Hash :
64f41972
Author :
Date :
2022-08-25T11:16:23
Use canonical gl.xml and update enum to string function. This replaces our copy of gl.xml with the upstream canonical copy. Note that one patch is required before we can remove ANGLE's copy: https://github.com/KhronosGroup/OpenGL-Registry/pull/538 Because the upstream version uses a new method of enum groups, we also update our enum-to-string generator to use the new groups. This new code includes many more enums and groups in the mapping. Bug: angleproject:6461 Change-Id: I1c0ab44c36afce8db04c9661b377bbe5762c913e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3856649 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> 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.
//
// 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_