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kc3-lang/angle/src/libANGLE/Context_gl_4_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_4_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_4_0_autogen.h: Creates a macro for interfaces in Context.
    
    #ifndef ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
    #define ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
    
    #define ANGLE_GL_4_0_CONTEXT_API                                                                 \
        void beginQueryIndexed(GLenum target, GLuint index, QueryID idPacked);                       \
        void drawTransformFeedback(GLenum mode, TransformFeedbackID idPacked);                       \
        void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream);  \
        void endQueryIndexed(GLenum target, GLuint index);                                           \
        void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \
                                     GLsizei bufsize, GLsizei *length, GLchar *name);                \
        void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype,        \
                                            GLuint index, GLsizei bufsize, GLsizei *length,          \
                                            GLchar *name);                                           \
        void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype,          \
                                          GLuint index, GLenum pname, GLint *values);                \
        void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname,       \
                               GLint *values);                                                       \
        void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);            \
        GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype,                  \
                                  const GLchar *name);                                               \
        GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype,         \
                                           const GLchar *name);                                      \
        void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);             \
        void getUniformdv(ShaderProgramID programPacked, GLint location, GLdouble *params);          \
        void patchParameterfv(GLenum pname, const GLfloat *values);                                  \
        void uniform1d(GLint location, GLdouble x);                                                  \
        void uniform1dv(GLint location, GLsizei count, const GLdouble *value);                       \
        void uniform2d(GLint location, GLdouble x, GLdouble y);                                      \
        void uniform2dv(GLint location, GLsizei count, const GLdouble *value);                       \
        void uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);                          \
        void uniform3dv(GLint location, GLsizei count, const GLdouble *value);                       \
        void uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);              \
        void uniform4dv(GLint location, GLsizei count, const GLdouble *value);                       \
        void uniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose,                    \
                              const GLdouble *value);                                                \
        void uniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose,                  \
                                const GLdouble *value);                                              \
        void uniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose,                  \
                                const GLdouble *value);                                              \
        void uniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose,                    \
                              const GLdouble *value);                                                \
        void uniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose,                  \
                                const GLdouble *value);                                              \
        void uniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose,                  \
                                const GLdouble *value);                                              \
        void uniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose,                    \
                              const GLdouble *value);                                                \
        void uniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose,                  \
                                const GLdouble *value);                                              \
        void uniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose,                  \
                                const GLdouble *value);                                              \
        void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
    
    #endif  // ANGLE_CONTEXT_API_4_0_AUTOGEN_H_