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// 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_2_1_autogen.cpp:
// Defines the GL 2.1 entry points.
#include "libGL/entry_points_gl_2_1_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
#include "libANGLE/entry_points_utils.h"
#include "libANGLE/validationEGL.h"
#include "libANGLE/validationES.h"
#include "libANGLE/validationES1.h"
#include "libANGLE/validationES2.h"
#include "libANGLE/validationES3.h"
#include "libANGLE/validationES31.h"
#include "libANGLE/validationESEXT.h"
#include "libANGLE/validationGL21_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLfloat *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix2x3fv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix2x3fv(context, location, count, transpose, value))
{
context->uniformMatrix2x3fv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLfloat *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix2x4fv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix2x4fv(context, location, count, transpose, value))
{
context->uniformMatrix2x4fv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLfloat *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix3x2fv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix3x2fv(context, location, count, transpose, value))
{
context->uniformMatrix3x2fv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLfloat *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix3x4fv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix3x4fv(context, location, count, transpose, value))
{
context->uniformMatrix3x4fv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLfloat *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix4x2fv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix4x2fv(context, location, count, transpose, value))
{
context->uniformMatrix4x2fv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLfloat *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix4x3fv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix4x3fv(context, location, count, transpose, value))
{
context->uniformMatrix4x3fv(location, count, transpose, value);
}
}
}
} // namespace gl