Hash :
0be3f296
Author :
Date :
2020-11-30T17:27:39
Entry Points: Combine desktop GL minor versions. This reduces the proliferation of small entry point files. Bug: angleproject:2621 Change-Id: Ib882fd9e32e165279439d5d6cab7205eae0732ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2566592 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com>
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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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.
//
// entry_points_gl_3_autogen.h:
// Defines the Desktop GL 3.x entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
// GL 3.0
ANGLE_EXPORT void GL_APIENTRY BeginConditionalRender(GLuint id, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY BeginTransformFeedback(GLenum primitiveMode);
ANGLE_EXPORT void GL_APIENTRY BindBufferBase(GLenum target, GLuint index, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY
BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY BindFragDataLocation(GLuint program,
GLuint color,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY BindFramebuffer(GLenum target, GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY BindRenderbuffer(GLenum target, GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY BindVertexArray(GLuint array);
ANGLE_EXPORT void GL_APIENTRY BlitFramebuffer(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target);
ANGLE_EXPORT void GL_APIENTRY ClampColor(GLenum target, GLenum clamp);
ANGLE_EXPORT void GL_APIENTRY ClearBufferfi(GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
ANGLE_EXPORT void GL_APIENTRY ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY Disablei(GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY Enablei(GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY EndConditionalRender();
ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture1D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture3D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLint zoffset);
ANGLE_EXPORT void GL_APIENTRY
FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
ANGLE_EXPORT void GL_APIENTRY GenFramebuffers(GLsizei n, GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GenVertexArrays(GLsizei n, GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GetBooleani_v(GLenum target, GLuint index, GLboolean *data);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetIntegeri_v(GLenum target, GLuint index, GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetUniformuiv(GLuint program, GLint location, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsEnabledi(GLenum target, GLuint index);
ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebuffer(GLuint framebuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbuffer(GLuint renderbuffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArray(GLuint array);
ANGLE_EXPORT void *GL_APIENTRY MapBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY TexParameterIiv(GLenum target, GLenum pname, const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY TransformFeedbackVaryings(GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode);
ANGLE_EXPORT void GL_APIENTRY Uniform1ui(GLint location, GLuint v0);
ANGLE_EXPORT void GL_APIENTRY Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform2ui(GLint location, GLuint v0, GLuint v1);
ANGLE_EXPORT void GL_APIENTRY Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
ANGLE_EXPORT void GL_APIENTRY Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
ANGLE_EXPORT void GL_APIENTRY Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI1i(GLuint index, GLint x);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI1iv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI1ui(GLuint index, GLuint x);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI1uiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI2i(GLuint index, GLint x, GLint y);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI2iv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI2ui(GLuint index, GLuint x, GLuint y);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI2uiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI3iv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI3uiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4bv(GLuint index, const GLbyte *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4iv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4sv(GLuint index, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4ubv(GLuint index, const GLubyte *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4uiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribI4usv(GLuint index, const GLushort *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
// GL 3.1
ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformName(GLuint program,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLuint GL_APIENTRY GetUniformBlockIndex(GLuint program,
const GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices);
ANGLE_EXPORT void GL_APIENTRY PrimitiveRestartIndex(GLuint index);
ANGLE_EXPORT void GL_APIENTRY TexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY UniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
// GL 3.2
ANGLE_EXPORT GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY DeleteSync(GLsync sync);
ANGLE_EXPORT void GL_APIENTRY DrawElementsBaseVertex(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseVertex(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElementsBaseVertex(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT GLsync GL_APIENTRY FenceSync(GLenum condition, GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture(GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetInteger64v(GLenum pname, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY
GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSync(GLsync sync);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElementsBaseVertex(GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex);
ANGLE_EXPORT void GL_APIENTRY ProvokingVertex(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY SampleMaski(GLuint maskNumber, GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY TexImage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY TexImage3DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
// GL 3.3
ANGLE_EXPORT void GL_APIENTRY BindFragDataLocationIndexed(GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY BindSampler(GLuint unit, GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY ColorP3ui(GLenum type, GLuint color);
ANGLE_EXPORT void GL_APIENTRY ColorP3uiv(GLenum type, const GLuint *color);
ANGLE_EXPORT void GL_APIENTRY ColorP4ui(GLenum type, GLuint color);
ANGLE_EXPORT void GL_APIENTRY ColorP4uiv(GLenum type, const GLuint *color);
ANGLE_EXPORT void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataIndex(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSampler(GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY NormalP3ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY NormalP3uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY QueryCounter(GLuint id, GLenum target);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterIuiv(GLuint sampler,
GLenum pname,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterfv(GLuint sampler,
GLenum pname,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
ANGLE_EXPORT void GL_APIENTRY SecondaryColorP3ui(GLenum type, GLuint color);
ANGLE_EXPORT void GL_APIENTRY SecondaryColorP3uiv(GLenum type, const GLuint *color);
ANGLE_EXPORT void GL_APIENTRY TexCoordP1ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP1uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP2ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP2uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP3ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP3uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP4ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP4uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP1ui(GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP1uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP2ui(GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP2uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP3ui(GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP3uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP4ui(GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP4uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexP2ui(GLenum type, GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexP2uiv(GLenum type, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexP3ui(GLenum type, GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexP3uiv(GLenum type, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexP4ui(GLenum type, GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexP4uiv(GLenum type, const GLuint *value);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_3_AUTOGEN_H_