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kc3-lang/angle/src/libGL/entry_points_gl_2_autogen.h

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  • Author : Geoff Lang
    Date : 2021-01-14 15:09:41
    Hash : b5424bb4
    Message : Generate internal gl entry point functions as C functions. Some internal GL functions are exported to our libGLESv1_CM library and to properly export them, they must be C functions. Bug: angleproject:5534 Change-Id: I37280312f73fd5e55166e4fa36659267d657a50b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2628139 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/libGL/entry_points_gl_2_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.xml.
    //
    // Copyright 2020 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_autogen.h:
    //   Defines the Desktop GL 2.x entry points.
    
    #ifndef LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_
    #define LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_
    
    #include <export.h>
    #include "angle_gl.h"
    
    extern "C" {
    
    // GL 2.0
    ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program,
                                                        GLuint index,
                                                        const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
    ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader);
    ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram();
    ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs);
    ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program,
                                                     GLuint index,
                                                     GLsizei bufSize,
                                                     GLsizei *length,
                                                     GLint *size,
                                                     GLenum *type,
                                                     GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program,
                                                      GLuint index,
                                                      GLsizei bufSize,
                                                      GLsizei *length,
                                                      GLint *size,
                                                      GLenum *type,
                                                      GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program,
                                                        GLsizei maxCount,
                                                        GLsizei *count,
                                                        GLuint *shaders);
    ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,
                                                       GLsizei bufSize,
                                                       GLsizei *length,
                                                       GLchar *infoLog);
    ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,
                                                      GLsizei bufSize,
                                                      GLsizei *length,
                                                      GLchar *infoLog);
    ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader,
                                                     GLsizei bufSize,
                                                     GLsizei *length,
                                                     GLchar *source);
    ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params);
    ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index,
                                                             GLenum pname,
                                                             void **pointer);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
    ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program);
    ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader);
    ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader,
                                                  GLsizei count,
                                                  const GLchar *const *string,
                                                  const GLint *length);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face,
                                                         GLenum func,
                                                         GLint ref,
                                                         GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask);
    ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face,
                                                       GLenum sfail,
                                                       GLenum dpfail,
                                                       GLenum dppass);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY
    GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
    ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location,
                                                      GLsizei count,
                                                      GLboolean transpose,
                                                      const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location,
                                                      GLsizei count,
                                                      GLboolean transpose,
                                                      const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location,
                                                      GLsizei count,
                                                      GLboolean transpose,
                                                      const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1d(GLuint index, GLdouble x);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1dv(GLuint index, const GLdouble *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1s(GLuint index, GLshort x);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1sv(GLuint index, const GLshort *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2dv(GLuint index, const GLdouble *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2s(GLuint index, GLshort x, GLshort y);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2sv(GLuint index, const GLshort *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3dv(GLuint index, const GLdouble *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3sv(GLuint index, const GLshort *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nbv(GLuint index, const GLbyte *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Niv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nsv(GLuint index, const GLshort *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nubv(GLuint index, const GLubyte *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nuiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nusv(GLuint index, const GLushort *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4bv(GLuint index, const GLbyte *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4dv(GLuint index, const GLdouble *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4iv(GLuint index, const GLint *v);
    ANGLE_EXPORT void GL_APIENTRY
    GL_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4sv(GLuint index, const GLshort *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4ubv(GLuint index, const GLubyte *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4uiv(GLuint index, const GLuint *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4usv(GLuint index, const GLushort *v);
    ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index,
                                                         GLint size,
                                                         GLenum type,
                                                         GLboolean normalized,
                                                         GLsizei stride,
                                                         const void *pointer);
    
    // GL 2.1
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3fv(GLint location,
                                                        GLsizei count,
                                                        GLboolean transpose,
                                                        const GLfloat *value);
    }  // extern "C"
    
    #endif  // LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_