Hash :
523dbf40
Author :
Date :
2019-07-15T10:56:26
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>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
// 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.
//
// Context_gl_4_0_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
#define ANGLE_GL_4_0_CONTEXT_API \
void beginQueryIndexed(GLenum target, GLuint index, GLuint id); \
void blendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha); \
void blendEquationi(GLuint buf, GLenum mode); \
void blendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, \
GLenum dstAlpha); \
void blendFunci(GLuint buf, GLenum src, GLenum dst); \
void drawTransformFeedback(GLenum mode, GLuint id); \
void drawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); \
void endQueryIndexed(GLenum target, GLuint index); \
void getActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, \
GLsizei *length, GLchar *name); \
void getActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, \
GLsizei bufsize, GLsizei *length, GLchar *name); \
void getActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, \
GLenum pname, GLint *values); \
void getProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values); \
void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \
GLuint getSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name); \
GLint getSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name); \
void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \
void getUniformdv(GLuint program, GLint location, GLdouble *params); \
void minSampleShading(GLfloat value); \
void patchParameterfv(GLenum pname, const GLfloat *values); \
void patchParameteri(GLenum pname, GLint value); \
void uniform1d(GLint location, GLdouble x); \
void uniform1dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform2d(GLint location, GLdouble x, GLdouble y); \
void uniform2dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); \
void uniform3dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \
void uniform4dv(GLint location, GLsizei count, const GLdouble *value); \
void uniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
#endif // ANGLE_CONTEXT_API_4_0_AUTOGEN_H_