Hash :
465d6090
Author :
Date :
2019-01-02T16:21:18
Add GL_ANGLE_provoking_vertex on D3D11 and GL. This extension is a subset of GL_ARB_provoking_vertex without the QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION query. Bug: angleproject:2829 Change-Id: I907a4d16b7b13d3bbfb948842091eedd7b6a8b77 Reviewed-on: https://chromium-review.googlesource.com/c/1410289 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284
// 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.
//
// entry_points_gles_3_0_autogen.h:
// Defines the GLES 3.0 entry points.
#ifndef LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
#define LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_
#include <GLES3/gl3.h>
#include <export.h>
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id);
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 BindSampler(GLuint unit, GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id);
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 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 GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY DeleteQueries(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY DeleteSync(GLsync sync);
ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawBuffers(GLsizei n, const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY EndQuery(GLenum target);
ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback();
ANGLE_EXPORT GLsync GL_APIENTRY FenceSync(GLenum condition, GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY
FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
ANGLE_EXPORT void GL_APIENTRY GenQueries(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GenVertexArrays(GLsizei n, GLuint *arrays);
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 GetActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferPointerv(GLenum target, GLenum pname, void **params);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name);
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 GetIntegeri_v(GLenum target, GLuint index, GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryiv(GLenum target, GLenum pname, GLint *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 const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index);
ANGLE_EXPORT void GL_APIENTRY
GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name);
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 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 void GL_APIENTRY InvalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY InvalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT GLboolean GL_APIENTRY IsQuery(GLuint id);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSampler(GLuint sampler);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSync(GLsync sync);
ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id);
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 PauseTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY ProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY ProgramParameteri(GLuint program, GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY ReadBuffer(GLenum src);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback();
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 TexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY
TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY TexStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY TexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
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 UniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT GLboolean GL_APIENTRY UnmapBuffer(GLenum target);
ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor);
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
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
VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
} // namespace gl
#endif // LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_