Hash :
523dbf40
Author :
Date :
2019-07-15T10:56:26
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>
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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_4_1_autogen.h:
// Defines the GL 4.1 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_1_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_1_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY ActiveShaderProgram(GLuint pipeline, GLuint program);
ANGLE_EXPORT void GL_APIENTRY BindProgramPipeline(GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat d);
ANGLE_EXPORT GLuint GL_APIENTRY CreateShaderProgramv(GLenum type,
GLsizei count,
const GLchar *const *strings);
ANGLE_EXPORT void GL_APIENTRY DeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
ANGLE_EXPORT void GL_APIENTRY DepthRangef(GLfloat n, GLfloat f);
ANGLE_EXPORT void GL_APIENTRY GenProgramPipelines(GLsizei n, GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GetDoublei_v(GLenum target, GLuint index, GLdouble *data);
ANGLE_EXPORT void GL_APIENTRY GetFloati_v(GLenum target, GLuint index, GLfloat *data);
ANGLE_EXPORT void GL_APIENTRY GetProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GetProgramPipelineInfoLog(GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsProgramPipeline(GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY ProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY ProgramParameteri(GLuint program, GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1d(GLuint program, GLint location, GLdouble v0);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1f(GLuint program, GLint location, GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1i(GLuint program, GLint location, GLint v0);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1ui(GLuint program, GLint location, GLuint v0);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2d(GLuint program,
GLint location,
GLdouble v0,
GLdouble v1);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2f(GLuint program,
GLint location,
GLfloat v0,
GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2ui(GLuint program,
GLint location,
GLuint v0,
GLuint v1);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform3dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform3fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform3iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform3uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4d(GLuint program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2x3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2x4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3x2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3x4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4x2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4x3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler();
ANGLE_EXPORT void GL_APIENTRY ScissorArrayv(GLuint first, GLsizei count, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY
ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ScissorIndexedv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei count,
const GLuint *shaders,
GLenum binaryformat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
ANGLE_EXPORT void GL_APIENTRY ValidateProgramPipeline(GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL1d(GLuint index, GLdouble x);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL1dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL2dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL3dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL4dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY
ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
ANGLE_EXPORT void GL_APIENTRY ViewportIndexedfv(GLuint index, const GLfloat *v);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_1_AUTOGEN_H_