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kc3-lang/angle/src/libGL/entry_points_gl_4_0_autogen.h

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  • Author : Clemen Deng
    Date : 2019-07-15 10:56:26
    Hash : 523dbf40
    Message : 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>

  • src/libGL/entry_points_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.
    //
    // entry_points_gl_4_0_autogen.h:
    //   Defines the GL 4.0 entry points.
    
    #ifndef LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_
    #define LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_
    
    #include <export.h>
    #include "angle_gl.h"
    
    namespace gl
    {
    ANGLE_EXPORT void GL_APIENTRY BeginQueryIndexed(GLenum target, GLuint index, GLuint id);
    ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id);
    ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
    ANGLE_EXPORT void GL_APIENTRY BlendEquationi(GLuint buf, GLenum mode);
    ANGLE_EXPORT void GL_APIENTRY
    BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
    ANGLE_EXPORT void GL_APIENTRY BlendFunci(GLuint buf, GLenum src, GLenum dst);
    ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
    ANGLE_EXPORT void GL_APIENTRY DrawArraysIndirect(GLenum mode, const void *indirect);
    ANGLE_EXPORT void GL_APIENTRY DrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
    ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedback(GLenum mode, GLuint id);
    ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
    ANGLE_EXPORT void GL_APIENTRY EndQueryIndexed(GLenum target, GLuint index);
    ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids);
    ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineName(GLuint program,
                                                          GLenum shadertype,
                                                          GLuint index,
                                                          GLsizei bufsize,
                                                          GLsizei *length,
                                                          GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformName(GLuint program,
                                                                 GLenum shadertype,
                                                                 GLuint index,
                                                                 GLsizei bufsize,
                                                                 GLsizei *length,
                                                                 GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformiv(GLuint program,
                                                               GLenum shadertype,
                                                               GLuint index,
                                                               GLenum pname,
                                                               GLint *values);
    ANGLE_EXPORT void GL_APIENTRY GetProgramStageiv(GLuint program,
                                                    GLenum shadertype,
                                                    GLenum pname,
                                                    GLint *values);
    ANGLE_EXPORT void GL_APIENTRY GetQueryIndexediv(GLenum target,
                                                    GLuint index,
                                                    GLenum pname,
                                                    GLint *params);
    ANGLE_EXPORT GLuint GL_APIENTRY GetSubroutineIndex(GLuint program,
                                                       GLenum shadertype,
                                                       const GLchar *name);
    ANGLE_EXPORT GLint GL_APIENTRY GetSubroutineUniformLocation(GLuint program,
                                                                GLenum shadertype,
                                                                const GLchar *name);
    ANGLE_EXPORT void GL_APIENTRY GetUniformSubroutineuiv(GLenum shadertype,
                                                          GLint location,
                                                          GLuint *params);
    ANGLE_EXPORT void GL_APIENTRY GetUniformdv(GLuint program, GLint location, GLdouble *params);
    ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id);
    ANGLE_EXPORT void GL_APIENTRY MinSampleShading(GLfloat value);
    ANGLE_EXPORT void GL_APIENTRY PatchParameterfv(GLenum pname, const GLfloat *values);
    ANGLE_EXPORT void GL_APIENTRY PatchParameteri(GLenum pname, GLint value);
    ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback();
    ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback();
    ANGLE_EXPORT void GL_APIENTRY Uniform1d(GLint location, GLdouble x);
    ANGLE_EXPORT void GL_APIENTRY Uniform1dv(GLint location, GLsizei count, const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform2d(GLint location, GLdouble x, GLdouble y);
    ANGLE_EXPORT void GL_APIENTRY Uniform2dv(GLint location, GLsizei count, const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
    ANGLE_EXPORT void GL_APIENTRY Uniform3dv(GLint location, GLsizei count, const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY
    Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    ANGLE_EXPORT void GL_APIENTRY Uniform4dv(GLint location, GLsizei count, const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix2dv(GLint location,
                                                   GLsizei count,
                                                   GLboolean transpose,
                                                   const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3dv(GLint location,
                                                     GLsizei count,
                                                     GLboolean transpose,
                                                     const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4dv(GLint location,
                                                     GLsizei count,
                                                     GLboolean transpose,
                                                     const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix3dv(GLint location,
                                                   GLsizei count,
                                                   GLboolean transpose,
                                                   const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2dv(GLint location,
                                                     GLsizei count,
                                                     GLboolean transpose,
                                                     const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4dv(GLint location,
                                                     GLsizei count,
                                                     GLboolean transpose,
                                                     const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix4dv(GLint location,
                                                   GLsizei count,
                                                   GLboolean transpose,
                                                   const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2dv(GLint location,
                                                     GLsizei count,
                                                     GLboolean transpose,
                                                     const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3dv(GLint location,
                                                     GLsizei count,
                                                     GLboolean transpose,
                                                     const GLdouble *value);
    ANGLE_EXPORT void GL_APIENTRY UniformSubroutinesuiv(GLenum shadertype,
                                                        GLsizei count,
                                                        const GLuint *indices);
    }  // namespace gl
    
    #endif  // LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_