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kc3-lang/angle/src/libANGLE/Context_gles_3_0_autogen.h

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  • Author : Jiacheng Lu
    Date : 2019-08-30 15:00:52
    Hash : c3f7873b
    Message : Use TransformFeedbackID in place of GLuint handle Bug: angleproject:3804 Change-Id: Ib8fbec89f28645790df98a184f47303f4a8d64c1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1779343 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/libANGLE/Context_gles_3_0_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.xml.
    //
    // Copyright 2019 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // Context_gles_3_0_autogen.h: Creates a macro for interfaces in Context.
    
    #ifndef ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_
    #define ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_
    
    #define ANGLE_GLES_3_0_CONTEXT_API                                                                 \
        void beginQuery(QueryType targetPacked, QueryID idPacked);                                     \
        void beginTransformFeedback(PrimitiveMode primitiveModePacked);                                \
        void bindBufferBase(BufferBinding targetPacked, GLuint index, BufferID bufferPacked);          \
        void bindBufferRange(BufferBinding targetPacked, GLuint index, BufferID bufferPacked,          \
                             GLintptr offset, GLsizeiptr size);                                        \
        void bindSampler(GLuint unit, SamplerID samplerPacked);                                        \
        void bindTransformFeedback(GLenum target, TransformFeedbackID idPacked);                       \
        void bindVertexArray(VertexArrayID arrayPacked);                                               \
        void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0,          \
                             GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);   \
        void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);             \
        void clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);                     \
        void clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);                       \
        void clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);                     \
        GLenum clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);                        \
        void compressedTexImage3D(TextureTarget targetPacked, GLint level, GLenum internalformat,      \
                                  GLsizei width, GLsizei height, GLsizei depth, GLint border,          \
                                  GLsizei imageSize, const void *data);                                \
        void compressedTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset,           \
                                     GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,      \
                                     GLsizei depth, GLenum format, GLsizei imageSize,                  \
                                     const void *data);                                                \
        void copyBufferSubData(BufferBinding readTargetPacked, BufferBinding writeTargetPacked,        \
                               GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);            \
        void copyTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,  \
                               GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);        \
        void deleteQueries(GLsizei n, const QueryID *idsPacked);                                       \
        void deleteSamplers(GLsizei count, const SamplerID *samplersPacked);                           \
        void deleteSync(GLsync sync);                                                                  \
        void deleteTransformFeedbacks(GLsizei n, const TransformFeedbackID *idsPacked);                \
        void deleteVertexArrays(GLsizei n, const VertexArrayID *arraysPacked);                         \
        void drawArraysInstanced(PrimitiveMode modePacked, GLint first, GLsizei count,                 \
                                 GLsizei instancecount);                                               \
        void drawBuffers(GLsizei n, const GLenum *bufs);                                               \
        void drawElementsInstanced(PrimitiveMode modePacked, GLsizei count,                            \
                                   DrawElementsType typePacked, const void *indices,                   \
                                   GLsizei instancecount);                                             \
        void drawRangeElements(PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count,      \
                               DrawElementsType typePacked, const void *indices);                      \
        void endQuery(QueryType targetPacked);                                                         \
        void endTransformFeedback();                                                                   \
        GLsync fenceSync(GLenum condition, GLbitfield flags);                                          \
        void flushMappedBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length);   \
        void framebufferTextureLayer(GLenum target, GLenum attachment, TextureID texturePacked,        \
                                     GLint level, GLint layer);                                        \
        void genQueries(GLsizei n, QueryID *idsPacked);                                                \
        void genSamplers(GLsizei count, SamplerID *samplersPacked);                                    \
        void genTransformFeedbacks(GLsizei n, TransformFeedbackID *idsPacked);                         \
        void genVertexArrays(GLsizei n, VertexArrayID *arraysPacked);                                  \
        void getActiveUniformBlockName(ShaderProgramID programPacked, GLuint uniformBlockIndex,        \
                                       GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);    \
        void getActiveUniformBlockiv(ShaderProgramID programPacked, GLuint uniformBlockIndex,          \
                                     GLenum pname, GLint *params);                                     \
        void getActiveUniformsiv(ShaderProgramID programPacked, GLsizei uniformCount,                  \
                                 const GLuint *uniformIndices, GLenum pname, GLint *params);           \
        void getBufferParameteri64v(BufferBinding targetPacked, GLenum pname, GLint64 *params);        \
        void getBufferPointerv(BufferBinding targetPacked, GLenum pname, void **params);               \
        GLint getFragDataLocation(ShaderProgramID programPacked, const GLchar *name);                  \
        void getInteger64i_v(GLenum target, GLuint index, GLint64 *data);                              \
        void getInteger64v(GLenum pname, GLint64 *data);                                               \
        void getIntegeri_v(GLenum target, GLuint index, GLint *data);                                  \
        void getInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize,  \
                                 GLint *params);                                                       \
        void getProgramBinary(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length,         \
                              GLenum *binaryFormat, void *binary);                                     \
        void getQueryObjectuiv(QueryID idPacked, GLenum pname, GLuint *params);                        \
        void getQueryiv(QueryType targetPacked, GLenum pname, GLint *params);                          \
        void getSamplerParameterfv(SamplerID samplerPacked, GLenum pname, GLfloat *params);            \
        void getSamplerParameteriv(SamplerID samplerPacked, GLenum pname, GLint *params);              \
        const GLubyte *getStringi(GLenum name, GLuint index);                                          \
        void getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);    \
        void getTransformFeedbackVarying(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \
                                         GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);  \
        GLuint getUniformBlockIndex(ShaderProgramID programPacked, const GLchar *uniformBlockName);    \
        void getUniformIndices(ShaderProgramID programPacked, GLsizei uniformCount,                    \
                               const GLchar *const *uniformNames, GLuint *uniformIndices);             \
        void getUniformuiv(ShaderProgramID programPacked, GLint location, GLuint *params);             \
        void getVertexAttribIiv(GLuint index, GLenum pname, GLint *params);                            \
        void getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);                          \
        void invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);  \
        void invalidateSubFramebuffer(GLenum target, GLsizei numAttachments,                           \
                                      const GLenum *attachments, GLint x, GLint y, GLsizei width,      \
                                      GLsizei height);                                                 \
        GLboolean isQuery(QueryID idPacked);                                                           \
        GLboolean isSampler(SamplerID samplerPacked);                                                  \
        GLboolean isSync(GLsync sync);                                                                 \
        GLboolean isTransformFeedback(TransformFeedbackID idPacked);                                   \
        GLboolean isVertexArray(VertexArrayID arrayPacked);                                            \
        void *mapBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length,           \
                             GLbitfield access);                                                       \
        void pauseTransformFeedback();                                                                 \
        void programBinary(ShaderProgramID programPacked, GLenum binaryFormat, const void *binary,     \
                           GLsizei length);                                                            \
        void programParameteri(ShaderProgramID programPacked, GLenum pname, GLint value);              \
        void readBuffer(GLenum src);                                                                   \
        void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,     \
                                            GLsizei width, GLsizei height);                            \
        void resumeTransformFeedback();                                                                \
        void samplerParameterf(SamplerID samplerPacked, GLenum pname, GLfloat param);                  \
        void samplerParameterfv(SamplerID samplerPacked, GLenum pname, const GLfloat *param);          \
        void samplerParameteri(SamplerID samplerPacked, GLenum pname, GLint param);                    \
        void samplerParameteriv(SamplerID samplerPacked, GLenum pname, const GLint *param);            \
        void texImage3D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width,  \
                        GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type,       \
                        const void *pixels);                                                           \
        void texStorage2D(TextureType targetPacked, GLsizei levels, GLenum internalformat,             \
                          GLsizei width, GLsizei height);                                              \
        void texStorage3D(TextureType targetPacked, GLsizei levels, GLenum internalformat,             \
                          GLsizei width, GLsizei height, GLsizei depth);                               \
        void texSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,      \
                           GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, \
                           GLenum type, const void *pixels);                                           \
        void transformFeedbackVaryings(ShaderProgramID programPacked, GLsizei count,                   \
                                       const GLchar *const *varyings, GLenum bufferMode);              \
        void uniform1ui(GLint location, GLuint v0);                                                    \
        void uniform1uiv(GLint location, GLsizei count, const GLuint *value);                          \
        void uniform2ui(GLint location, GLuint v0, GLuint v1);                                         \
        void uniform2uiv(GLint location, GLsizei count, const GLuint *value);                          \
        void uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);                              \
        void uniform3uiv(GLint location, GLsizei count, const GLuint *value);                          \
        void uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);                   \
        void uniform4uiv(GLint location, GLsizei count, const GLuint *value);                          \
        void uniformBlockBinding(ShaderProgramID programPacked, GLuint uniformBlockIndex,              \
                                 GLuint uniformBlockBinding);                                          \
        void uniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,                    \
                                const GLfloat *value);                                                 \
        void uniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,                    \
                                const GLfloat *value);                                                 \
        void uniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,                    \
                                const GLfloat *value);                                                 \
        void uniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,                    \
                                const GLfloat *value);                                                 \
        void uniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,                    \
                                const GLfloat *value);                                                 \
        void uniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,                    \
                                const GLfloat *value);                                                 \
        GLboolean unmapBuffer(BufferBinding targetPacked);                                             \
        void vertexAttribDivisor(GLuint index, GLuint divisor);                                        \
        void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);                        \
        void vertexAttribI4iv(GLuint index, const GLint *v);                                           \
        void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);                   \
        void vertexAttribI4uiv(GLuint index, const GLuint *v);                                         \
        void vertexAttribIPointer(GLuint index, GLint size, VertexAttribType typePacked,               \
                                  GLsizei stride, const void *pointer);                                \
        void waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    
    #endif  // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_