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kc3-lang/angle/src/libGLESv2/entry_points_gles_3_0.h

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  • Author : Jamie Madill
    Date : 2017-04-26 13:45:37
    Hash : 231c7f56
    Message : Apply clang-format to many files. This cleans up the formatting in many places. BUG=None Change-Id: I6c6652ebc042f1f0ffecced53582d09d66b4f384 Reviewed-on: https://chromium-review.googlesource.com/487884 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/entry_points_gles_3_0.h
  • //
    // Copyright(c) 2014 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.h : Defines the GLES 3.0 entry points.
    
    #ifndef LIBGLESV2_ENTRYPOINTGLES30_H_
    #define LIBGLESV2_ENTRYPOINTGLES30_H_
    
    #include <GLES3/gl3.h>
    #include <export.h>
    
    namespace gl
    {
    
    ANGLE_EXPORT void GL_APIENTRY ReadBuffer(GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY DrawRangeElements(GLenum mode,
                                                    GLuint start,
                                                    GLuint end,
                                                    GLsizei count,
                                                    GLenum type,
                                                    const void *indices);
    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 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 CopyTexSubImage3D(GLenum target,
                                                    GLint level,
                                                    GLint xoffset,
                                                    GLint yoffset,
                                                    GLint zoffset,
                                                    GLint x,
                                                    GLint y,
                                                    GLsizei width,
                                                    GLsizei height);
    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 GenQueries(GLsizei n, GLuint *ids);
    ANGLE_EXPORT void GL_APIENTRY DeleteQueries(GLsizei n, const GLuint *ids);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsQuery(GLuint id);
    ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id);
    ANGLE_EXPORT void GL_APIENTRY EndQuery(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GetQueryiv(GLenum target, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
    ANGLE_EXPORT GLboolean GL_APIENTRY UnmapBuffer(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GetBufferPointerv(GLenum target, GLenum pname, void **params);
    ANGLE_EXPORT void GL_APIENTRY DrawBuffers(GLsizei n, const GLenum *bufs);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(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 UniformMatrix2x4fv(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 UniformMatrix3x4fv(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 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 RenderbufferStorageMultisample(GLenum target,
                                                                 GLsizei samples,
                                                                 GLenum internalformat,
                                                                 GLsizei width,
                                                                 GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY
    FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
    ANGLE_EXPORT void *GL_APIENTRY MapBufferRange(GLenum target,
                                                  GLintptr offset,
                                                  GLsizeiptr length,
                                                  GLbitfield access);
    ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target,
                                                         GLintptr offset,
                                                         GLsizeiptr length);
    ANGLE_EXPORT void GL_APIENTRY BindVertexArray(GLuint array);
    ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays);
    ANGLE_EXPORT void GL_APIENTRY GenVertexArrays(GLsizei n, GLuint *arrays);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArray(GLuint array);
    ANGLE_EXPORT void GL_APIENTRY GetIntegeri_v(GLenum target, GLuint index, GLint *data);
    ANGLE_EXPORT void GL_APIENTRY BeginTransformFeedback(GLenum primitiveMode);
    ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback(void);
    ANGLE_EXPORT void GL_APIENTRY
    BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
    ANGLE_EXPORT void GL_APIENTRY BindBufferBase(GLenum target, GLuint index, GLuint buffer);
    ANGLE_EXPORT void GL_APIENTRY TransformFeedbackVaryings(GLuint program,
                                                            GLsizei count,
                                                            const GLchar *const *varyings,
                                                            GLenum bufferMode);
    ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVarying(GLuint program,
                                                              GLuint index,
                                                              GLsizei bufSize,
                                                              GLsizei *length,
                                                              GLsizei *size,
                                                              GLenum *type,
                                                              GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY
    VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
    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 VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
    ANGLE_EXPORT void GL_APIENTRY
    VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI4iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI4uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY GetUniformuiv(GLuint program, GLint location, GLuint *params);
    ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY Uniform1ui(GLint location, GLuint v0);
    ANGLE_EXPORT void GL_APIENTRY Uniform2ui(GLint location, GLuint v0, GLuint v1);
    ANGLE_EXPORT void GL_APIENTRY Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
    ANGLE_EXPORT void GL_APIENTRY
    Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
    ANGLE_EXPORT void GL_APIENTRY Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform4uiv(GLint location, GLsizei count, const GLuint *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 void GL_APIENTRY ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY ClearBufferfi(GLenum buffer,
                                                GLint drawbuffer,
                                                GLfloat depth,
                                                GLint stencil);
    ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget,
                                                    GLenum writeTarget,
                                                    GLintptr readOffset,
                                                    GLintptr writeOffset,
                                                    GLsizeiptr size);
    ANGLE_EXPORT void GL_APIENTRY GetUniformIndices(GLuint program,
                                                    GLsizei uniformCount,
                                                    const GLchar *const *uniformNames,
                                                    GLuint *uniformIndices);
    ANGLE_EXPORT void GL_APIENTRY GetActiveUniformsiv(GLuint program,
                                                      GLsizei uniformCount,
                                                      const GLuint *uniformIndices,
                                                      GLenum pname,
                                                      GLint *params);
    ANGLE_EXPORT GLuint GL_APIENTRY GetUniformBlockIndex(GLuint program,
                                                         const GLchar *uniformBlockName);
    ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockiv(GLuint program,
                                                          GLuint uniformBlockIndex,
                                                          GLenum pname,
                                                          GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockName(GLuint program,
                                                            GLuint uniformBlockIndex,
                                                            GLsizei bufSize,
                                                            GLsizei *length,
                                                            GLchar *uniformBlockName);
    ANGLE_EXPORT void GL_APIENTRY UniformBlockBinding(GLuint program,
                                                      GLuint uniformBlockIndex,
                                                      GLuint uniformBlockBinding);
    ANGLE_EXPORT void GL_APIENTRY DrawArraysInstanced(GLenum mode,
                                                      GLint first,
                                                      GLsizei count,
                                                      GLsizei instanceCount);
    ANGLE_EXPORT void GL_APIENTRY DrawElementsInstanced(GLenum mode,
                                                        GLsizei count,
                                                        GLenum type,
                                                        const void *indices,
                                                        GLsizei instanceCount);
    ANGLE_EXPORT GLsync GL_APIENTRY FenceSync_(GLenum condition, GLbitfield flags);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsSync(GLsync sync);
    ANGLE_EXPORT void GL_APIENTRY DeleteSync(GLsync sync);
    ANGLE_EXPORT GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    ANGLE_EXPORT void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    ANGLE_EXPORT void GL_APIENTRY GetInteger64v(GLenum pname, GLint64 *params);
    ANGLE_EXPORT void GL_APIENTRY
    GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
    ANGLE_EXPORT void GL_APIENTRY GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
    ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
    ANGLE_EXPORT void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers);
    ANGLE_EXPORT void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsSampler(GLuint sampler);
    ANGLE_EXPORT void GL_APIENTRY BindSampler(GLuint unit, GLuint sampler);
    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 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 GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor);
    ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id);
    ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
    ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id);
    ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback(void);
    ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback(void);
    ANGLE_EXPORT void GL_APIENTRY GetProgramBinary(GLuint program,
                                                   GLsizei bufSize,
                                                   GLsizei *length,
                                                   GLenum *binaryFormat,
                                                   void *binary);
    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 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 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 GetInternalformativ(GLenum target,
                                                      GLenum internalformat,
                                                      GLenum pname,
                                                      GLsizei bufSize,
                                                      GLint *params);
    }
    
    #endif  // LIBGLESV2_ENTRYPOINTGLES30_H_