Hash :
a18f4145
Author :
Date :
2020-02-19T22:42:12
Trace/Replay: Add uniform location type. This is a large refactor that replaces instances of "GLint location" for uniform locations with "UniformLocation location". This boxed type is similar to the ResourceID types that we use to capture resource IDs more easily. Eventually this will give us a more portable replay. Bug: angleproject:4411 Change-Id: I848e861c3956d95b6b953f57f8b6a2c4a676766f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2066117 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@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_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, UniformLocation locationPacked, \
GLdouble v0); \
void programUniform1dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, const GLdouble *value); \
void programUniform2d(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble v0, GLdouble v1); \
void programUniform2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, const GLdouble *value); \
void programUniform3d(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble v0, GLdouble v1, GLdouble v2); \
void programUniform3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, const GLdouble *value); \
void programUniform4d(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); \
void programUniform4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, const GLdouble *value); \
void programUniformMatrix2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix2x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix2x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
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_