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>
// 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_3_0_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_3_0_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_3_0_AUTOGEN_H_
#define ANGLE_GL_3_0_CONTEXT_API \
void beginConditionalRender(GLuint id, GLenum mode); \
void clampColor(GLenum target, GLenum clamp); \
void endConditionalRender(); \
void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
TextureID texturePacked, GLint level); \
void vertexAttribI1i(GLuint index, GLint x); \
void vertexAttribI1iv(GLuint index, const GLint *v); \
void vertexAttribI1ui(GLuint index, GLuint x); \
void vertexAttribI1uiv(GLuint index, const GLuint *v); \
void vertexAttribI2i(GLuint index, GLint x, GLint y); \
void vertexAttribI2iv(GLuint index, const GLint *v); \
void vertexAttribI2ui(GLuint index, GLuint x, GLuint y); \
void vertexAttribI2uiv(GLuint index, const GLuint *v); \
void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); \
void vertexAttribI3iv(GLuint index, const GLint *v); \
void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); \
void vertexAttribI3uiv(GLuint index, const GLuint *v); \
void vertexAttribI4bv(GLuint index, const GLbyte *v); \
void vertexAttribI4sv(GLuint index, const GLshort *v); \
void vertexAttribI4ubv(GLuint index, const GLubyte *v); \
void vertexAttribI4usv(GLuint index, const GLushort *v);
#endif // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_