// Copyright 2024 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// A dummy implementation of gles2_starboard.h. This can be used to compile
// without starboard headers. It should never be used in production.
//
// TODO(b/333131992): remove this
#include "chromecast/starboard/graphics/gles2_starboard.h"
extern "C" {
GL_APICALL void GL_APIENTRY Sb_glActiveTexture(GLenum texture) {}
GL_APICALL void GL_APIENTRY Sb_glAttachShader(GLuint program, GLuint shader) {}
GL_APICALL void GL_APIENTRY Sb_glBindAttribLocation(GLuint program,
GLuint index,
const GLchar* name) {}
GL_APICALL void GL_APIENTRY Sb_glBindBuffer(GLenum target, GLuint buffer) {}
GL_APICALL void GL_APIENTRY Sb_glBindFramebuffer(GLenum target,
GLuint framebuffer) {}
GL_APICALL void GL_APIENTRY Sb_glBindRenderbuffer(GLenum target,
GLuint renderbuffer) {}
GL_APICALL void GL_APIENTRY Sb_glBindTexture(GLenum target, GLuint texture) {}
GL_APICALL void GL_APIENTRY Sb_glBlendColor(GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha) {}
GL_APICALL void GL_APIENTRY Sb_glBlendEquation(GLenum mode) {}
GL_APICALL void GL_APIENTRY Sb_glBlendEquationSeparate(GLenum modeRGB,
GLenum modeAlpha) {}
GL_APICALL void GL_APIENTRY Sb_glBlendFunc(GLenum sfactor, GLenum dfactor) {}
GL_APICALL void GL_APIENTRY Sb_glBlendFuncSeparate(GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha) {}
GL_APICALL void GL_APIENTRY Sb_glBufferData(GLenum target,
GLsizeiptr size,
const void* data,
GLenum usage) {}
GL_APICALL void GL_APIENTRY Sb_glBufferSubData(GLenum target,
GLintptr offset,
GLsizeiptr size,
const void* data) {}
GL_APICALL GLenum GL_APIENTRY Sb_glCheckFramebufferStatus(GLenum target) {
return 0;
}
GL_APICALL void GL_APIENTRY Sb_glClear(GLbitfield mask) {}
GL_APICALL void GL_APIENTRY Sb_glClearColor(GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha) {}
GL_APICALL void GL_APIENTRY Sb_glClearDepthf(GLfloat d) {}
GL_APICALL void GL_APIENTRY Sb_glClearStencil(GLint s) {}
GL_APICALL void GL_APIENTRY Sb_glColorMask(GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha) {}
GL_APICALL void GL_APIENTRY Sb_glCompileShader(GLuint shader) {}
GL_APICALL void GL_APIENTRY Sb_glCompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void* data) {}
GL_APICALL void GL_APIENTRY Sb_glCompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void* data) {}
GL_APICALL void GL_APIENTRY Sb_glCopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border) {}
GL_APICALL void GL_APIENTRY Sb_glCopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height) {}
GL_APICALL GLuint GL_APIENTRY Sb_glCreateProgram(void) {
return 0;
}
GL_APICALL GLuint GL_APIENTRY Sb_glCreateShader(GLenum type) {
return 0;
}
GL_APICALL void GL_APIENTRY Sb_glCullFace(GLenum mode) {}
GL_APICALL void GL_APIENTRY Sb_glDeleteBuffers(GLsizei n,
const GLuint* buffers) {}
GL_APICALL void GL_APIENTRY
Sb_glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) {}
GL_APICALL void GL_APIENTRY Sb_glDeleteProgram(GLuint program) {}
GL_APICALL void GL_APIENTRY
Sb_glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {}
GL_APICALL void GL_APIENTRY Sb_glDeleteShader(GLuint shader) {}
GL_APICALL void GL_APIENTRY Sb_glDeleteTextures(GLsizei n,
const GLuint* textures) {}
GL_APICALL void GL_APIENTRY Sb_glDepthFunc(GLenum func) {}
GL_APICALL void GL_APIENTRY Sb_glDepthMask(GLboolean flag) {}
GL_APICALL void GL_APIENTRY Sb_glDepthRangef(GLfloat n, GLfloat f) {}
GL_APICALL void GL_APIENTRY Sb_glDetachShader(GLuint program, GLuint shader) {}
GL_APICALL void GL_APIENTRY Sb_glDisable(GLenum cap) {}
GL_APICALL void GL_APIENTRY Sb_glDisableVertexAttribArray(GLuint index) {}
GL_APICALL void GL_APIENTRY Sb_glDrawArrays(GLenum mode,
GLint first,
GLsizei count) {}
GL_APICALL void GL_APIENTRY Sb_glDrawElements(GLenum mode,
GLsizei count,
GLenum type,
const void* indices) {}
GL_APICALL void GL_APIENTRY Sb_glEnable(GLenum cap) {}
GL_APICALL void GL_APIENTRY Sb_glEnableVertexAttribArray(GLuint index) {}
GL_APICALL void GL_APIENTRY Sb_glFinish(void) {}
GL_APICALL void GL_APIENTRY Sb_glFlush(void) {}
GL_APICALL void GL_APIENTRY
Sb_glFramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer) {}
GL_APICALL void GL_APIENTRY Sb_glFramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level) {}
GL_APICALL void GL_APIENTRY Sb_glFrontFace(GLenum mode) {}
GL_APICALL void GL_APIENTRY Sb_glGenBuffers(GLsizei n, GLuint* buffers) {}
GL_APICALL void GL_APIENTRY Sb_glGenerateMipmap(GLenum target) {}
GL_APICALL void GL_APIENTRY Sb_glGenFramebuffers(GLsizei n,
GLuint* framebuffers) {}
GL_APICALL void GL_APIENTRY Sb_glGenRenderbuffers(GLsizei n,
GLuint* renderbuffers) {}
GL_APICALL void GL_APIENTRY Sb_glGenTextures(GLsizei n, GLuint* textures) {}
GL_APICALL void GL_APIENTRY Sb_glGetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei* length,
GLint* size,
GLenum* type,
GLchar* name) {}
GL_APICALL void GL_APIENTRY Sb_glGetActiveUniform(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei* length,
GLint* size,
GLenum* type,
GLchar* name) {}
GL_APICALL void GL_APIENTRY Sb_glGetAttachedShaders(GLuint program,
GLsizei maxCount,
GLsizei* count,
GLuint* shaders) {}
GL_APICALL GLint GL_APIENTRY Sb_glGetAttribLocation(GLuint program,
const GLchar* name) {
return 0;
}
GL_APICALL void GL_APIENTRY Sb_glGetBooleanv(GLenum pname, GLboolean* data) {}
GL_APICALL void GL_APIENTRY Sb_glGetBufferParameteriv(GLenum target,
GLenum pname,
GLint* params) {}
GL_APICALL GLenum GL_APIENTRY Sb_glGetError(void) {
return 0;
}
GL_APICALL void GL_APIENTRY Sb_glGetFloatv(GLenum pname, GLfloat* data) {}
GL_APICALL void GL_APIENTRY
Sb_glGetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetIntegerv(GLenum pname, GLint* data) {}
GL_APICALL void GL_APIENTRY Sb_glGetProgramiv(GLuint program,
GLenum pname,
GLint* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetProgramInfoLog(GLuint program,
GLsizei bufSize,
GLsizei* length,
GLchar* infoLog) {}
GL_APICALL void GL_APIENTRY Sb_glGetRenderbufferParameteriv(GLenum target,
GLenum pname,
GLint* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetShaderiv(GLuint shader,
GLenum pname,
GLint* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetShaderInfoLog(GLuint shader,
GLsizei bufSize,
GLsizei* length,
GLchar* infoLog) {}
GL_APICALL void GL_APIENTRY Sb_glGetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint* range,
GLint* precision) {}
GL_APICALL void GL_APIENTRY Sb_glGetShaderSource(GLuint shader,
GLsizei bufSize,
GLsizei* length,
GLchar* source) {}
GL_APICALL const GLubyte* GL_APIENTRY Sb_glGetString(GLenum name) {
return nullptr;
}
GL_APICALL void GL_APIENTRY Sb_glGetTexParameterfv(GLenum target,
GLenum pname,
GLfloat* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetTexParameteriv(GLenum target,
GLenum pname,
GLint* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetUniformfv(GLuint program,
GLint location,
GLfloat* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetUniformiv(GLuint program,
GLint location,
GLint* params) {}
GL_APICALL GLint GL_APIENTRY Sb_glGetUniformLocation(GLuint program,
const GLchar* name) {
return 0;
}
GL_APICALL void GL_APIENTRY Sb_glGetVertexAttribfv(GLuint index,
GLenum pname,
GLfloat* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetVertexAttribiv(GLuint index,
GLenum pname,
GLint* params) {}
GL_APICALL void GL_APIENTRY Sb_glGetVertexAttribPointerv(GLuint index,
GLenum pname,
void** pointer) {}
GL_APICALL void GL_APIENTRY Sb_glHint(GLenum target, GLenum mode) {}
GL_APICALL GLboolean GL_APIENTRY Sb_glIsBuffer(GLuint buffer) {
return 0;
}
GL_APICALL GLboolean GL_APIENTRY Sb_glIsEnabled(GLenum cap) {
return 0;
}
GL_APICALL GLboolean GL_APIENTRY Sb_glIsFramebuffer(GLuint framebuffer) {
return 0;
}
GL_APICALL GLboolean GL_APIENTRY Sb_glIsProgram(GLuint program) {
return 0;
}
GL_APICALL GLboolean GL_APIENTRY Sb_glIsRenderbuffer(GLuint renderbuffer) {
return 0;
}
GL_APICALL GLboolean GL_APIENTRY Sb_glIsShader(GLuint shader) {
return 0;
}
GL_APICALL GLboolean GL_APIENTRY Sb_glIsTexture(GLuint texture) {
return 0;
}
GL_APICALL void GL_APIENTRY Sb_glLineWidth(GLfloat width) {}
GL_APICALL void GL_APIENTRY Sb_glLinkProgram(GLuint program) {}
GL_APICALL void GL_APIENTRY Sb_glPixelStorei(GLenum pname, GLint param) {}
GL_APICALL void GL_APIENTRY Sb_glPolygonOffset(GLfloat factor, GLfloat units) {}
GL_APICALL void GL_APIENTRY Sb_glReadPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void* pixels) {}
GL_APICALL void GL_APIENTRY Sb_glReleaseShaderCompiler(void) {}
GL_APICALL void GL_APIENTRY Sb_glRenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height) {}
GL_APICALL void GL_APIENTRY Sb_glSampleCoverage(GLfloat value,
GLboolean invert) {}
GL_APICALL void GL_APIENTRY Sb_glScissor(GLint x,
GLint y,
GLsizei width,
GLsizei height) {}
GL_APICALL void GL_APIENTRY Sb_glShaderBinary(GLsizei count,
const GLuint* shaders,
GLenum binaryformat,
const void* binary,
GLsizei length) {}
GL_APICALL void GL_APIENTRY Sb_glShaderSource(GLuint shader,
GLsizei count,
const GLchar* const* string,
const GLint* length) {}
GL_APICALL void GL_APIENTRY Sb_glStencilFunc(GLenum func,
GLint ref,
GLuint mask) {}
GL_APICALL void GL_APIENTRY Sb_glStencilFuncSeparate(GLenum face,
GLenum func,
GLint ref,
GLuint mask) {}
GL_APICALL void GL_APIENTRY Sb_glStencilMask(GLuint mask) {}
GL_APICALL void GL_APIENTRY Sb_glStencilMaskSeparate(GLenum face, GLuint mask) {
}
GL_APICALL void GL_APIENTRY Sb_glStencilOp(GLenum fail,
GLenum zfail,
GLenum zpass) {}
GL_APICALL void GL_APIENTRY Sb_glStencilOpSeparate(GLenum face,
GLenum sfail,
GLenum dpfail,
GLenum dppass) {}
GL_APICALL void GL_APIENTRY Sb_glTexImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void* pixels) {}
GL_APICALL void GL_APIENTRY Sb_glTexParameterf(GLenum target,
GLenum pname,
GLfloat param) {}
GL_APICALL void GL_APIENTRY Sb_glTexParameterfv(GLenum target,
GLenum pname,
const GLfloat* params) {}
GL_APICALL void GL_APIENTRY Sb_glTexParameteri(GLenum target,
GLenum pname,
GLint param) {}
GL_APICALL void GL_APIENTRY Sb_glTexParameteriv(GLenum target,
GLenum pname,
const GLint* params) {}
GL_APICALL void GL_APIENTRY Sb_glTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void* pixels) {}
GL_APICALL void GL_APIENTRY Sb_glUniform1f(GLint location, GLfloat v0) {}
GL_APICALL void GL_APIENTRY Sb_glUniform1fv(GLint location,
GLsizei count,
const GLfloat* value) {}
GL_APICALL void GL_APIENTRY Sb_glUniform1i(GLint location, GLint v0) {}
GL_APICALL void GL_APIENTRY Sb_glUniform1iv(GLint location,
GLsizei count,
const GLint* value) {}
GL_APICALL void GL_APIENTRY Sb_glUniform2f(GLint location,
GLfloat v0,
GLfloat v1) {}
GL_APICALL void GL_APIENTRY Sb_glUniform2fv(GLint location,
GLsizei count,
const GLfloat* value) {}
GL_APICALL void GL_APIENTRY Sb_glUniform2i(GLint location, GLint v0, GLint v1) {
}
GL_APICALL void GL_APIENTRY Sb_glUniform2iv(GLint location,
GLsizei count,
const GLint* value) {}
GL_APICALL void GL_APIENTRY Sb_glUniform3f(GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2) {}
GL_APICALL void GL_APIENTRY Sb_glUniform3fv(GLint location,
GLsizei count,
const GLfloat* value) {}
GL_APICALL void GL_APIENTRY Sb_glUniform3i(GLint location,
GLint v0,
GLint v1,
GLint v2) {}
GL_APICALL void GL_APIENTRY Sb_glUniform3iv(GLint location,
GLsizei count,
const GLint* value) {}
GL_APICALL void GL_APIENTRY
Sb_glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
}
GL_APICALL void GL_APIENTRY Sb_glUniform4fv(GLint location,
GLsizei count,
const GLfloat* value) {}
GL_APICALL void GL_APIENTRY
Sb_glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {}
GL_APICALL void GL_APIENTRY Sb_glUniform4iv(GLint location,
GLsizei count,
const GLint* value) {}
GL_APICALL void GL_APIENTRY Sb_glUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {}
GL_APICALL void GL_APIENTRY Sb_glUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {}
GL_APICALL void GL_APIENTRY Sb_glUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat* value) {}
GL_APICALL void GL_APIENTRY Sb_glUseProgram(GLuint program) {}
GL_APICALL void GL_APIENTRY Sb_glValidateProgram(GLuint program) {}
GL_APICALL void GL_APIENTRY Sb_glVertexAttrib1f(GLuint index, GLfloat x) {}
GL_APICALL void GL_APIENTRY Sb_glVertexAttrib1fv(GLuint index,
const GLfloat* v) {}
GL_APICALL void GL_APIENTRY Sb_glVertexAttrib2f(GLuint index,
GLfloat x,
GLfloat y) {}
GL_APICALL void GL_APIENTRY Sb_glVertexAttrib2fv(GLuint index,
const GLfloat* v) {}
GL_APICALL void GL_APIENTRY Sb_glVertexAttrib3f(GLuint index,
GLfloat x,
GLfloat y,
GLfloat z) {}
GL_APICALL void GL_APIENTRY Sb_glVertexAttrib3fv(GLuint index,
const GLfloat* v) {}
GL_APICALL void GL_APIENTRY
Sb_glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {}
GL_APICALL void GL_APIENTRY Sb_glVertexAttrib4fv(GLuint index,
const GLfloat* v) {}
GL_APICALL void GL_APIENTRY Sb_glVertexAttribPointer(GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void* pointer) {}
GL_APICALL void GL_APIENTRY Sb_glViewport(GLint x,
GLint y,
GLsizei width,
GLsizei height) {}
}