public static void glGetQueryObjectuiv(int i, int i2, IntBuffer intBuffer) {
  103. GLES30Adapter.glGetQueryObjectuiv(i, i2, intBuffer);
  104. }
  105. public static void glGetBufferPointerv(int i, int i2, Buffer buffer) {
  106. GLES30Adapter.glGetBufferPointerv(i, i2, buffer);
  107. }
  108. public static void glBindBufferRange(int i, int i2, int i3, int i4, int i5) {
  109. GLES30Adapter.glBindBufferRange(i, i2, i3, i4, i5);
  110. }
  111. public static void glGetTransformFeedbackVarying(int i, int i2, int i3, int[] iArr, int[] iArr2, int[] iArr3, byte[] bArr) {
  112. GLES30Adapter.glGetTransformFeedbackVarying(i, i2, i3, iArr, iArr2, iArr3, bArr);
  113. }
  114. public static void glVertexAttribIPointer(int i, int i2, int i3, int i4, int i5) {
  115. GLES30Adapter.glVertexAttribIPointer(i, i2, i3, i4, i5);
  116. }
  117. public static void glGetVertexAttribIiv(int i, int i2, int[] iArr) {
  118. GLES30Adapter.glGetVertexAttribIiv(i, i2, iArr);
  119. }
  120. public static void glGetVertexAttribIuiv(int i, int i2, int[] iArr) {
  121. GLES30Adapter.glGetVertexAttribIuiv(i, i2, iArr);
  122. }
  123. public static void glVertexAttribI4i(int i, int i2, int i3, int i4, int i5) {
  124. GLES30Adapter.glVertexAttribI4i(i, i2, i3, i4, i5);
  125. }
  126. public static void glVertexAttribI4ui(int i, int i2, int i3, int i4, int i5) {
  127. GLES30Adapter.glVertexAttribI4ui(i, i2, i3, i4, i5);
  128. }
  129. public static void glVertexAttribI4iv(int i, int[] iArr) {
  130. GLES30Adapter.glVertexAttribI4iv(i, iArr);
  131. }
  132. public static void glVertexAttribI4uiv(int i, int[] iArr) {
  133. GLES30Adapter.glVertexAttribI4uiv(i, iArr);
  134. }
  135. public static void glGetUniformuiv(int i, int i2, int[] iArr) {
  136. GLES30Adapter.glGetUniformuiv(i, i2, iArr);
  137. }
  138. public static int glGetFragDataLocation(int i, String str) {
  139. return GLES30Adapter.glGetFragDataLocation(i, str);
  140. }
  141. public static void glUniform1ui(int i, int i2) {
  142. GLES30Adapter.glUniform1ui(i, i2);
  143. }
  144. public static void glUniform2ui(int i, int i2, int i3) {
  145. GLES30Adapter.glUniform2ui(i, i2, i3);
  146. }
  147. public static void glUniformMatrix2x3fv(int i, int i2, boolean z, FloatBuffer floatBuffer) {
  148. GLES30Adapter.glUniformMatrix2x3fv(i, i2, z, floatBuffer);
  149. }
  150. public static void glUniform3ui(int i, int i2, int i3, int i4) {
  151. GLES30Adapter.glUniform3ui(i, i2, i3, i4);
  152. }
  153. public static void glUniformMatrix3x2fv(int i, int i2, boolean z, FloatBuffer floatBuffer) {
  154. GLES30Adapter.glUniformMatrix3x2fv(i, i2, z, floatBuffer);
  155. }
  156. public static void glUniformMatrix2x4fv(int i, int i2, boolean z, FloatBuffer floatBuffer) {
  157. GLES30Adapter.glUniformMatrix2x4fv(i, i2, z, floatBuffer);
  158. }
  159. public static void glUniform4ui(int i, int i2, int i3, int i4, int i5) {
  160. GLES30Adapter.glUniform4ui(i, i2, i3, i4, i5);
  161. }
  162. public static void glUniform1uiv(int i, int i2, int[] iArr) {
  163. GLES30Adapter.glUniform1uiv(i, i2, iArr);
  164. }
  165. public static void glUniformMatrix4x2fv(int i, int i2, boolean z, FloatBuffer floatBuffer) {
  166. GLES30Adapter.glUniformMatrix4x2fv(i, i2, z, floatBuffer);
  167. }
  168. public static void glUniform2uiv(int i, int i2, int[] iArr) {
  169. GLES30Adapter.glUniform2uiv(i, i2, iArr);
  170. }
  171. public static void glUniformMatrix3x4fv(int i, int i2, boolean z, FloatBuffer floatBuffer) {
  172. GLES30Adapter.glUniformMatrix3x4fv(i, i2, z, floatBuffer);
  173. }
  174. public static void glUniform3uiv(int i, int i2, int[] iArr) {
  175. GLES30Adapter.glUniform3uiv(i, i2, iArr);
  176. }
  177. public static void glUniformMatrix4x3fv(int i, int i2, boolean z, FloatBuffer floatBuffer) {
  178. GLES30Adapter.glUniformMatrix4x3fv(i, i2, z, floatBuffer);
  179. }
  180. public static void glFramebufferTextureLayer(int i, int i2, int i3, int i4, int i5) {
  181. GLES30Adapter.glFramebufferTextureLayer(i, i2, i3, i4, i5);
  182. }
  183. public static void glFlushMappedBufferRange(int i, int i2, int i3) {
  184. GLES30Adapter.glFlushMappedBufferRange(i, i2, i3);
  185. }
  186. public static boolean glIsVertexArray(int i) {
  187. return GLES30Adapter.glIsVertexArray(i);
  188. }
  189. public static void glGetIntegerIndexv(int i, int i2, IntBuffer intBuffer) {
  190. GLES30Adapter.glGetIntegerIndexv(i, i2, intBuffer);
  191. }
  192. public static void glSamplerParameteri(int i, int i2, int i3) {
  193. GLES30Adapter.glSamplerParameteri(i, i2, i3);
  194. }
  195. public static void glSamplerParameteriv(int i, int i2, int[] iArr) {
  196. GLES30Adapter.glSamplerParameteriv(i, i2, iArr);
  197. }
  198. public static void glSamplerParameterf(int i, int i2, float f) {
  199. GLES30Adapter.glSamplerParameterf(i, i2, f);
  200. }
  201. public static void glSamplerParameterfv(int i, int i2, float[] fArr) {
  202. GLES30Adapter.glSamplerParameterfv(i, i2, fArr);
  203. }
  204. public static void glGetSamplerParameteriv(int i, int i2, int[] iArr) {
  205. GLES30Adapter.glGetSamplerParameteriv(i, i2, iArr);
  206. }
  207. public static void glGetSamplerParameterfv(int i, int i2, float[] fArr) {
  208. GLES30Adapter.glGetSamplerParameterfv(i, i2, fArr);
  209. }
  210. public static void glVertexAttribDivisor(int i, int i2) {
  211. GLES30Adapter.glVertexAttribDivisor(i, i2);
  212. }
  213. public static void glBindTransformFeedback(int i, int i2) {
  214. GLES30Adapter.glBindTransformFeedback(i, i2);
  215. }
  216. public static void glDeleteTransformFeedbacks(int i, int[] iArr) {
  217. GLES30Adapter.glDeleteTransformFeedbacks(i, iArr);
  218. }
  219. public static void glGenTransformFeedbacks(int i, int[] iArr) {
  220. GLES30Adapter.glGenTransformFeedbacks(i, iArr);
  221. }
  222. public static boolean glIsTransformFeedback(int i) {
  223. return GLES30Adapter.glIsTransformFeedback(i);
  224. }
  225. public static void glPauseTransformFeedback() {
  226. GLES30Adapter.glPauseTransformFeedback();
  227. }
  228. public static void glResumeTransformFeedback() {
  229. GLES30Adapter.glResumeTransformFeedback();
  230. }
  231. public static void glGetProgramBinary(int i, int i2, int[] iArr, int[] iArr2, Buffer buffer) {
  232. GLES30Adapter.glGetProgramBinary(i, i2, iArr, iArr2, buffer);
  233. }
  234. public static void glProgramBinary(int i, int i2, Buffer buffer, int i3) {
  235. GLES30Adapter.glProgramBinary(i, i2, buffer, i3);
  236. }
  237. public static void glProgramParameteri(int i, int i2, int i3) {
  238. GLES30Adapter.glProgramParameteri(i, i2, i3);
  239. }
  240. public static void glInvalidateFramebuffer(int i, int i2, int[] iArr) {
  241. GLES30Adapter.glInvalidateFramebuffer(i, i2, iArr);
  242. }
  243. public static void glInvalidateSubFramebuffer(int i, int i2, int[] iArr, int i3, int i4, int i5, int i6) {
  244. GLES30Adapter.glInvalidateSubFramebuffer(i, i2, iArr, i3, i4, i5, i6);
  245. }
  246. public static void glTexStorage2D(int i, int i2, int i3, int i4, int i5) {
  247. GLES30Adapter.glTexStorage2D(i, i2, i3, i4, i5);
  248. }
  249. public static void glTexStorage3D(int i, int i2, int i3, int i4, int i5, int i6) {
  250. GLES30Adapter.glTexStorage3D(i, i2, i3, i4, i5, i6);
  251. }
  252. public static void glGetInternalformativ(int i, int i2, int i3, int i4, int[] iArr) {
  253. GLES30Adapter.glGetInternalformativ(i, i2, i3, i4, iArr);
  254. }
  255. public static void glUniform4uiv(int i, int i2, int[] iArr) {
  256. GLES30Adapter.glUniform4uiv(i, i2, iArr);
  257. }
  258. public static void glClearBufferiv(int i, int i2, int[] iArr) {
  259. GLES30Adapter.glClearBufferiv(i, i2, iArr);
  260. }
  261. public static void glClearBufferuiv(int i, int i2, int[] iArr) {
  262. GLES30Adapter.glClearBufferuiv(i, i2, iArr);
  263. }
  264. public static void glClearBufferfv(int i, int i2, float[] fArr) {
  265. GLES30Adapter.glClearBufferfv(i, i2, fArr);
  266. }
  267. public static void glClearBufferfi(int i, int i2, float f, int i3) {
  268. GLES30Adapter.glClearBufferfi(i, i2, f, i3);
  269. }
  270. public static String glGetStringi(int i, int i2) {
  271. return GLES30Adapter.glGetStringi(i, i2);
  272. }
  273. public static void glCopyBufferSubData(int i, int i2, int i3, int i4, int i5) {
  274. GLES30Adapter.glCopyBufferSubData(i, i2, i3, i4, i5);
  275. }
  276. public static void glGetUniformIndices(int i, String[] strArr, int[] iArr) {
  277. GLES30Adapter.glGetUniformIndices(i, strArr, iArr);
  278. }
  279. public static void glGetActiveUniformsiv(int i, int i2, int[] iArr, int i3, int[] iArr2) {
  280. GLES30Adapter.glGetActiveUniformsiv(i, i2, iArr, i3, iArr2);
  281. }
  282. public static int glGetUniformBlockIndex(int i, String str) {
  283. return GLES30Adapter.glGetUniformBlockIndex(i, str);
  284. }
  285. public static void glGetActiveUniformBlockiv(int i, int i2, int i3, int[] iArr) {
  286. GLES30Adapter.glGetActiveUniformBlockiv(i, i2, i3, iArr);
  287. }
  288. public static void glGetActiveUniformBlockName(int i, int i2, int i3, int[] iArr, byte[] bArr) {
  289. GLES30Adapter.glGetActiveUniformBlockName(i, i2, i3, iArr, bArr);
  290. }
  291. public static void glUniformBlockBinding(int i, int i2, int i3) {
  292. GLES30Adapter.glUniformBlockBinding(i, i2, i3);
  293. }
  294. public static void glDrawArraysInstanced(int i, int i2, int i3, int i4) {
  295. GLES30Adapter.glDrawArraysInstanced(i, i2, i3, i4);
  296. }
  297. public static void glDrawElementsInstanced(int i, int i2, int i3, Buffer buffer, int i4) {
  298. GLES30Adapter.glDrawElementsInstanced(i, i2, i3, buffer, i4);
  299. }
  300. public static boolean glIsSync(long j) {
  301. return GLES30Adapter.glIsSync(j);
  302. }
  303. public static void glDeleteSync(long j) {
  304. GLES30Adapter.glDeleteSync(j);
  305. }
  306. public static int glClientWaitSync(long j, int i, long j2) {
  307. return GLES30Adapter.glClientWaitSync(j, i, j2);
  308. }
  309. public static void glGetInteger64v(int i, long[] jArr) {
  310. GLES30Adapter.glGetInteger64v(i, jArr);
  311. }
  312. public static void glGetSynciv(long j, int i, int i2, int[] iArr, int[] iArr2) {
  313. GLES30Adapter.glGetSynciv(j, i, i2, iArr, iArr2);
  314. }
  315. public static void glGetInteger64iV(int i, int i2, long[] jArr) {
  316. GLES30Adapter.glGetInteger64iV(i, i2, jArr);
  317. }
  318. public static void glGetBufferParameteri64v(int i, int i2, long[] jArr) {
  319. GLES30Adapter.glGetBufferParameteri64v(i, i2, jArr);
  320. }
  321. public static void glGenSamplers(int i, int[] iArr) {
  322. GLES30Adapter.glGenSamplers(i, iArr);
  323. }
  324. public static void glDeleteSamplers(int i, int[] iArr) {
  325. GLES30Adapter.glDeleteSamplers(i, iArr);
  326. }
  327. public static boolean glIsSampler(int i) {
  328. return GLES30Adapter.glIsSampler(i);
  329. }
  330. public static void glBindSampler(int i, int i2) {
  331. GLES30Adapter.glBindSampler(i, i2);
  332. }
  333. }