/* * Copyright (c) 2022, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #include #include namespace GL { GLuint GLContext::gl_create_shader(GLenum shader_type) { dbgln("gl_create_shader({}) unimplemented ", shader_type); TODO(); return 0; } void GLContext::gl_delete_shader(GLuint shader) { dbgln("gl_delete_shader({}) unimplemented ", shader); TODO(); } void GLContext::gl_shader_source(GLuint shader, GLsizei count, GLchar const** string, GLint const* length) { dbgln("gl_shader_source({}, {}, {#x}, {#x}) unimplemented ", shader, count, string, length); TODO(); } void GLContext::gl_compile_shader(GLuint shader) { dbgln("gl_compile_shader({}) unimplemented ", shader); TODO(); } GLuint GLContext::gl_create_program() { dbgln("gl_create_program() unimplemented "); TODO(); return 0; } void GLContext::gl_delete_program(GLuint program) { dbgln("gl_delete_program({}) unimplemented ", program); TODO(); } void GLContext::gl_attach_shader(GLuint program, GLuint shader) { dbgln("gl_attach_shader({}, {}) unimplemented ", program, shader); TODO(); } void GLContext::gl_link_program(GLuint program) { dbgln("gl_link_program({}) unimplemented ", program); TODO(); } }