Hash :
57d95828
Author :
Date :
2020-04-30T17:35:50
Revert "Add type for attribute locations." This reverts commit 9349c14344b2d1fd6bc357063b602bc2626c140f and commit d43b057435e6c9e3194dd20627681ffca0c0808e. It's no longer needed after we bind attribute locations before link. Original CL message: This will allow the capture/replay tool to easily intercept and label attribute locations for remapping. There's some inconsistency in implementation in the GL desktop front- end. This is a quick fix and the full implementation is left for when we implement the full desktop GL API set. Bug: angleproject:4598 Change-Id: Ic510159d4d1982eff41560503cabf983a1be0381 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2174076 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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// 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.
//
// Context_gles_2_0_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_
#define ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_
#define ANGLE_GLES_2_0_CONTEXT_API \
void activeTexture(GLenum texture); \
void attachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked); \
void bindAttribLocation(ShaderProgramID programPacked, GLuint index, const GLchar *name); \
void bindBuffer(BufferBinding targetPacked, BufferID bufferPacked); \
void bindFramebuffer(GLenum target, FramebufferID framebufferPacked); \
void bindRenderbuffer(GLenum target, RenderbufferID renderbufferPacked); \
void bindTexture(TextureType targetPacked, TextureID texturePacked); \
void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \
void blendEquation(GLenum mode); \
void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); \
void blendFunc(GLenum sfactor, GLenum dfactor); \
void blendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, \
GLenum dfactorAlpha); \
void bufferData(BufferBinding targetPacked, GLsizeiptr size, const void *data, \
BufferUsage usagePacked); \
void bufferSubData(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size, \
const void *data); \
GLenum checkFramebufferStatus(GLenum target); \
void clear(GLbitfield mask); \
void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \
void clearDepthf(GLfloat d); \
void clearStencil(GLint s); \
void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); \
void compileShader(ShaderProgramID shaderPacked); \
void compressedTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, \
GLsizei width, GLsizei height, GLint border, GLsizei imageSize, \
const void *data); \
void compressedTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, \
GLint yoffset, GLsizei width, GLsizei height, GLenum format, \
GLsizei imageSize, const void *data); \
void copyTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, GLint x, \
GLint y, GLsizei width, GLsizei height, GLint border); \
void copyTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \
GLint x, GLint y, GLsizei width, GLsizei height); \
GLuint createProgram(); \
GLuint createShader(ShaderType typePacked); \
void cullFace(CullFaceMode modePacked); \
void deleteBuffers(GLsizei n, const BufferID *buffersPacked); \
void deleteFramebuffers(GLsizei n, const FramebufferID *framebuffersPacked); \
void deleteProgram(ShaderProgramID programPacked); \
void deleteRenderbuffers(GLsizei n, const RenderbufferID *renderbuffersPacked); \
void deleteShader(ShaderProgramID shaderPacked); \
void deleteTextures(GLsizei n, const TextureID *texturesPacked); \
void depthFunc(GLenum func); \
void depthMask(GLboolean flag); \
void depthRangef(GLfloat n, GLfloat f); \
void detachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked); \
void disable(GLenum cap); \
void disableVertexAttribArray(GLuint index); \
void drawArrays(PrimitiveMode modePacked, GLint first, GLsizei count); \
void drawElements(PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, \
const void *indices); \
void enable(GLenum cap); \
void enableVertexAttribArray(GLuint index); \
void finish(); \
void flush(); \
void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, \
RenderbufferID renderbufferPacked); \
void framebufferTexture2D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
TextureID texturePacked, GLint level); \
void frontFace(GLenum mode); \
void genBuffers(GLsizei n, BufferID *buffersPacked); \
void genFramebuffers(GLsizei n, FramebufferID *framebuffersPacked); \
void genRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \
void genTextures(GLsizei n, TextureID *texturesPacked); \
void generateMipmap(TextureType targetPacked); \
void getActiveAttrib(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \
GLsizei *length, GLint *size, GLenum *type, GLchar *name); \
void getActiveUniform(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \
GLsizei *length, GLint *size, GLenum *type, GLchar *name); \
void getAttachedShaders(ShaderProgramID programPacked, GLsizei maxCount, GLsizei *count, \
ShaderProgramID *shadersPacked); \
GLint getAttribLocation(ShaderProgramID programPacked, const GLchar *name); \
void getBooleanv(GLenum pname, GLboolean *data); \
void getBufferParameteriv(BufferBinding targetPacked, GLenum pname, GLint *params); \
GLenum getError(); \
void getFloatv(GLenum pname, GLfloat *data); \
void getFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, \
GLint *params); \
void getIntegerv(GLenum pname, GLint *data); \
void getProgramInfoLog(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, \
GLchar *infoLog); \
void getProgramiv(ShaderProgramID programPacked, GLenum pname, GLint *params); \
void getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); \
void getShaderInfoLog(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length, \
GLchar *infoLog); \
void getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, \
GLint *precision); \
void getShaderSource(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length, \
GLchar *source); \
void getShaderiv(ShaderProgramID shaderPacked, GLenum pname, GLint *params); \
const GLubyte *getString(GLenum name); \
void getTexParameterfv(TextureType targetPacked, GLenum pname, GLfloat *params); \
void getTexParameteriv(TextureType targetPacked, GLenum pname, GLint *params); \
GLint getUniformLocation(ShaderProgramID programPacked, const GLchar *name); \
void getUniformfv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLfloat *params); \
void getUniformiv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLint *params); \
void getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); \
void getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); \
void getVertexAttribiv(GLuint index, GLenum pname, GLint *params); \
void hint(GLenum target, GLenum mode); \
GLboolean isBuffer(BufferID bufferPacked) const; \
GLboolean isEnabled(GLenum cap) const; \
GLboolean isFramebuffer(FramebufferID framebufferPacked) const; \
GLboolean isProgram(ShaderProgramID programPacked) const; \
GLboolean isRenderbuffer(RenderbufferID renderbufferPacked) const; \
GLboolean isShader(ShaderProgramID shaderPacked) const; \
GLboolean isTexture(TextureID texturePacked) const; \
void lineWidth(GLfloat width); \
void linkProgram(ShaderProgramID programPacked); \
void pixelStorei(GLenum pname, GLint param); \
void polygonOffset(GLfloat factor, GLfloat units); \
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, \
void *pixels); \
void releaseShaderCompiler(); \
void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); \
void sampleCoverage(GLfloat value, GLboolean invert); \
void scissor(GLint x, GLint y, GLsizei width, GLsizei height); \
void shaderBinary(GLsizei count, const ShaderProgramID *shadersPacked, GLenum binaryformat, \
const void *binary, GLsizei length); \
void shaderSource(ShaderProgramID shaderPacked, GLsizei count, const GLchar *const *string, \
const GLint *length); \
void stencilFunc(GLenum func, GLint ref, GLuint mask); \
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); \
void stencilMask(GLuint mask); \
void stencilMaskSeparate(GLenum face, GLuint mask); \
void stencilOp(GLenum fail, GLenum zfail, GLenum zpass); \
void stencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); \
void texImage2D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, \
GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); \
void texParameterf(TextureType targetPacked, GLenum pname, GLfloat param); \
void texParameterfv(TextureType targetPacked, GLenum pname, const GLfloat *params); \
void texParameteri(TextureType targetPacked, GLenum pname, GLint param); \
void texParameteriv(TextureType targetPacked, GLenum pname, const GLint *params); \
void texSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \
GLsizei width, GLsizei height, GLenum format, GLenum type, \
const void *pixels); \
void uniform1f(UniformLocation locationPacked, GLfloat v0); \
void uniform1fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value); \
void uniform1i(UniformLocation locationPacked, GLint v0); \
void uniform1iv(UniformLocation locationPacked, GLsizei count, const GLint *value); \
void uniform2f(UniformLocation locationPacked, GLfloat v0, GLfloat v1); \
void uniform2fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value); \
void uniform2i(UniformLocation locationPacked, GLint v0, GLint v1); \
void uniform2iv(UniformLocation locationPacked, GLsizei count, const GLint *value); \
void uniform3f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2); \
void uniform3fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value); \
void uniform3i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2); \
void uniform3iv(UniformLocation locationPacked, GLsizei count, const GLint *value); \
void uniform4f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2, \
GLfloat v3); \
void uniform4fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value); \
void uniform4i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2, GLint v3); \
void uniform4iv(UniformLocation locationPacked, GLsizei count, const GLint *value); \
void uniformMatrix2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLfloat *value); \
void uniformMatrix3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLfloat *value); \
void uniformMatrix4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLfloat *value); \
void useProgram(ShaderProgramID programPacked); \
void validateProgram(ShaderProgramID programPacked); \
void vertexAttrib1f(GLuint index, GLfloat x); \
void vertexAttrib1fv(GLuint index, const GLfloat *v); \
void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y); \
void vertexAttrib2fv(GLuint index, const GLfloat *v); \
void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); \
void vertexAttrib3fv(GLuint index, const GLfloat *v); \
void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); \
void vertexAttrib4fv(GLuint index, const GLfloat *v); \
void vertexAttribPointer(GLuint index, GLint size, VertexAttribType typePacked, \
GLboolean normalized, GLsizei stride, const void *pointer); \
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
#endif // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_