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kc3-lang/angle/src/libGLESv2/entry_points_gles_2_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_2_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_2_0_autogen.h:
    //   Defines the GLES 2.0 entry points.
    
    #ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
    #define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_
    
    #include <GLES2/gl2.h>
    #include <export.h>
    
    extern "C" {
    ANGLE_EXPORT void GL_APIENTRY GL_ActiveTexture(GLenum texture);
    ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program,
                                                        GLuint index,
                                                        const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer);
    ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer);
    ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer);
    ANGLE_EXPORT void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture);
    ANGLE_EXPORT void GL_APIENTRY GL_BlendColor(GLfloat red,
                                                GLfloat green,
                                                GLfloat blue,
                                                GLfloat alpha);
    ANGLE_EXPORT void GL_APIENTRY GL_BlendEquation(GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
    ANGLE_EXPORT void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor);
    ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB,
                                                       GLenum dfactorRGB,
                                                       GLenum sfactorAlpha,
                                                       GLenum dfactorAlpha);
    ANGLE_EXPORT void GL_APIENTRY GL_BufferData(GLenum target,
                                                GLsizeiptr size,
                                                const void *data,
                                                GLenum usage);
    ANGLE_EXPORT void GL_APIENTRY GL_BufferSubData(GLenum target,
                                                   GLintptr offset,
                                                   GLsizeiptr size,
                                                   const void *data);
    ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GL_Clear(GLbitfield mask);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearColor(GLfloat red,
                                                GLfloat green,
                                                GLfloat blue,
                                                GLfloat alpha);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d);
    ANGLE_EXPORT void GL_APIENTRY GL_ClearStencil(GLint s);
    ANGLE_EXPORT void GL_APIENTRY GL_ColorMask(GLboolean red,
                                               GLboolean green,
                                               GLboolean blue,
                                               GLboolean alpha);
    ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2D(GLenum target,
                                                          GLint level,
                                                          GLenum internalformat,
                                                          GLsizei width,
                                                          GLsizei height,
                                                          GLint border,
                                                          GLsizei imageSize,
                                                          const void *data);
    ANGLE_EXPORT void GL_APIENTRY GL_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 GL_CopyTexImage2D(GLenum target,
                                                    GLint level,
                                                    GLenum internalformat,
                                                    GLint x,
                                                    GLint y,
                                                    GLsizei width,
                                                    GLsizei height,
                                                    GLint border);
    ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target,
                                                       GLint level,
                                                       GLint xoffset,
                                                       GLint yoffset,
                                                       GLint x,
                                                       GLint y,
                                                       GLsizei width,
                                                       GLsizei height);
    ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram();
    ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type);
    ANGLE_EXPORT void GL_APIENTRY GL_CullFace(GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures);
    ANGLE_EXPORT void GL_APIENTRY GL_DepthFunc(GLenum func);
    ANGLE_EXPORT void GL_APIENTRY GL_DepthMask(GLboolean flag);
    ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f);
    ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY GL_Disable(GLenum cap);
    ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawElements(GLenum mode,
                                                  GLsizei count,
                                                  GLenum type,
                                                  const void *indices);
    ANGLE_EXPORT void GL_APIENTRY GL_Enable(GLenum cap);
    ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GL_Finish();
    ANGLE_EXPORT void GL_APIENTRY GL_Flush();
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target,
                                                             GLenum attachment,
                                                             GLenum renderbuffertarget,
                                                             GLuint renderbuffer);
    ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target,
                                                          GLenum attachment,
                                                          GLenum textarget,
                                                          GLuint texture,
                                                          GLint level);
    ANGLE_EXPORT void GL_APIENTRY GL_FrontFace(GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers);
    ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers);
    ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
    ANGLE_EXPORT void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures);
    ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program,
                                                     GLuint index,
                                                     GLsizei bufSize,
                                                     GLsizei *length,
                                                     GLint *size,
                                                     GLenum *type,
                                                     GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program,
                                                      GLuint index,
                                                      GLsizei bufSize,
                                                      GLsizei *length,
                                                      GLint *size,
                                                      GLenum *type,
                                                      GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program,
                                                        GLsizei maxCount,
                                                        GLsizei *count,
                                                        GLuint *shaders);
    ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
    ANGLE_EXPORT GLenum GL_APIENTRY GL_GetError();
    ANGLE_EXPORT void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target,
                                                                         GLenum attachment,
                                                                         GLenum pname,
                                                                         GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data);
    ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,
                                                       GLsizei bufSize,
                                                       GLsizei *length,
                                                       GLchar *infoLog);
    ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target,
                                                                GLenum pname,
                                                                GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,
                                                      GLsizei bufSize,
                                                      GLsizei *length,
                                                      GLchar *infoLog);
    ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype,
                                                              GLenum precisiontype,
                                                              GLint *range,
                                                              GLint *precision);
    ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader,
                                                     GLsizei bufSize,
                                                     GLsizei *length,
                                                     GLchar *source);
    ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params);
    ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetString(GLenum name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params);
    ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index,
                                                             GLenum pname,
                                                             void **pointer);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_Hint(GLenum target, GLenum mode);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTexture(GLuint texture);
    ANGLE_EXPORT void GL_APIENTRY GL_LineWidth(GLfloat width);
    ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param);
    ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units);
    ANGLE_EXPORT void GL_APIENTRY GL_ReadPixels(GLint x,
                                                GLint y,
                                                GLsizei width,
                                                GLsizei height,
                                                GLenum format,
                                                GLenum type,
                                                void *pixels);
    ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler();
    ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target,
                                                         GLenum internalformat,
                                                         GLsizei width,
                                                         GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert);
    ANGLE_EXPORT void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
    ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count,
                                                  const GLuint *shaders,
                                                  GLenum binaryformat,
                                                  const void *binary,
                                                  GLsizei length);
    ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader,
                                                  GLsizei count,
                                                  const GLchar *const *string,
                                                  const GLint *length);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face,
                                                         GLenum func,
                                                         GLint ref,
                                                         GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilMask(GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face,
                                                       GLenum sfail,
                                                       GLenum dpfail,
                                                       GLenum dppass);
    ANGLE_EXPORT void GL_APIENTRY GL_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 GL_TexParameterf(GLenum target, GLenum pname, GLfloat param);
    ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param);
    ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_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 GL_Uniform1f(GLint location, GLfloat v0);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY
    GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location,
                                                      GLsizei count,
                                                      GLboolean transpose,
                                                      const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location,
                                                      GLsizei count,
                                                      GLboolean transpose,
                                                      const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location,
                                                      GLsizei count,
                                                      GLboolean transpose,
                                                      const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index,
                                                         GLint size,
                                                         GLenum type,
                                                         GLboolean normalized,
                                                         GLsizei stride,
                                                         const void *pointer);
    ANGLE_EXPORT void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
    }  // extern "C"
    
    #endif  // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_