#define GLAPI_PREFIX_STR(func) "gl"#func
#endif /* USE_MGL_NAMESPACE */
-typedef int GLfixed;
typedef int GLclampx;
#endif /* _GLAPI_TMP_H_ */"""
def _override_for_api(self, ent):
if ent.xml_data is None:
raise Exception('ES2 API printer requires XML input')
- ent.hidden = ent.name not in \
- ent.xml_data.entry_points_for_api_version('es1')
+ ent.hidden = (ent.name not in \
+ ent.xml_data.entry_points_for_api_version('es1')) \
+ or ent.hidden
ent.handcode = False
def _get_c_header(self):
header = """#ifndef _GLAPI_TMP_H_
#define _GLAPI_TMP_H_
-typedef int GLfixed;
typedef int GLclampx;
#endif /* _GLAPI_TMP_H_ */"""
def _override_for_api(self, ent):
if ent.xml_data is None:
raise Exception('ES2 API printer requires XML input')
- ent.hidden = ent.name not in \
- ent.xml_data.entry_points_for_api_version('es2')
+ ent.hidden = (ent.name not in \
+ ent.xml_data.entry_points_for_api_version('es2')) \
+ or ent.hidden
+
+ # This is hella ugly. The same-named function in desktop OpenGL is
+ # hidden, but it needs to be exposed by libGLESv2 for OpenGL ES 3.0.
+ # There's no way to express in the XML that a function should be be
+ # hidden in one API but exposed in another.
+ if ent.name == 'GetInternalformativ':
+ ent.hidden = False
+
ent.handcode = False
def _get_c_header(self):
header = """#ifndef _GLAPI_TMP_H_
#define _GLAPI_TMP_H_
-typedef int GLfixed;
typedef int GLclampx;
#endif /* _GLAPI_TMP_H_ */"""
def _get_c_header(self):
header = """#ifndef _GLAPI_TMP_H_
#define _GLAPI_TMP_H_
-typedef int GLfixed;
typedef int GLclampx;
#endif /* _GLAPI_TMP_H_ */"""