208 ctxInfo->glUniform4iv = (PFNGLUNIFORM4IVPROC) 209 getProcAddress("glUniform4iv"); 210 ctxInfo->glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) 211 getProcAddress("glUniformMatrix4fv"); 212 ctxInfo->glUseProgram = (PFNGLUSEPROGRAMPROC) 213 getProcAddress("glUseProgram"); 214 ctxInfo->glValidateProgram = (PFNGLVALIDATEPROGRAMPROC) 215 getProcAddress("glValidateProgram"); 216 ctxInfo->glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) 217 getProcAddress("glVertexAttribPointer"); 218 ctxInfo->glGenBuffers = (PFNGLGENBUFFERSPROC) 219 getProcAddress("glGenBuffers"); 220 ctxInfo->glBindBuffer = (PFNGLBINDBUFFERPROC) 221 getProcAddress("glBindBuffer"); 222 ctxInfo->glBufferData = (PFNGLBUFFERDATAPROC) 223 getProcAddress("glBufferData"); 224 ctxInfo->glBufferSubData = (PFNGLBUFFERSUBDATAPROC) 225 getProcAddress("glBufferSubData"); 226 ctxInfo->glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) 227 getProcAddress("glGetShaderInfoLog"); 228 ctxInfo->glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) 229 getProcAddress("glTexImage2DMultisample"); 230 ctxInfo->glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) 231 getProcAddress("glRenderbufferStorageMultisample"); 232 ctxInfo->glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) 233 getProcAddress("glBlitFramebuffer"); 234 235 // initialize platform states and properties to match 236 // cached states and properties 237 setSwapInterval((void *) jlong_to_ptr(ctxInfo->context), 0); 238 ctxInfo->state.vSyncEnabled = JNI_FALSE; 239 ctxInfo->vSyncRequested = vSyncRequested; 240 241 initState(ctxInfo); 242 243 return ptr_to_jlong(ctxInfo); 244 } 245 246 /* 247 * Class: com_sun_prism_es2_IOSGLContext | 208 ctxInfo->glUniform4iv = (PFNGLUNIFORM4IVPROC) 209 getProcAddress("glUniform4iv"); 210 ctxInfo->glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) 211 getProcAddress("glUniformMatrix4fv"); 212 ctxInfo->glUseProgram = (PFNGLUSEPROGRAMPROC) 213 getProcAddress("glUseProgram"); 214 ctxInfo->glValidateProgram = (PFNGLVALIDATEPROGRAMPROC) 215 getProcAddress("glValidateProgram"); 216 ctxInfo->glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) 217 getProcAddress("glVertexAttribPointer"); 218 ctxInfo->glGenBuffers = (PFNGLGENBUFFERSPROC) 219 getProcAddress("glGenBuffers"); 220 ctxInfo->glBindBuffer = (PFNGLBINDBUFFERPROC) 221 getProcAddress("glBindBuffer"); 222 ctxInfo->glBufferData = (PFNGLBUFFERDATAPROC) 223 getProcAddress("glBufferData"); 224 ctxInfo->glBufferSubData = (PFNGLBUFFERSUBDATAPROC) 225 getProcAddress("glBufferSubData"); 226 ctxInfo->glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) 227 getProcAddress("glGetShaderInfoLog"); 228 ctxInfo->glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) 229 getProcAddress("glGetProgramInfoLog"); 230 ctxInfo->glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) 231 getProcAddress("glTexImage2DMultisample"); 232 ctxInfo->glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) 233 getProcAddress("glRenderbufferStorageMultisample"); 234 ctxInfo->glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) 235 getProcAddress("glBlitFramebuffer"); 236 237 // initialize platform states and properties to match 238 // cached states and properties 239 setSwapInterval((void *) jlong_to_ptr(ctxInfo->context), 0); 240 ctxInfo->state.vSyncEnabled = JNI_FALSE; 241 ctxInfo->vSyncRequested = vSyncRequested; 242 243 initState(ctxInfo); 244 245 return ptr_to_jlong(ctxInfo); 246 } 247 248 /* 249 * Class: com_sun_prism_es2_IOSGLContext |