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kc3-lang/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h

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  • Author : Jamie Madill
    Date : 2017-04-19 14:06:36
    Hash : 2e16d96d
    Message : GLES2: Use codegen for the entry point header. This is a first step towards auto-generating more entry point files. BUG=angleproject:1309 Change-Id: Ic75a627feb91c19b6bb398a6f9f1a37b603dea14 Reviewed-on: https://chromium-review.googlesource.com/483425 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/entry_points_gles_2_0_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.xml.
    //
    // Copyright 2017 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_2_0_autogen.h:
    //   Defines the GLES 2.0 entry points.
    
    #ifndef LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_
    #define LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_
    
    #include <GLES2/gl2.h>
    #include <export.h>
    
    namespace gl
    {
    ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture);
    ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY BindAttribLocation(GLuint program, GLuint index, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY BindBuffer(GLenum target, GLuint buffer);
    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 BindTexture(GLenum target, GLuint texture);
    ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
    ANGLE_EXPORT void GL_APIENTRY BlendEquation(GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
    ANGLE_EXPORT void GL_APIENTRY BlendFunc(GLenum sfactor, GLenum dfactor);
    ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum sfactorRGB,
                                                    GLenum dfactorRGB,
                                                    GLenum sfactorAlpha,
                                                    GLenum dfactorAlpha);
    ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target,
                                             GLsizeiptr size,
                                             const void *data,
                                             GLenum usage);
    ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target,
                                                GLintptr offset,
                                                GLsizeiptr size,
                                                const void *data);
    ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY Clear(GLbitfield mask);
    ANGLE_EXPORT void GL_APIENTRY ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
    ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat d);
    ANGLE_EXPORT void GL_APIENTRY ClearStencil(GLint s);
    ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red,
                                            GLboolean green,
                                            GLboolean blue,
                                            GLboolean alpha);
    ANGLE_EXPORT void GL_APIENTRY CompileShader(GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2D(GLenum target,
                                                       GLint level,
                                                       GLenum internalformat,
                                                       GLsizei width,
                                                       GLsizei height,
                                                       GLint border,
                                                       GLsizei imageSize,
                                                       const void *data);
    ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2D(GLenum target,
                                                          GLint level,
                                                          GLint xoffset,
                                                          GLint yoffset,
                                                          GLsizei width,
                                                          GLsizei height,
                                                          GLenum format,
                                                          GLsizei imageSize,
                                                          const void *data);
    ANGLE_EXPORT void GL_APIENTRY CopyTexImage2D(GLenum target,
                                                 GLint level,
                                                 GLenum internalformat,
                                                 GLint x,
                                                 GLint y,
                                                 GLsizei width,
                                                 GLsizei height,
                                                 GLint border);
    ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target,
                                                    GLint level,
                                                    GLint xoffset,
                                                    GLint yoffset,
                                                    GLint x,
                                                    GLint y,
                                                    GLsizei width,
                                                    GLsizei height);
    ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram();
    ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type);
    ANGLE_EXPORT void GL_APIENTRY CullFace(GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers);
    ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
    ANGLE_EXPORT void GL_APIENTRY DeleteProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
    ANGLE_EXPORT void GL_APIENTRY DeleteShader(GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY DeleteTextures(GLsizei n, const GLuint *textures);
    ANGLE_EXPORT void GL_APIENTRY DepthFunc(GLenum func);
    ANGLE_EXPORT void GL_APIENTRY DepthMask(GLboolean flag);
    ANGLE_EXPORT void GL_APIENTRY DepthRangef(GLfloat n, GLfloat f);
    ANGLE_EXPORT void GL_APIENTRY DetachShader(GLuint program, GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY Disable(GLenum cap);
    ANGLE_EXPORT void GL_APIENTRY DisableVertexAttribArray(GLuint index);
    ANGLE_EXPORT void GL_APIENTRY DrawArrays(GLenum mode, GLint first, GLsizei count);
    ANGLE_EXPORT void GL_APIENTRY DrawElements(GLenum mode,
                                               GLsizei count,
                                               GLenum type,
                                               const void *indices);
    ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap);
    ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index);
    ANGLE_EXPORT void GL_APIENTRY Finish();
    ANGLE_EXPORT void GL_APIENTRY Flush();
    ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target,
                                                          GLenum attachment,
                                                          GLenum renderbuffertarget,
                                                          GLuint renderbuffer);
    ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target,
                                                       GLenum attachment,
                                                       GLenum textarget,
                                                       GLuint texture,
                                                       GLint level);
    ANGLE_EXPORT void GL_APIENTRY FrontFace(GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY GenBuffers(GLsizei n, GLuint *buffers);
    ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target);
    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 GenTextures(GLsizei n, GLuint *textures);
    ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program,
                                                  GLuint index,
                                                  GLsizei bufSize,
                                                  GLsizei *length,
                                                  GLint *size,
                                                  GLenum *type,
                                                  GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(GLuint program,
                                                   GLuint index,
                                                   GLsizei bufSize,
                                                   GLsizei *length,
                                                   GLint *size,
                                                   GLenum *type,
                                                   GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GetAttachedShaders(GLuint program,
                                                     GLsizei maxCount,
                                                     GLsizei *count,
                                                     GLuint *shaders);
    ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GetBooleanv(GLenum pname, GLboolean *data);
    ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
    ANGLE_EXPORT GLenum GL_APIENTRY GetError();
    ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat *data);
    ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target,
                                                                      GLenum attachment,
                                                                      GLenum pname,
                                                                      GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint *data);
    ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program,
                                                    GLsizei bufSize,
                                                    GLsizei *length,
                                                    GLchar *infoLog);
    ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target,
                                                             GLenum pname,
                                                             GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader,
                                                   GLsizei bufSize,
                                                   GLsizei *length,
                                                   GLchar *infoLog);
    ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype,
                                                           GLenum precisiontype,
                                                           GLint *range,
                                                           GLint *precision);
    ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader,
                                                  GLsizei bufSize,
                                                  GLsizei *length,
                                                  GLchar *source);
    ANGLE_EXPORT const GLubyte *GL_APIENTRY GetString(GLenum name);
    ANGLE_EXPORT void GL_APIENTRY GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GetTexParameteriv(GLenum target, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetUniformfv(GLuint program, GLint location, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GetUniformiv(GLuint program, GLint location, GLint *params);
    ANGLE_EXPORT GLint GL_APIENTRY GetUniformLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
    ANGLE_EXPORT void GL_APIENTRY Hint(GLenum target, GLenum mode);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsBuffer(GLuint buffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsEnabled(GLenum cap);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebuffer(GLuint framebuffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsProgram(GLuint program);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbuffer(GLuint renderbuffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsShader(GLuint shader);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsTexture(GLuint texture);
    ANGLE_EXPORT void GL_APIENTRY LineWidth(GLfloat width);
    ANGLE_EXPORT void GL_APIENTRY LinkProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY PixelStorei(GLenum pname, GLint param);
    ANGLE_EXPORT void GL_APIENTRY PolygonOffset(GLfloat factor, GLfloat units);
    ANGLE_EXPORT void GL_APIENTRY ReadPixels(GLint x,
                                             GLint y,
                                             GLsizei width,
                                             GLsizei height,
                                             GLenum format,
                                             GLenum type,
                                             void *pixels);
    ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler();
    ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target,
                                                      GLenum internalformat,
                                                      GLsizei width,
                                                      GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert);
    ANGLE_EXPORT void GL_APIENTRY Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei count,
                                               const GLuint *shaders,
                                               GLenum binaryformat,
                                               const void *binary,
                                               GLsizei length);
    ANGLE_EXPORT void GL_APIENTRY ShaderSource(GLuint shader,
                                               GLsizei count,
                                               const GLchar *const *string,
                                               const GLint *length);
    ANGLE_EXPORT void GL_APIENTRY StencilFunc(GLenum func, GLint ref, GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY StencilMask(GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
    ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face,
                                                    GLenum sfail,
                                                    GLenum dpfail,
                                                    GLenum dppass);
    ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target,
                                             GLint level,
                                             GLint internalformat,
                                             GLsizei width,
                                             GLsizei height,
                                             GLint border,
                                             GLenum format,
                                             GLenum type,
                                             const void *pixels);
    ANGLE_EXPORT void GL_APIENTRY TexParameterf(GLenum target, GLenum pname, GLfloat param);
    ANGLE_EXPORT void GL_APIENTRY TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY TexParameteri(GLenum target, GLenum pname, GLint param);
    ANGLE_EXPORT void GL_APIENTRY TexParameteriv(GLenum target, GLenum pname, const GLint *params);
    ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target,
                                                GLint level,
                                                GLint xoffset,
                                                GLint yoffset,
                                                GLsizei width,
                                                GLsizei height,
                                                GLenum format,
                                                GLenum type,
                                                const void *pixels);
    ANGLE_EXPORT void GL_APIENTRY Uniform1f(GLint location, GLfloat v0);
    ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint v0);
    ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat v0, GLfloat v1);
    ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint v0, GLint v1);
    ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
    ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
    ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY
    Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
    ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
    ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location,
                                                   GLsizei count,
                                                   GLboolean transpose,
                                                   const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix3fv(GLint location,
                                                   GLsizei count,
                                                   GLboolean transpose,
                                                   const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location,
                                                   GLsizei count,
                                                   GLboolean transpose,
                                                   const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY UseProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY ValidateProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY VertexAttrib1f(GLuint index, GLfloat x);
    ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
    ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
    ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY
    VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint index,
                                                      GLint size,
                                                      GLenum type,
                                                      GLboolean normalized,
                                                      GLsizei stride,
                                                      const void *pointer);
    ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
    }  // namespace gl
    
    #endif  // LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_