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kc3-lang/angle/src/libANGLE/Context_gl_4_1_autogen.h

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  • Author : Jiacheng Lu
    Date : 2019-08-21 12:51:58
    Hash : 120b61d3
    Message : Use ShaderProgramID in place of GLuint handles Bug: angleproject:3804 Change-Id: I5dc640004c2cc054c53261e8e939b6a9f5fc23bb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1762363 Commit-Queue: Jiacheng Lu <lujc@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/libANGLE/Context_gl_4_1_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_1_autogen.h: Creates a macro for interfaces in Context.
    
    #ifndef ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_
    #define ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_
    
    #define ANGLE_GL_4_1_CONTEXT_API                                                                   \
        void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);                         \
        void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f);                                  \
        void getDoublei_v(GLenum target, GLuint index, GLdouble *data);                                \
        void getFloati_v(GLenum target, GLuint index, GLfloat *data);                                  \
        void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);                         \
        void programUniform1d(ShaderProgramID programPacked, GLint location, GLdouble v0);             \
        void programUniform1dv(ShaderProgramID programPacked, GLint location, GLsizei count,           \
                               const GLdouble *value);                                                 \
        void programUniform2d(ShaderProgramID programPacked, GLint location, GLdouble v0,              \
                              GLdouble v1);                                                            \
        void programUniform2dv(ShaderProgramID programPacked, GLint location, GLsizei count,           \
                               const GLdouble *value);                                                 \
        void programUniform3d(ShaderProgramID programPacked, GLint location, GLdouble v0, GLdouble v1, \
                              GLdouble v2);                                                            \
        void programUniform3dv(ShaderProgramID programPacked, GLint location, GLsizei count,           \
                               const GLdouble *value);                                                 \
        void programUniform4d(ShaderProgramID programPacked, GLint location, GLdouble v0, GLdouble v1, \
                              GLdouble v2, GLdouble v3);                                               \
        void programUniform4dv(ShaderProgramID programPacked, GLint location, GLsizei count,           \
                               const GLdouble *value);                                                 \
        void programUniformMatrix2dv(ShaderProgramID programPacked, GLint location, GLsizei count,     \
                                     GLboolean transpose, const GLdouble *value);                      \
        void programUniformMatrix2x3dv(ShaderProgramID programPacked, GLint location, GLsizei count,   \
                                       GLboolean transpose, const GLdouble *value);                    \
        void programUniformMatrix2x4dv(ShaderProgramID programPacked, GLint location, GLsizei count,   \
                                       GLboolean transpose, const GLdouble *value);                    \
        void programUniformMatrix3dv(ShaderProgramID programPacked, GLint location, GLsizei count,     \
                                     GLboolean transpose, const GLdouble *value);                      \
        void programUniformMatrix3x2dv(ShaderProgramID programPacked, GLint location, GLsizei count,   \
                                       GLboolean transpose, const GLdouble *value);                    \
        void programUniformMatrix3x4dv(ShaderProgramID programPacked, GLint location, GLsizei count,   \
                                       GLboolean transpose, const GLdouble *value);                    \
        void programUniformMatrix4dv(ShaderProgramID programPacked, GLint location, GLsizei count,     \
                                     GLboolean transpose, const GLdouble *value);                      \
        void programUniformMatrix4x2dv(ShaderProgramID programPacked, GLint location, GLsizei count,   \
                                       GLboolean transpose, const GLdouble *value);                    \
        void programUniformMatrix4x3dv(ShaderProgramID programPacked, GLint location, GLsizei count,   \
                                       GLboolean transpose, const GLdouble *value);                    \
        void scissorArrayv(GLuint first, GLsizei count, const GLint *v);                               \
        void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);    \
        void scissorIndexedv(GLuint index, const GLint *v);                                            \
        void vertexAttribL1d(GLuint index, GLdouble x);                                                \
        void vertexAttribL1dv(GLuint index, const GLdouble *v);                                        \
        void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y);                                    \
        void vertexAttribL2dv(GLuint index, const GLdouble *v);                                        \
        void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);                        \
        void vertexAttribL3dv(GLuint index, const GLdouble *v);                                        \
        void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);            \
        void vertexAttribL4dv(GLuint index, const GLdouble *v);                                        \
        void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride,               \
                                  const void *pointer);                                                \
        void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v);                            \
        void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);               \
        void viewportIndexedfv(GLuint index, const GLfloat *v);
    
    #endif  // ANGLE_CONTEXT_API_4_1_AUTOGEN_H_