OVERRIDE(glGetVertexAttribfv);
OVERRIDE(glGetVertexAttribPointerv);
+ this->glShaderBinary = &s_glShaderBinary;
this->glShaderSource = &s_glShaderSource;
this->glFinish = &s_glFinish;
return true;
}
+void GL2Encoder::s_glShaderBinary(void *self, GLsizei n, const GLuint *shaders, GLenum binaryformat, const void* binary, GLsizei length)
+{
+ GL2Encoder* ctx = (GL2Encoder*)self;
+ // Although it is not supported, need to set proper error code.
+ SET_ERROR_IF(1, GL_INVALID_ENUM);
+}
+
void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar * const *string, const GLint *length)
{
GL2Encoder* ctx = (GL2Encoder*)self;
glGetVertexAttribPointerv_client_proc_t m_glGetVertexAttribPointerv_enc;
static void s_glGetVertexAttribPointerv(void *self, GLuint index, GLenum pname, GLvoid **pointer);
+ static void s_glShaderBinary(void *self, GLsizei n, const GLuint *shaders, GLenum binaryformat, const void* binary, GLsizei length);
+
static void s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar * const *string, const GLint *length);
static void s_glFinish(void *self);