/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #include "GLContext.h" #include extern GL::GLContext* g_gl_context; void glGenTextures(GLsizei n, GLuint* textures) { g_gl_context->gl_gen_textures(n, textures); } void glDeleteTextures(GLsizei n, const GLuint* textures) { g_gl_context->gl_delete_textures(n, textures); } void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) { g_gl_context->gl_tex_image_2d(target, level, internalFormat, width, height, border, format, type, data); } void glBindTexture(GLenum target, GLuint texture) { g_gl_context->gl_bind_texture(target, texture); } // Note: This is an _extremely_ misleading API name. This sets the active // texture unit, NOT the active texture itself... void glActiveTexture(GLenum texture) { g_gl_context->gl_active_texture(texture); }