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kc3-lang/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h

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  • Author : Geoff Lang
    Date : 2021-01-14 15:09:41
    Hash : b5424bb4
    Message : Generate internal gl entry point functions as C functions. Some internal GL functions are exported to our libGLESv1_CM library and to properly export them, they must be C functions. Bug: angleproject:5534 Change-Id: I37280312f73fd5e55166e4fa36659267d657a50b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2628139 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/entry_points_gles_3_0_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.
    //
    // 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>
    
    extern "C" {
    ANGLE_EXPORT void GL_APIENTRY GL_BeginQuery(GLenum target, GLuint id);
    ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode);
    ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer);
    ANGLE_EXPORT void GL_APIENTRY
    GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
    ANGLE_EXPORT void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler);
    ANGLE_EXPORT void GL_APIENTRY GL_BindTransformFeedback(GLenum target, GLuint id);
    ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArray(GLuint array);
    ANGLE_EXPORT void GL_APIENTRY GL_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 GL_ClearBufferfi(GLenum buffer,
                                                   GLint drawbuffer,
                                                   GLfloat depth,
                                                   GLint stencil);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfv(GLenum buffer,
                                                   GLint drawbuffer,
                                                   const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer,
                                                    GLint drawbuffer,
                                                    const GLuint *value);
    ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    ANGLE_EXPORT void GL_APIENTRY GL_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 GL_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 GL_CopyBufferSubData(GLenum readTarget,
                                                       GLenum writeTarget,
                                                       GLintptr readOffset,
                                                       GLintptr writeOffset,
                                                       GLsizeiptr size);
    ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage3D(GLenum target,
                                                       GLint level,
                                                       GLint xoffset,
                                                       GLint yoffset,
                                                       GLint zoffset,
                                                       GLint x,
                                                       GLint y,
                                                       GLsizei width,
                                                       GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteQueries(GLsizei n, const GLuint *ids);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteSync(GLsync sync);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArrays(GLsizei n, const GLuint *arrays);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode,
                                                         GLint first,
                                                         GLsizei count,
                                                         GLsizei instancecount);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode,
                                                           GLsizei count,
                                                           GLenum type,
                                                           const void *indices,
                                                           GLsizei instancecount);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElements(GLenum mode,
                                                       GLuint start,
                                                       GLuint end,
                                                       GLsizei count,
                                                       GLenum type,
                                                       const void *indices);
    ANGLE_EXPORT void GL_APIENTRY GL_EndQuery(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedback();
    ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags);
    ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target,
                                                            GLintptr offset,
                                                            GLsizeiptr length);
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target,
                                                             GLenum attachment,
                                                             GLuint texture,
                                                             GLint level,
                                                             GLint layer);
    ANGLE_EXPORT void GL_APIENTRY GL_GenQueries(GLsizei n, GLuint *ids);
    ANGLE_EXPORT void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers);
    ANGLE_EXPORT void GL_APIENTRY GL_GenTransformFeedbacks(GLsizei n, GLuint *ids);
    ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArrays(GLsizei n, GLuint *arrays);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program,
                                                               GLuint uniformBlockIndex,
                                                               GLsizei bufSize,
                                                               GLsizei *length,
                                                               GLchar *uniformBlockName);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program,
                                                             GLuint uniformBlockIndex,
                                                             GLenum pname,
                                                             GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program,
                                                         GLsizei uniformCount,
                                                         const GLuint *uniformIndices,
                                                         GLenum pname,
                                                         GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target,
                                                            GLenum pname,
                                                            GLint64 *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointerv(GLenum target, GLenum pname, void **params);
    ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativ(GLenum target,
                                                         GLenum internalformat,
                                                         GLenum pname,
                                                         GLsizei bufSize,
                                                         GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinary(GLuint program,
                                                      GLsizei bufSize,
                                                      GLsizei *length,
                                                      GLenum *binaryFormat,
                                                      void *binary);
    ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetQueryiv(GLenum target, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler,
                                                           GLenum pname,
                                                           GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
    ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY
    GL_GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
    ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program,
                                                                 GLuint index,
                                                                 GLsizei bufSize,
                                                                 GLsizei *length,
                                                                 GLsizei *size,
                                                                 GLenum *type,
                                                                 GLchar *name);
    ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program,
                                                            const GLchar *uniformBlockName);
    ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndices(GLuint program,
                                                       GLsizei uniformCount,
                                                       const GLchar *const *uniformNames,
                                                       GLuint *uniformIndices);
    ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_InvalidateFramebuffer(GLenum target,
                                                           GLsizei numAttachments,
                                                           const GLenum *attachments);
    ANGLE_EXPORT void GL_APIENTRY GL_InvalidateSubFramebuffer(GLenum target,
                                                              GLsizei numAttachments,
                                                              const GLenum *attachments,
                                                              GLint x,
                                                              GLint y,
                                                              GLsizei width,
                                                              GLsizei height);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsQuery(GLuint id);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSync(GLsync sync);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTransformFeedback(GLuint id);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array);
    ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRange(GLenum target,
                                                     GLintptr offset,
                                                     GLsizeiptr length,
                                                     GLbitfield access);
    ANGLE_EXPORT void GL_APIENTRY GL_PauseTransformFeedback();
    ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinary(GLuint program,
                                                   GLenum binaryFormat,
                                                   const void *binary,
                                                   GLsizei length);
    ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteri(GLuint program, GLenum pname, GLint value);
    ANGLE_EXPORT void GL_APIENTRY GL_ReadBuffer(GLenum src);
    ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target,
                                                                    GLsizei samples,
                                                                    GLenum internalformat,
                                                                    GLsizei width,
                                                                    GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY GL_ResumeTransformFeedback();
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler,
                                                        GLenum pname,
                                                        const GLfloat *param);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
    ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler,
                                                        GLenum pname,
                                                        const GLint *param);
    ANGLE_EXPORT void GL_APIENTRY GL_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 GL_TexStorage2D(GLenum target,
                                                  GLsizei levels,
                                                  GLenum internalformat,
                                                  GLsizei width,
                                                  GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3D(GLenum target,
                                                  GLsizei levels,
                                                  GLenum internalformat,
                                                  GLsizei width,
                                                  GLsizei height,
                                                  GLsizei depth);
    ANGLE_EXPORT void GL_APIENTRY GL_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 GL_TransformFeedbackVaryings(GLuint program,
                                                               GLsizei count,
                                                               const GLchar *const *varyings,
                                                               GLenum bufferMode);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY
    GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBinding(GLuint program,
                                                         GLuint uniformBlockIndex,
                                                         GLuint uniformBlockBinding);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapBuffer(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
    ANGLE_EXPORT void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    }  // extern "C"
    
    #endif  // LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_