GL_ENTRY(void, glActiveTexture, GLenum texture) GL_ENTRY(void, glAttachShader, GLuint program, GLuint shader) GL_ENTRY(void, glBindAttribLocation, GLuint program, GLuint index, const GLchar* name) GL_ENTRY(void, glBindBuffer, GLenum target, GLuint buffer) GL_ENTRY(void, glBindFramebuffer, GLenum target, GLuint framebuffer) GL_ENTRY(void, glBindRenderbuffer, GLenum target, GLuint renderbuffer) GL_ENTRY(void, glBindTexture, GLenum target, GLuint texture) GL_ENTRY(void, glBlendColor, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) GL_ENTRY(void, glBlendEquation, GLenum mode ) GL_ENTRY(void, glBlendEquationSeparate, GLenum modeRGB, GLenum modeAlpha) GL_ENTRY(void, glBlendFunc, GLenum sfactor, GLenum dfactor) GL_ENTRY(void, glBlendFuncSeparate, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) GL_ENTRY(void, glBufferData, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) GL_ENTRY(void, glBufferSubData, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) GL_ENTRY(GLenum, glCheckFramebufferStatus, GLenum target) GL_ENTRY(void, glClear, GLbitfield mask) GL_ENTRY(void, glClearColor, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) GL_ENTRY(void, glClearDepthf, GLclampf depth) GL_ENTRY(void, glClearStencil, GLint s) GL_ENTRY(void, glColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) GL_ENTRY(void, glCompileShader, GLuint shader) GL_ENTRY(void, glCompressedTexImage2D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) GL_ENTRY(void, glCompressedTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) GL_ENTRY(void, glCopyTexImage2D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) GL_ENTRY(void, glCopyTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) GL_ENTRY(GLuint, glCreateProgram, void) GL_ENTRY(GLuint, glCreateShader, GLenum type) GL_ENTRY(void, glCullFace, GLenum mode) GL_ENTRY(void, glDeleteBuffers, GLsizei n, const GLuint* buffers) GL_ENTRY(void, glDeleteFramebuffers, GLsizei n, const GLuint* framebuffers) GL_ENTRY(void, glDeleteProgram, GLuint program) GL_ENTRY(void, glDeleteRenderbuffers, GLsizei n, const GLuint* renderbuffers) GL_ENTRY(void, glDeleteShader, GLuint shader) GL_ENTRY(void, glDeleteTextures, GLsizei n, const GLuint* textures) GL_ENTRY(void, glDepthFunc, GLenum func) GL_ENTRY(void, glDepthMask, GLboolean flag) GL_ENTRY(void, glDepthRangef, GLclampf zNear, GLclampf zFar) GL_ENTRY(void, glDetachShader, GLuint program, GLuint shader) GL_ENTRY(void, glDisable, GLenum cap) GL_ENTRY(void, glDisableVertexAttribArray, GLuint index) GL_ENTRY(void, glDrawArrays, GLenum mode, GLint first, GLsizei count) GL_ENTRY(void, glDrawElements, GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) GL_ENTRY(void, glEnable, GLenum cap) GL_ENTRY(void, glEnableVertexAttribArray, GLuint index) GL_ENTRY(void, glFinish, void) GL_ENTRY(void, glFlush, void) GL_ENTRY(void, glFramebufferRenderbuffer, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) GL_ENTRY(void, glFramebufferTexture2D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) GL_ENTRY(void, glFrontFace, GLenum mode) GL_ENTRY(void, glGenBuffers, GLsizei n, GLuint* buffers) GL_ENTRY(void, glGenerateMipmap, GLenum target) GL_ENTRY(void, glGenFramebuffers, GLsizei n, GLuint* framebuffers) GL_ENTRY(void, glGenRenderbuffers, GLsizei n, GLuint* renderbuffers) GL_ENTRY(void, glGenTextures, GLsizei n, GLuint* textures) GL_ENTRY(void, glGetActiveAttrib, GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) GL_ENTRY(void, glGetActiveUniform, GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) GL_ENTRY(void, glGetAttachedShaders, GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) GL_ENTRY(int, glGetAttribLocation, GLuint program, const GLchar* name) GL_ENTRY(void, glGetBooleanv, GLenum pname, GLboolean* params) GL_ENTRY(void, glGetBufferParameteriv, GLenum target, GLenum pname, GLint* params) GL_ENTRY(GLenum, glGetError, void) GL_ENTRY(void, glGetFloatv, GLenum pname, GLfloat* params) GL_ENTRY(void, glGetFramebufferAttachmentParameteriv, GLenum target, GLenum attachment, GLenum pname, GLint* params) GL_ENTRY(void, glGetIntegerv, GLenum pname, GLint* params) GL_ENTRY(void, glGetProgramiv, GLuint program, GLenum pname, GLint* params) GL_ENTRY(void, glGetProgramInfoLog, GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) GL_ENTRY(void, glGetRenderbufferParameteriv, GLenum target, GLenum pname, GLint* params) GL_ENTRY(void, glGetShaderiv, GLuint shader, GLenum pname, GLint* params) GL_ENTRY(void, glGetShaderInfoLog, GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) GL_ENTRY(void, glGetShaderPrecisionFormat, GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) GL_ENTRY(void, glGetShaderSource, GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) GL_ENTRY(const GLubyte*, glGetString, GLenum name) GL_ENTRY(void, glGetTexParameterfv, GLenum target, GLenum pname, GLfloat* params) GL_ENTRY(void, glGetTexParameteriv, GLenum target, GLenum pname, GLint* params) GL_ENTRY(void, glGetUniformfv, GLuint program, GLint location, GLfloat* params) GL_ENTRY(void, glGetUniformiv, GLuint program, GLint location, GLint* params) GL_ENTRY(int, glGetUniformLocation, GLuint program, const GLchar* name) GL_ENTRY(void, glGetVertexAttribfv, GLuint index, GLenum pname, GLfloat* params) GL_ENTRY(void, glGetVertexAttribiv, GLuint index, GLenum pname, GLint* params) GL_ENTRY(void, glGetVertexAttribPointerv, GLuint index, GLenum pname, GLvoid** pointer) GL_ENTRY(void, glHint, GLenum target, GLenum mode) GL_ENTRY(GLboolean, glIsBuffer, GLuint buffer) GL_ENTRY(GLboolean, glIsEnabled, GLenum cap) GL_ENTRY(GLboolean, glIsFramebuffer, GLuint framebuffer) GL_ENTRY(GLboolean, glIsProgram, GLuint program) GL_ENTRY(GLboolean, glIsRenderbuffer, GLuint renderbuffer) GL_ENTRY(GLboolean, glIsShader, GLuint shader) GL_ENTRY(GLboolean, glIsTexture, GLuint texture) GL_ENTRY(void, glLineWidth, GLfloat width) GL_ENTRY(void, glLinkProgram, GLuint program) GL_ENTRY(void, glPixelStorei, GLenum pname, GLint param) GL_ENTRY(void, glPolygonOffset, GLfloat factor, GLfloat units) GL_ENTRY(void, glReadPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) GL_ENTRY(void, glReleaseShaderCompiler, void) GL_ENTRY(void, glRenderbufferStorage, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) GL_ENTRY(void, glSampleCoverage, GLclampf value, GLboolean invert) GL_ENTRY(void, glScissor, GLint x, GLint y, GLsizei width, GLsizei height) GL_ENTRY(void, glShaderBinary, GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) GL_ENTRY(void, glShaderSource, GLuint shader, GLsizei count, const GLchar*const* string, const GLint* length) GL_ENTRY(void, glStencilFunc, GLenum func, GLint ref, GLuint mask) GL_ENTRY(void, glStencilFuncSeparate, GLenum face, GLenum func, GLint ref, GLuint mask) GL_ENTRY(void, glStencilMask, GLuint mask) GL_ENTRY(void, glStencilMaskSeparate, GLenum face, GLuint mask) GL_ENTRY(void, glStencilOp, GLenum fail, GLenum zfail, GLenum zpass) GL_ENTRY(void, glStencilOpSeparate, GLenum face, GLenum fail, GLenum zfail, GLenum zpass) GL_ENTRY(void, glTexImage2D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) GL_ENTRY(void, glTexParameterf, GLenum target, GLenum pname, GLfloat param) GL_ENTRY(void, glTexParameterfv, GLenum target, GLenum pname, const GLfloat* params) GL_ENTRY(void, glTexParameteri, GLenum target, GLenum pname, GLint param) GL_ENTRY(void, glTexParameteriv, GLenum target, GLenum pname, const GLint* params) GL_ENTRY(void, glTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) GL_ENTRY(void, glUniform1f, GLint location, GLfloat x) GL_ENTRY(void, glUniform1fv, GLint location, GLsizei count, const GLfloat* v) GL_ENTRY(void, glUniform1i, GLint location, GLint x) GL_ENTRY(void, glUniform1iv, GLint location, GLsizei count, const GLint* v) GL_ENTRY(void, glUniform2f, GLint location, GLfloat x, GLfloat y) GL_ENTRY(void, glUniform2fv, GLint location, GLsizei count, const GLfloat* v) GL_ENTRY(void, glUniform2i, GLint location, GLint x, GLint y) GL_ENTRY(void, glUniform2iv, GLint location, GLsizei count, const GLint* v) GL_ENTRY(void, glUniform3f, GLint location, GLfloat x, GLfloat y, GLfloat z) GL_ENTRY(void, glUniform3fv, GLint location, GLsizei count, const GLfloat* v) GL_ENTRY(void, glUniform3i, GLint location, GLint x, GLint y, GLint z) GL_ENTRY(void, glUniform3iv, GLint location, GLsizei count, const GLint* v) GL_ENTRY(void, glUniform4f, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) GL_ENTRY(void, glUniform4fv, GLint location, GLsizei count, const GLfloat* v) GL_ENTRY(void, glUniform4i, GLint location, GLint x, GLint y, GLint z, GLint w) GL_ENTRY(void, glUniform4iv, GLint location, GLsizei count, const GLint* v) GL_ENTRY(void, glUniformMatrix2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) GL_ENTRY(void, glUniformMatrix3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) GL_ENTRY(void, glUniformMatrix4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) GL_ENTRY(void, glUseProgram, GLuint program) GL_ENTRY(void, glValidateProgram, GLuint program) GL_ENTRY(void, glVertexAttrib1f, GLuint indx, GLfloat x) GL_ENTRY(void, glVertexAttrib1fv, GLuint indx, const GLfloat* values) GL_ENTRY(void, glVertexAttrib2f, GLuint indx, GLfloat x, GLfloat y) GL_ENTRY(void, glVertexAttrib2fv, GLuint indx, const GLfloat* values) GL_ENTRY(void, glVertexAttrib3f, GLuint indx, GLfloat x, GLfloat y, GLfloat z) GL_ENTRY(void, glVertexAttrib3fv, GLuint indx, const GLfloat* values) GL_ENTRY(void, glVertexAttrib4f, GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) GL_ENTRY(void, glVertexAttrib4fv, GLuint indx, const GLfloat* values) GL_ENTRY(void, glVertexAttribPointer, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) GL_ENTRY(void, glViewport, GLint x, GLint y, GLsizei width, GLsizei height) GL_ENTRY(void, glEGLImageTargetTexture2DOES, GLenum target, GLeglImageOES image) GL_ENTRY(void, glEGLImageTargetRenderbufferStorageOES, GLenum target, GLeglImageOES image) GL_ENTRY(void, glGetProgramBinaryOES, GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary) GL_ENTRY(void, glProgramBinaryOES, GLuint program, GLenum binaryFormat, const GLvoid *binary, GLint length) GL_ENTRY(void*, glMapBufferOES, GLenum target, GLenum access) GL_ENTRY(GLboolean, glUnmapBufferOES, GLenum target) #GL_ENTRY(void, glGetBufferPointervOES, GLenum target, GLenum pname, GLvoid** params) GL_ENTRY(void, glTexImage3DOES, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels) GL_ENTRY(void, glTexSubImage3DOES, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels) GL_ENTRY(void, glCopyTexSubImage3DOES, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) GL_ENTRY(void, glCompressedTexImage3DOES, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data) GL_ENTRY(void, glCompressedTexSubImage3DOES, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data) GL_ENTRY(void, glFramebufferTexture3DOES, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) GL_ENTRY(void, glBindVertexArrayOES, GLuint array) GL_ENTRY(void, glDeleteVertexArraysOES, GLsizei n, const GLuint *arrays) GL_ENTRY(void, glGenVertexArraysOES, GLsizei n, GLuint *arrays) GL_ENTRY(GLboolean, glIsVertexArrayOES, GLuint array) GL_ENTRY(void, glDiscardFramebufferEXT, GLenum target, GLsizei numAttachments, const GLenum *attachments) GL_ENTRY(void, glMultiDrawArraysEXT, GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount) GL_ENTRY(void, glMultiDrawElementsEXT, GLenum mode, const GLsizei *count, GLenum type, const GLvoid*const* indices, GLsizei primcount) #not supported GL_ENTRY(void, glGetPerfMonitorGroupsAMD, GLint *numGroups, GLsizei groupsSize, GLuint *groups) GL_ENTRY(void, glGetPerfMonitorCountersAMD, GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters) GL_ENTRY(void, glGetPerfMonitorGroupStringAMD, GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString) GL_ENTRY(void, glGetPerfMonitorCounterStringAMD, GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString) GL_ENTRY(void, glGetPerfMonitorCounterInfoAMD, GLuint group, GLuint counter, GLenum pname, GLvoid *data) GL_ENTRY(void, glGenPerfMonitorsAMD, GLsizei n, GLuint *monitors) GL_ENTRY(void, glDeletePerfMonitorsAMD, GLsizei n, GLuint *monitors) GL_ENTRY(void, glSelectPerfMonitorCountersAMD, GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *countersList) GL_ENTRY(void, glBeginPerfMonitorAMD, GLuint monitor) GL_ENTRY(void, glEndPerfMonitorAMD, GLuint monitor) GL_ENTRY(void, glGetPerfMonitorCounterDataAMD, GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten) GL_ENTRY(void, glRenderbufferStorageMultisampleIMG, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) GL_ENTRY(void, glFramebufferTexture2DMultisampleIMG, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples) GL_ENTRY(void, glDeleteFencesNV, GLsizei n, const GLuint *fences) GL_ENTRY(void, glGenFencesNV, GLsizei n, GLuint *fences) GL_ENTRY(GLboolean, glIsFenceNV, GLuint fence) GL_ENTRY(GLboolean, glTestFenceNV, GLuint fence) GL_ENTRY(void, glGetFenceivNV, GLuint fence, GLenum pname, GLint *params) GL_ENTRY(void, glFinishFenceNV, GLuint fence) GL_ENTRY(void, glSetFenceNV, GLuint fence, GLenum condition) GL_ENTRY(void, glCoverageMaskNV, GLboolean mask) GL_ENTRY(void, glCoverageOperationNV, GLenum operation) GL_ENTRY(void, glGetDriverControlsQCOM, GLint *num, GLsizei size, GLuint *driverControls) GL_ENTRY(void, glGetDriverControlStringQCOM, GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString) GL_ENTRY(void, glEnableDriverControlQCOM, GLuint driverControl) GL_ENTRY(void, glDisableDriverControlQCOM, GLuint driverControl) GL_ENTRY(void, glExtGetTexturesQCOM, GLuint *textures, GLint maxTextures, GLint *numTextures) GL_ENTRY(void, glExtGetBuffersQCOM, GLuint *buffers, GLint maxBuffers, GLint *numBuffers) GL_ENTRY(void, glExtGetRenderbuffersQCOM, GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers) GL_ENTRY(void, glExtGetFramebuffersQCOM, GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers) GL_ENTRY(void, glExtGetTexLevelParameterivQCOM, GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params) GL_ENTRY(void, glExtTexObjectStateOverrideiQCOM, GLenum target, GLenum pname, GLint param) GL_ENTRY(void, glExtGetTexSubImageQCOM, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid *texels) GL_ENTRY(void, glExtGetBufferPointervQCOM, GLenum target, GLvoid** params) GL_ENTRY(void, glExtGetShadersQCOM, GLuint *shaders, GLint maxShaders, GLint *numShaders) GL_ENTRY(void, glExtGetProgramsQCOM, GLuint *programs, GLint maxPrograms, GLint *numPrograms) GL_ENTRY(GLboolean, glExtIsProgramBinaryQCOM, GLuint program) GL_ENTRY(void, glExtGetProgramBinarySourceQCOM, GLuint program, GLenum shadertype, GLchar *source, GLint *length) GL_ENTRY(void, glStartTilingQCOM, GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask) GL_ENTRY(void, glEndTilingQCOM, GLbitfield preserveMask) # add-ons for GLES 2 GL_ENTRY(void, glVertexAttribPointerData, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void * data, GLuint datalen) GL_ENTRY(void, glVertexAttribPointerOffset, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset) GL_ENTRY(void, glDrawElementsOffset, GLenum mode, GLsizei count, GLenum type, GLuint offset) GL_ENTRY(void, glDrawElementsData, GLenum mode, GLsizei count, GLenum type, void *data, GLuint datalen) GL_ENTRY(void, glGetCompressedTextureFormats, int count, GLint *formats) GL_ENTRY(void, glShaderString, GLuint shader, const GLchar* string, GLsizei len) GL_ENTRY(int, glFinishRoundTrip, void) # GLES 3.0 ApiGen .in # Changes to existing API: ## New formats: Need to update all validation code to handle GLES 3.x-specific formats. ## Primitive restart (close to already implemented in guest encoder, but can be tricky to validate in the middle of all the other draw validation going on) ## Texture compression with ETC2 (already implemented) # New API calls - listed in approximate decreasing order of complexity # Vertex Array Objects ## Before anything else, move GL calls out of sendVertexAttributes() in encoder, ## or we will get this wrong, as we currently delay glEnableVertexAttribArray/ glVertexAttribPointer ## until right before glDrawElements/Arrays. ## This means moving those attribpointer calls out, ## AND preserving the index range validation behavior that happens ## just before glDrawElements/Arrays. GL_ENTRY(void, glGenVertexArrays, GLsizei n, GLuint* arrays) GL_ENTRY(void, glBindVertexArray, GLuint array) GL_ENTRY(void, glDeleteVertexArrays, GLsizei n, const GLuint *arrays) GL_ENTRY(GLboolean, glIsVertexArray, GLuint array) # New buffer operationarrays Mapping needs different encoding interface: copy from host on map, and copy to host (and host GPU pointer) on unmap or flush. ## Proposed: GL_ENTRY(void*, glMapBufferRange, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) GL_ENTRY(GLboolean, glUnmapBuffer, GLenum target) GL_ENTRY(void, glFlushMappedBufferRange, GLenum target, GLintptr offset, GLsizeiptr length) GL_ENTRY(void, glMapBufferRangeAEMU, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* mapped) GL_ENTRY(void, glUnmapBufferAEMU, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* guest_buffer, GLboolean* out_res) GL_ENTRY(void, glFlushMappedBufferRangeAEMU, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, void* guest_buffer) ## It seems we can use glUnmapBuffer and glFlushMappedBufferRange as synchronization points ## to update the host with the new buffer contents: ## glMapBufferRange / glUnmapBuffer: ## Guest: | Encoder: | Host: ## void* x = glMapBuffer... | | ## | glMapBufferRangeAEMU_enc... | ## | | void* hostptr = glMapBufferRange... ## | | memcpy(mapped, hostptr, sz) ## | stream->readback(mapped, sz) | ## | glMapBufferRangeAEMU_enc exit | ## x holds host GPU contents | | ## | | ## glUnmapBuffer... | | ## | glUnmapBufferAEMU_enc... | ## | stream->writeFully(x, sz) | ## | | memcpy(hostptr, x, sz) ## | | glUnmapBuffer ## glMapBufferRange / glFlushMappedBufferRange: ## Guest: | Encoder: | Host: ## void* x = glMapBuffer... | | ## | glMapBufferRangeAEMU_enc... | ## | | void* hostptr = glMapBufferRange... ## | | memcpy(mapped, hostptr, sz) ## | stream->readback(mapped, sz) | ## | glMapBufferRangeAEMU_enc exit | ## x holds host GPU contents | | ## | | ## glFlushMappedBufferRange..| | ## | glFlushMappedBufferRangeAEMU... | ## | stream->writeFully(flushedrange... | ## | | memcpy(hostptr + offset, flushedrange, length) ## | | glFlushMappedBufferRange ## Make sure to store the binded range when mapped, I bet there is some dEQP test that checks this sort of thing :) ## PBOs need to be delivered differently to the host. GL_ENTRY(void, glReadPixelsOffsetAEMU, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint offset) GL_ENTRY(void, glCompressedTexImage2DOffsetAEMU, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, GLuint offset) GL_ENTRY(void, glCompressedTexSubImage2DOffsetAEMU, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLuint offset) GL_ENTRY(void, glTexImage2DOffsetAEMU, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLuint offset) GL_ENTRY(void, glTexSubImage2DOffsetAEMU, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint offset) GL_ENTRY(void, glBindBufferRange, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) GL_ENTRY(void, glBindBufferBase, GLenum target, GLuint index, GLuint buffer) ## No need to consider mapped buffers here as that is a GL_INVALID_OPERATION :) GL_ENTRY(void, glCopyBufferSubData, GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size); ## These buffer clears don't involve anything that can be mapped, so we are OK. GL_ENTRY(void, glClearBufferiv, GLenum buffer, GLint drawBuffer, const GLint * value) GL_ENTRY(void, glClearBufferuiv, GLenum buffer, GLint drawBuffer, const GLuint * value) GL_ENTRY(void, glClearBufferfv, GLenum buffer, GLint drawBuffer, const GLfloat * value) GL_ENTRY(void, glClearBufferfi, GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil) ## Reads (not writes) mapped state only, so shouldn't be sent to host. GL_ENTRY(void, glGetBufferParameteri64v, GLenum target, GLenum value, GLint64 * data) # Get current mapped buffer pointer. Shouldn't be sent to host. GL_ENTRY(void, glGetBufferPointerv, GLenum target, GLenum pname, GLvoid** params) # UBOs ## Share group processing needed for all of these, as the program is an argument. ## Validation is bound (heh) to be tricky GL_ENTRY(void, glUniformBlockBinding, GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) GL_ENTRY(GLuint, glGetUniformBlockIndex, GLuint program, const GLchar *uniformBlockName) # Assume uniformNames packed into 1 buffer on the guest. GL_ENTRY(void, glGetUniformIndices, GLuint program, GLsizei uniformCount, const GLchar*const* uniformNames, GLuint* uniformIndices) GL_ENTRY(void, glGetUniformIndicesAEMU, GLuint program, GLsizei uniformCount, const GLchar *packedUniformNames, GLsizei packedLen, GLuint *uniformIndices) GL_ENTRY(void, glGetActiveUniformBlockiv, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) GL_ENTRY(void, glGetActiveUniformBlockName, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) # More uniform setters GL_ENTRY(void, glUniform1ui, GLint location, GLuint v0) GL_ENTRY(void, glUniform2ui, GLint location, GLuint v0, GLuint v1) GL_ENTRY(void, glUniform3ui, GLint location, GLuint v0, GLuint v1, GLuint v2) GL_ENTRY(void, glUniform4ui, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) GL_ENTRY(void, glUniform1uiv, GLint location, GLsizei count, const GLuint *value) GL_ENTRY(void, glUniform2uiv, GLint location, GLsizei count, const GLuint *value) GL_ENTRY(void, glUniform3uiv, GLint location, GLsizei count, const GLuint *value) GL_ENTRY(void, glUniform4uiv, GLint location, GLsizei count, const GLuint *value) GL_ENTRY(void, glUniformMatrix2x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glUniformMatrix3x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glUniformMatrix2x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glUniformMatrix4x2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glUniformMatrix3x4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glUniformMatrix4x3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) # Need share group processing for these gets GL_ENTRY(void, glGetUniformuiv, GLuint program, GLint location, GLuint *params) GL_ENTRY(void, glGetActiveUniformsiv, GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) # More vertex attribute setters / queries GL_ENTRY(void, glVertexAttribI4i, GLuint index, GLint v0, GLint v1, GLint v2, GLint v3) GL_ENTRY(void, glVertexAttribI4ui, GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3) GL_ENTRY(void, glVertexAttribI4iv, GLuint index, const GLint *v) GL_ENTRY(void, glVertexAttribI4uiv, GLuint index, const GLuint *v) GL_ENTRY(void, glVertexAttribIPointer, GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) GL_ENTRY(void, glVertexAttribIPointerOffsetAEMU, GLuint index, GLint size, GLenum type, GLsizei stride, GLuint offset) GL_ENTRY(void, glVertexAttribIPointerDataAEMU, GLuint index, GLint size, GLenum type, GLsizei stride, void* data, GLuint datalen) GL_ENTRY(void, glGetVertexAttribIiv, GLuint index, GLenum pname, GLint *params) GL_ENTRY(void, glGetVertexAttribIuiv, GLuint index, GLenum pname, GLuint *params) # Instanced draws GL_ENTRY(void, glVertexAttribDivisor, GLuint index, GLuint divisor) GL_ENTRY(void, glDrawArraysInstanced, GLenum mode, GLint first, GLsizei count, GLsizei primcount) GL_ENTRY(void, glDrawElementsInstanced, GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount) GL_ENTRY(void, glDrawElementsInstancedDataAEMU, GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount, GLsizei datalen) GL_ENTRY(void, glDrawElementsInstancedOffsetAEMU, GLenum mode, GLsizei count, GLenum type, GLuint offset, GLsizei primcount) # Draw with known index range GL_ENTRY(void, glDrawRangeElements, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices) GL_ENTRY(void, glDrawRangeElementsDataAEMU, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices, GLsizei datalen) GL_ENTRY(void, glDrawRangeElementsOffsetAEMU, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLuint offset) # Sync - mostly implemented on host, just need encoder part GL_ENTRY(GLsync, glFenceSync, GLenum condition, GLbitfield flags) GL_ENTRY(GLenum, glClientWaitSync, GLsync wait_on, GLbitfield flags, GLuint64 timeout) GL_ENTRY(void, glWaitSync, GLsync wait_on, GLbitfield flags, GLuint64 timeout) GL_ENTRY(void, glDeleteSync, GLsync to_delete) GL_ENTRY(GLboolean, glIsSync, GLsync sync) GL_ENTRY(void, glGetSynciv, GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) GL_ENTRY(uint64_t, glFenceSyncAEMU, GLenum condition, GLbitfield flags) GL_ENTRY(GLenum, glClientWaitSyncAEMU, uint64_t wait_on, GLbitfield flags, GLuint64 timeout) GL_ENTRY(void, glWaitSyncAEMU, uint64_t wait_on, GLbitfield flags, GLuint64 timeout) GL_ENTRY(void, glDeleteSyncAEMU, uint64_t to_delete) GL_ENTRY(GLboolean, glIsSyncAEMU, uint64_t sync) GL_ENTRY(void, glGetSyncivAEMU, uint64_t sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) # MRT / MSAA render buffer GL_ENTRY(void, glDrawBuffers, GLsizei n, const GLenum *bufs); GL_ENTRY(void, glReadBuffer, GLenum src); GL_ENTRY(void, glBlitFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); # Not even implemented in host driver if < OpenGL 4.3. # But we should call this anyway if the function is available. GL_ENTRY(void, glInvalidateFramebuffer, GLenum target, GLsizei numAttachments, const GLenum *attachments) GL_ENTRY(void, glInvalidateSubFramebuffer, GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) GL_ENTRY(void, glFramebufferTextureLayer, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); GL_ENTRY(void, glRenderbufferStorageMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GL_ENTRY(void, glTexStorage2D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GL_ENTRY(void, glGetInternalformativ, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params) # Transform feedback - share group processing in the last two GL_ENTRY(void, glBeginTransformFeedback, GLenum primitiveMode) GL_ENTRY(void, glEndTransformFeedback, void) GL_ENTRY(void, glGenTransformFeedbacks, GLsizei n, GLuint *ids) GL_ENTRY(void, glDeleteTransformFeedbacks, GLsizei n, const GLuint *ids) GL_ENTRY(void, glBindTransformFeedback, GLenum target, GLuint id) GL_ENTRY(void, glPauseTransformFeedback, void) GL_ENTRY(void, glResumeTransformFeedback, void) GL_ENTRY(GLboolean, glIsTransformFeedback, GLuint id) GL_ENTRY(void, glTransformFeedbackVaryings, GLuint program, GLsizei count, const GLchar*const* varyings, GLenum bufferMode) GL_ENTRY(void, glTransformFeedbackVaryingsAEMU, GLuint program, GLsizei count, const char* packedVaryings, GLuint packedVaryingsLen, GLenum bufferMode) GL_ENTRY(void, glGetTransformFeedbackVarying, GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, char * name) # Sampler objects GL_ENTRY(void, glGenSamplers, GLsizei n, GLuint *samplers) GL_ENTRY(void, glDeleteSamplers, GLsizei n, const GLuint * samplers) GL_ENTRY(void, glBindSampler, GLuint unit, GLuint sampler) GL_ENTRY(void, glSamplerParameterf, GLuint sampler, GLenum pname, GLfloat param) GL_ENTRY(void, glSamplerParameteri, GLuint sampler, GLenum pname, GLint param) GL_ENTRY(void, glSamplerParameterfv, GLuint sampler, GLenum pname, const GLfloat * params) GL_ENTRY(void, glSamplerParameteriv, GLuint sampler, GLenum pname, const GLint * params) GL_ENTRY(void, glGetSamplerParameterfv, GLuint sampler, GLenum pname, GLfloat * params) GL_ENTRY(void, glGetSamplerParameteriv, GLuint sampler, GLenum pname, GLint * params) GL_ENTRY(GLboolean, glIsSampler, GLuint sampler) # Query objects GL_ENTRY(void, glGenQueries, GLsizei n, GLuint * queries) GL_ENTRY(void, glDeleteQueries, GLsizei n, const GLuint * queries) GL_ENTRY(void, glBeginQuery, GLenum target, GLuint query) GL_ENTRY(void, glEndQuery, GLenum target) GL_ENTRY(void, glGetQueryiv, GLenum target, GLenum pname, GLint * params) GL_ENTRY(void, glGetQueryObjectuiv, GLuint query, GLenum pname, GLuint * params) GL_ENTRY(GLboolean, glIsQuery, GLuint query) # Shader binary objects - need share group processing GL_ENTRY(void, glProgramParameteri, GLuint program, GLenum pname, GLint value) GL_ENTRY(void, glProgramBinary, GLuint program, GLenum binaryFormat, const void *binary, GLsizei length) GL_ENTRY(void, glGetProgramBinary, GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary) # New glGets - need share group processing for program object GL_ENTRY(GLint, glGetFragDataLocation, GLuint program, const char * name) GL_ENTRY(void, glGetInteger64v, GLenum pname, GLint64 * data) GL_ENTRY(void, glGetIntegeri_v, GLenum target, GLuint index, GLint * data) GL_ENTRY(void, glGetInteger64i_v, GLenum target, GLuint index, GLint64 * data) # Array/3D textures GL_ENTRY(void, glTexImage3D, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data) GL_ENTRY(void, glTexImage3DOffsetAEMU, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GLuint offset) GL_ENTRY(void, glTexStorage3D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); GL_ENTRY(void, glTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * data); GL_ENTRY(void, glTexSubImage3DOffsetAEMU, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLuint offset); GL_ENTRY(void, glCompressedTexImage3D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data) GL_ENTRY(void, glCompressedTexImage3DOffsetAEMU, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, GLuint offset) GL_ENTRY(void, glCompressedTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data); GL_ENTRY(void, glCompressedTexSubImage3DOffsetAEMU, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, GLuint data); GL_ENTRY(void, glCopyTexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) # glGetStringi GL_ENTRY(const GLubyte*, glGetStringi, GLenum name, GLuint index); # GLES 3.1: # New get GL_ENTRY(void, glGetBooleani_v, GLenum target, GLuint index, GLboolean * data) # Memory barriers GL_ENTRY(void, glMemoryBarrier, GLbitfield barriers); GL_ENTRY(void, glMemoryBarrierByRegion, GLbitfield barriers); # Program pipelines - may require adding a new shared object type! GL_ENTRY(void, glGenProgramPipelines, GLsizei n, GLuint *pipelines) GL_ENTRY(void, glDeleteProgramPipelines, GLsizei n, const GLuint *pipelines) GL_ENTRY(void, glBindProgramPipeline, GLuint pipeline) GL_ENTRY(void, glGetProgramPipelineiv, GLuint pipeline, GLenum pname, GLint *params) GL_ENTRY(void, glGetProgramPipelineInfoLog, GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog) GL_ENTRY(void, glValidateProgramPipeline, GLuint pipeline) GL_ENTRY(GLboolean, glIsProgramPipeline, GLuint pipeline); GL_ENTRY(void, glUseProgramStages, GLuint pipeline, GLbitfield stages, GLuint program) # Separable shader programs - may need to change how program objects are represented and shared! GL_ENTRY(void, glActiveShaderProgram, GLuint pipeline, GLuint program); GL_ENTRY(GLuint, glCreateShaderProgramv, GLenum type, GLsizei count, const GLchar*const* strings) GL_ENTRY(GLuint, glCreateShaderProgramvAEMU, GLenum type, GLsizei count, const char *packedStrings, GLuint packedLen) # Uniforms should work easily if any program object representation problems are solved. GL_ENTRY(void, glProgramUniform1f, GLuint program, GLint location, GLfloat v0) GL_ENTRY(void, glProgramUniform2f, GLuint program, GLint location, GLfloat v0, GLfloat v1) GL_ENTRY(void, glProgramUniform3f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) GL_ENTRY(void, glProgramUniform4f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) GL_ENTRY(void, glProgramUniform1i, GLuint program, GLint location, GLint v0) GL_ENTRY(void, glProgramUniform2i, GLuint program, GLint location, GLint v0, GLint v1) GL_ENTRY(void, glProgramUniform3i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2) GL_ENTRY(void, glProgramUniform4i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) GL_ENTRY(void, glProgramUniform1ui, GLuint program, GLint location, GLuint v0) GL_ENTRY(void, glProgramUniform2ui, GLuint program, GLint location, GLuint v0, GLuint v1) GL_ENTRY(void, glProgramUniform3ui, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) GL_ENTRY(void, glProgramUniform4ui, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) GL_ENTRY(void, glProgramUniform1fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) GL_ENTRY(void, glProgramUniform2fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) GL_ENTRY(void, glProgramUniform3fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) GL_ENTRY(void, glProgramUniform4fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) GL_ENTRY(void, glProgramUniform1iv, GLuint program, GLint location, GLsizei count, const GLint *value) GL_ENTRY(void, glProgramUniform2iv, GLuint program, GLint location, GLsizei count, const GLint *value) GL_ENTRY(void, glProgramUniform3iv, GLuint program, GLint location, GLsizei count, const GLint *value) GL_ENTRY(void, glProgramUniform4iv, GLuint program, GLint location, GLsizei count, const GLint *value) GL_ENTRY(void, glProgramUniform1uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) GL_ENTRY(void, glProgramUniform2uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) GL_ENTRY(void, glProgramUniform3uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) GL_ENTRY(void, glProgramUniform4uiv, GLuint program, GLint location, GLsizei count, const GLuint *value) GL_ENTRY(void, glProgramUniformMatrix2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glProgramUniformMatrix3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glProgramUniformMatrix4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glProgramUniformMatrix2x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glProgramUniformMatrix3x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glProgramUniformMatrix2x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glProgramUniformMatrix4x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glProgramUniformMatrix3x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) GL_ENTRY(void, glProgramUniformMatrix4x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) # Depending on whether ANGLE shader translator supports ES 3.1, this might require us to enhance the ANGLE shader translator by a LOT. GL_ENTRY(void, glGetProgramInterfaceiv, GLuint program, GLenum programInterface, GLenum pname, GLint * params) GL_ENTRY(void, glGetProgramResourceiv, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum * props, GLsizei bufSize, GLsizei * length, GLint * params) GL_ENTRY(GLuint, glGetProgramResourceIndex, GLuint program, GLenum programInterface, const char * name) GL_ENTRY(GLint, glGetProgramResourceLocation, GLuint program, GLenum programInterface, const char * name) GL_ENTRY(void, glGetProgramResourceName, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei * length, char * name) # Compute shaders. Should just work if everything else does. GL_ENTRY(void, glBindImageTexture, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) GL_ENTRY(void, glDispatchCompute, GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z) ### This is an indirect call and the |indirect| field could be a GPU pointer. ### We will need to make sure that |indirect| is updated to the latest version if so, ### and probably manage a running set of GPU pointers on the host ### that the guest is using. GL_ENTRY(void, glDispatchComputeIndirect, GLintptr indirect) # Separate vertex format / buffer binding ### Requires us tp really clean up how draws work in the encoder currently. GL_ENTRY(void, glBindVertexBuffer, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) GL_ENTRY(void, glVertexAttribBinding, GLuint attribindex, GLuint bindingindex); GL_ENTRY(void, glVertexAttribFormat, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) GL_ENTRY(void, glVertexAttribIFormat, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) GL_ENTRY(void, glVertexBindingDivisor, GLuint bindingindex, GLuint divisor) # Indirect draws ### Again, if |indirect| is a GPU pointer, we need to synchronize it before calling. GL_ENTRY(void, glDrawArraysIndirect, GLenum mode, const void * indirect) GL_ENTRY(void, glDrawArraysIndirectDataAEMU, GLenum mode, const void *indirect, GLuint datalen) GL_ENTRY(void, glDrawArraysIndirectOffsetAEMU, GLenum mode, GLuint offset) GL_ENTRY(void, glDrawElementsIndirect, GLenum mode, GLenum type, const void * indirect) GL_ENTRY(void, glDrawElementsIndirectDataAEMU, GLenum mode, GLenum type, const void *indirect, GLuint datalen) GL_ENTRY(void, glDrawElementsIndirectOffsetAEMU, GLenum mode, GLenum type, GLuint offset) # Multisampling GL_ENTRY(void, glTexStorage2DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) GL_ENTRY(void, glSampleMaski, GLuint maskNumber, GLbitfield mask) GL_ENTRY(void, glGetMultisamplefv, GLenum pname, GLuint index, GLfloat *val) # New framebuffer parameters GL_ENTRY(void, glFramebufferParameteri, GLenum target, GLenum pname, GLint param) GL_ENTRY(void, glGetFramebufferParameteriv, GLenum target, GLenum pname, GLint * params) # Texture LOD queries # Already used in Translator's validations, just need encoder. GL_ENTRY(void, glGetTexLevelParameterfv, GLenum target, GLint level, GLenum pname, GLfloat * params) GL_ENTRY(void, glGetTexLevelParameteriv, GLenum target, GLint level, GLenum pname, GLint * params)