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kc3-lang/angle/src/libANGLE/Context_gl_3_0_autogen.h

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  • Author : Ian Elliott
    Date : 2019-10-10 08:22:04
    Hash : aa292a59
    Message : Generate GLES 3.2 entry points This is a combination of: - Changing the "scripts/generate_entry_points.py" script to tell it to also auto-generate GLES 3.2. Also changing "scripts/gen_proc_table.py". - Generating new and modified files needed to add GLES 3.2 to the ANGLE front-end. This is done by running the following command: "python scripts/run_code_generation.py". - Creating the following files: - src/libANGLE/validationES32.h - src/libANGLE/validationES32.cpp - src/libANGLE/capture_gles_3_2_params.cpp - Hand-editing the following files: - src/libGLESv1_CM/libGLESv1_CM.cpp - include/GLES2/gl2ext_angle.h - src/libGLESv2.gni - src/libANGLE/Context.h - src/libANGLE/Context.cpp - src/libANGLE/Context_gl.cpp - src/libANGLE/ErrorStrings.h - src/libANGLE/State.h - src/libANGLE/validationES1.cpp - src/libANGLE/validationGL3.cpp - src/libANGLE/validationGL31.cpp - src/libANGLE/validationGL32.cpp - src/libANGLE/validationGL33.cpp - src/libANGLE/validationGL4.cpp - src/libANGLE/validationGL43.cpp - src/libANGLE/validationGL45.cpp Bug: angleproject:3649 Change-Id: I5b67f72e3e3b55e74039ec3e28aa8d399ec08cf2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1850231 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Ian Elliott <ianelliott@google.com>

  • src/libANGLE/Context_gl_3_0_autogen.h
  • // 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.
    //
    // Context_gl_3_0_autogen.h: Creates a macro for interfaces in Context.
    
    #ifndef ANGLE_CONTEXT_GL_3_0_AUTOGEN_H_
    #define ANGLE_CONTEXT_GL_3_0_AUTOGEN_H_
    
    #define ANGLE_GL_3_0_CONTEXT_API                                                               \
        void beginConditionalRender(GLuint id, GLenum mode);                                       \
        void clampColor(GLenum target, GLenum clamp);                                              \
        void endConditionalRender();                                                               \
        void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
                                  TextureID texturePacked, GLint level);                           \
        void vertexAttribI1i(GLuint index, GLint x);                                               \
        void vertexAttribI1iv(GLuint index, const GLint *v);                                       \
        void vertexAttribI1ui(GLuint index, GLuint x);                                             \
        void vertexAttribI1uiv(GLuint index, const GLuint *v);                                     \
        void vertexAttribI2i(GLuint index, GLint x, GLint y);                                      \
        void vertexAttribI2iv(GLuint index, const GLint *v);                                       \
        void vertexAttribI2ui(GLuint index, GLuint x, GLuint y);                                   \
        void vertexAttribI2uiv(GLuint index, const GLuint *v);                                     \
        void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);                             \
        void vertexAttribI3iv(GLuint index, const GLint *v);                                       \
        void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);                         \
        void vertexAttribI3uiv(GLuint index, const GLuint *v);                                     \
        void vertexAttribI4bv(GLuint index, const GLbyte *v);                                      \
        void vertexAttribI4sv(GLuint index, const GLshort *v);                                     \
        void vertexAttribI4ubv(GLuint index, const GLubyte *v);                                    \
        void vertexAttribI4usv(GLuint index, const GLushort *v);
    
    #endif  // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_