Hash :
a18f4145
Author :
Date :
2020-02-19T22:42:12
Trace/Replay: Add uniform location type. This is a large refactor that replaces instances of "GLint location" for uniform locations with "UniformLocation location". This boxed type is similar to the ResourceID types that we use to capture resource IDs more easily. Eventually this will give us a more portable replay. Bug: angleproject:4411 Change-Id: I848e861c3956d95b6b953f57f8b6a2c4a676766f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2066117 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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// 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_4_0_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
#define ANGLE_GL_4_0_CONTEXT_API \
void beginQueryIndexed(GLenum target, GLuint index, QueryID idPacked); \
void drawTransformFeedback(GLenum mode, TransformFeedbackID idPacked); \
void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream); \
void endQueryIndexed(GLenum target, GLuint index); \
void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \
GLsizei bufsize, GLsizei *length, GLchar *name); \
void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype, \
GLuint index, GLsizei bufsize, GLsizei *length, \
GLchar *name); \
void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype, \
GLuint index, GLenum pname, GLint *values); \
void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname, \
GLint *values); \
void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \
GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype, \
const GLchar *name); \
GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype, \
const GLchar *name); \
void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \
void getUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble *params); \
void patchParameterfv(GLenum pname, const GLfloat *values); \
void uniform1d(UniformLocation locationPacked, GLdouble x); \
void uniform1dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \
void uniform2d(UniformLocation locationPacked, GLdouble x, GLdouble y); \
void uniform2dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \
void uniform3d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); \
void uniform3dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \
void uniform4d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, \
GLdouble w); \
void uniform4dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \
void uniformMatrix2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
#endif // ANGLE_CONTEXT_API_4_0_AUTOGEN_H_