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kc3-lang/angle/src/libGL/entry_points_gl_3_0_autogen.h

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  • Author : Clemen Deng
    Date : 2019-07-15 10:56:26
    Hash : 523dbf40
    Message : Add GL versions to desktop implementation The current implementation generates entry points for GL up to version 3.1. Will need to support later versions for some apps. Bug: angleproject:3698 Change-Id: Ic44d07b12a9eeeceb8cd98dd9c44652dca728dc0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1700572 Commit-Queue: Clemen Deng <clemendeng@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libGL/entry_points_gl_3_0_autogen.h
  • // 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_gl_3_0_autogen.h:
    //   Defines the GL 3.0 entry points.
    
    #ifndef LIBGL_ENTRY_POINTS_GL_3_0_AUTOGEN_H_
    #define LIBGL_ENTRY_POINTS_GL_3_0_AUTOGEN_H_
    
    #include <export.h>
    #include "angle_gl.h"
    
    namespace gl
    {
    ANGLE_EXPORT void GL_APIENTRY BeginConditionalRender(GLuint id, GLenum mode);
    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 BindFragDataLocation(GLuint program,
                                                       GLuint color,
                                                       const GLchar *name);
    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 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 GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY ClampColor(GLenum target, GLenum clamp);
    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 void GL_APIENTRY
    ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
    ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
    ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
    ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays);
    ANGLE_EXPORT void GL_APIENTRY Disablei(GLenum target, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY Enablei(GLenum target, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY EndConditionalRender();
    ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback();
    ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target,
                                                         GLintptr offset,
                                                         GLsizeiptr length);
    ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target,
                                                          GLenum attachment,
                                                          GLenum renderbuffertarget,
                                                          GLuint renderbuffer);
    ANGLE_EXPORT void GL_APIENTRY FramebufferTexture1D(GLenum target,
                                                       GLenum attachment,
                                                       GLenum textarget,
                                                       GLuint texture,
                                                       GLint level);
    ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target,
                                                       GLenum attachment,
                                                       GLenum textarget,
                                                       GLuint texture,
                                                       GLint level);
    ANGLE_EXPORT void GL_APIENTRY FramebufferTexture3D(GLenum target,
                                                       GLenum attachment,
                                                       GLenum textarget,
                                                       GLuint texture,
                                                       GLint level,
                                                       GLint zoffset);
    ANGLE_EXPORT void GL_APIENTRY
    FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
    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 GenVertexArrays(GLsizei n, GLuint *arrays);
    ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GetBooleani_v(GLenum target, GLuint index, GLboolean *data);
    ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target,
                                                                      GLenum attachment,
                                                                      GLenum pname,
                                                                      GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetIntegeri_v(GLenum target, GLuint index, GLint *data);
    ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target,
                                                             GLenum pname,
                                                             GLint *params);
    ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
    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 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 GLboolean GL_APIENTRY IsEnabledi(GLenum target, GLuint index);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebuffer(GLuint framebuffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbuffer(GLuint renderbuffer);
    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 RenderbufferStorage(GLenum target,
                                                      GLenum internalformat,
                                                      GLsizei width,
                                                      GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisample(GLenum target,
                                                                 GLsizei samples,
                                                                 GLenum internalformat,
                                                                 GLsizei width,
                                                                 GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY TexParameterIiv(GLenum target, GLenum pname, const GLint *params);
    ANGLE_EXPORT void GL_APIENTRY TexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
    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 VertexAttribI1i(GLuint index, GLint x);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI1iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI1ui(GLuint index, GLuint x);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI1uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI2i(GLuint index, GLint x, GLint y);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI2iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI2ui(GLuint index, GLuint x, GLuint y);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI2uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI3iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI3uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI4bv(GLuint index, const GLbyte *v);
    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 VertexAttribI4sv(GLuint index, const GLshort *v);
    ANGLE_EXPORT void GL_APIENTRY VertexAttribI4ubv(GLuint index, const GLubyte *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 VertexAttribI4usv(GLuint index, const GLushort *v);
    ANGLE_EXPORT void GL_APIENTRY
    VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
    }  // namespace gl
    
    #endif  // LIBGL_ENTRY_POINTS_GL_3_0_AUTOGEN_H_