Hash :
aa292a59
Author :
Date :
2019-10-10T08:22:04
Generate GLES 3.2 entry points This is a combination of: - Changing the "scripts/generate_entry_points.py" script to tell it to also auto-generate GLES 3.2. Also changing "scripts/gen_proc_table.py". - Generating new and modified files needed to add GLES 3.2 to the ANGLE front-end. This is done by running the following command: "python scripts/run_code_generation.py". - Creating the following files: - src/libANGLE/validationES32.h - src/libANGLE/validationES32.cpp - src/libANGLE/capture_gles_3_2_params.cpp - Hand-editing the following files: - src/libGLESv1_CM/libGLESv1_CM.cpp - include/GLES2/gl2ext_angle.h - src/libGLESv2.gni - src/libANGLE/Context.h - src/libANGLE/Context.cpp - src/libANGLE/Context_gl.cpp - src/libANGLE/ErrorStrings.h - src/libANGLE/State.h - src/libANGLE/validationES1.cpp - src/libANGLE/validationGL3.cpp - src/libANGLE/validationGL31.cpp - src/libANGLE/validationGL32.cpp - src/libANGLE/validationGL33.cpp - src/libANGLE/validationGL4.cpp - src/libANGLE/validationGL43.cpp - src/libANGLE/validationGL45.cpp Bug: angleproject:3649 Change-Id: I5b67f72e3e3b55e74039ec3e28aa8d399ec08cf2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1850231 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Ian Elliott <ianelliott@google.com>
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// 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_gl_4_0_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
#define ANGLE_GL_4_0_CONTEXT_API \
void beginQueryIndexed(GLenum target, GLuint index, QueryID idPacked); \
void drawTransformFeedback(GLenum mode, TransformFeedbackID idPacked); \
void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream); \
void endQueryIndexed(GLenum target, GLuint index); \
void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \
GLsizei bufsize, GLsizei *length, GLchar *name); \
void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype, \
GLuint index, GLsizei bufsize, GLsizei *length, \
GLchar *name); \
void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype, \
GLuint index, GLenum pname, GLint *values); \
void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname, \
GLint *values); \
void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \
GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype, \
const GLchar *name); \
GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype, \
const GLchar *name); \
void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \
void getUniformdv(ShaderProgramID programPacked, GLint location, GLdouble *params); \
void patchParameterfv(GLenum pname, const GLfloat *values); \
void uniform1d(GLint location, GLdouble x); \
void uniform1dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform2d(GLint location, GLdouble x, GLdouble y); \
void uniform2dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); \
void uniform3dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \
void uniform4dv(GLint location, GLsizei count, const GLdouble *value); \
void uniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
#endif // ANGLE_CONTEXT_API_4_0_AUTOGEN_H_