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kc3-lang/angle/src/libANGLE/Context_gl_3_autogen.h

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  • Author : Jamie Madill
    Date : 2020-11-30 17:27:39
    Hash : 0be3f296
    Message : 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>

  • src/libANGLE/Context_gl_3_autogen.h
  • // 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.
    //
    // Context_gl_3_autogen.h: Creates a macro for interfaces in Context.
    
    #ifndef ANGLE_CONTEXT_GL_3_AUTOGEN_H_
    #define ANGLE_CONTEXT_GL_3_AUTOGEN_H_
    
    #define ANGLE_GL_3_CONTEXT_API                                                                     \
        void beginConditionalRender(GLuint id, GLenum mode);                                           \
        void clampColor(GLenum target, GLenum clamp);                                                  \
        void endConditionalRender();                                                                   \
        void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked,     \
                                  TextureID texturePacked, GLint level);                               \
        void vertexAttribI1i(GLuint index, GLint x);                                                   \
        void vertexAttribI1iv(GLuint index, const GLint *v);                                           \
        void vertexAttribI1ui(GLuint index, GLuint x);                                                 \
        void vertexAttribI1uiv(GLuint index, const GLuint *v);                                         \
        void vertexAttribI2i(GLuint index, GLint x, GLint y);                                          \
        void vertexAttribI2iv(GLuint index, const GLint *v);                                           \
        void vertexAttribI2ui(GLuint index, GLuint x, GLuint y);                                       \
        void vertexAttribI2uiv(GLuint index, const GLuint *v);                                         \
        void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);                                 \
        void vertexAttribI3iv(GLuint index, const GLint *v);                                           \
        void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);                             \
        void vertexAttribI3uiv(GLuint index, const GLuint *v);                                         \
        void vertexAttribI4bv(GLuint index, const GLbyte *v);                                          \
        void vertexAttribI4sv(GLuint index, const GLshort *v);                                         \
        void vertexAttribI4ubv(GLuint index, const GLubyte *v);                                        \
        void vertexAttribI4usv(GLuint index, const GLushort *v);                                       \
        void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \
                                  GLsizei *length, GLchar *uniformName);                               \
        void primitiveRestartIndex(GLuint index);                                                      \
        void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat,              \
                                   GLsizei width, GLsizei height, GLboolean fixedsamplelocations);     \
        void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat,              \
                                   GLsizei width, GLsizei height, GLsizei depth,                       \
                                   GLboolean fixedsamplelocations);                                    \
        void colorP3ui(GLenum type, GLuint color);                                                     \
        void colorP3uiv(GLenum type, const GLuint *color);                                             \
        void colorP4ui(GLenum type, GLuint color);                                                     \
        void colorP4uiv(GLenum type, const GLuint *color);                                             \
        void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);                            \
        void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
        void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);                            \
        void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
        void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);                            \
        void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
        void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);                            \
        void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
        void normalP3ui(GLenum type, GLuint coords);                                                   \
        void normalP3uiv(GLenum type, const GLuint *coords);                                           \
        void secondaryColorP3ui(GLenum type, GLuint color);                                            \
        void secondaryColorP3uiv(GLenum type, const GLuint *color);                                    \
        void texCoordP1ui(GLenum type, GLuint coords);                                                 \
        void texCoordP1uiv(GLenum type, const GLuint *coords);                                         \
        void texCoordP2ui(GLenum type, GLuint coords);                                                 \
        void texCoordP2uiv(GLenum type, const GLuint *coords);                                         \
        void texCoordP3ui(GLenum type, GLuint coords);                                                 \
        void texCoordP3uiv(GLenum type, const GLuint *coords);                                         \
        void texCoordP4ui(GLenum type, GLuint coords);                                                 \
        void texCoordP4uiv(GLenum type, const GLuint *coords);                                         \
        void vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
        void vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
        void vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
        void vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
        void vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
        void vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
        void vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
        void vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
        void vertexP2ui(GLenum type, GLuint value);                                                    \
        void vertexP2uiv(GLenum type, const GLuint *value);                                            \
        void vertexP3ui(GLenum type, GLuint value);                                                    \
        void vertexP3uiv(GLenum type, const GLuint *value);                                            \
        void vertexP4ui(GLenum type, GLuint value);                                                    \
        void vertexP4uiv(GLenum type, const GLuint *value);
    
    #endif  // ANGLE_CONTEXT_API_3_AUTOGEN_H_