Hash :
2ab08edc
Author :
Date :
2019-08-12T16:20:21
Use TextureID in place of GLuint handles. Bug: angleproject:3611 Change-Id: Ie6156e8732b3ca4dc6c4439c059a5481a4dfd250 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1738753 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> 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 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_gles_3_1_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_
#define ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_
#define ANGLE_GLES_3_1_CONTEXT_API \
void activeShaderProgram(GLuint pipeline, GLuint program); \
void bindImageTexture(GLuint unit, TextureID texturePacked, GLint level, GLboolean layered, \
GLint layer, GLenum access, GLenum format); \
void bindProgramPipeline(GLuint pipeline); \
void bindVertexBuffer(GLuint bindingindex, BufferID bufferPacked, GLintptr offset, \
GLsizei stride); \
GLuint createShaderProgramv(ShaderType typePacked, GLsizei count, \
const GLchar *const *strings); \
void deleteProgramPipelines(GLsizei n, const GLuint *pipelines); \
void dispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); \
void dispatchComputeIndirect(GLintptr indirect); \
void drawArraysIndirect(PrimitiveMode modePacked, const void *indirect); \
void drawElementsIndirect(PrimitiveMode modePacked, DrawElementsType typePacked, \
const void *indirect); \
void framebufferParameteri(GLenum target, GLenum pname, GLint param); \
void genProgramPipelines(GLsizei n, GLuint *pipelines); \
void getBooleani_v(GLenum target, GLuint index, GLboolean *data); \
void getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params); \
void getMultisamplefv(GLenum pname, GLuint index, GLfloat *val); \
void getProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, \
GLint *params); \
void getProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, \
GLchar *infoLog); \
void getProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params); \
GLuint getProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name); \
GLint getProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name); \
void getProgramResourceName(GLuint program, GLenum programInterface, GLuint index, \
GLsizei bufSize, GLsizei *length, GLchar *name); \
void getProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, \
GLsizei propCount, const GLenum *props, GLsizei bufSize, \
GLsizei *length, GLint *params); \
void getTexLevelParameterfv(TextureTarget targetPacked, GLint level, GLenum pname, \
GLfloat *params); \
void getTexLevelParameteriv(TextureTarget targetPacked, GLint level, GLenum pname, \
GLint *params); \
GLboolean isProgramPipeline(GLuint pipeline); \
void memoryBarrier(GLbitfield barriers); \
void memoryBarrierByRegion(GLbitfield barriers); \
void programUniform1f(GLuint program, GLint location, GLfloat v0); \
void programUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value); \
void programUniform1i(GLuint program, GLint location, GLint v0); \
void programUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value); \
void programUniform1ui(GLuint program, GLint location, GLuint v0); \
void programUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value); \
void programUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1); \
void programUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value); \
void programUniform2i(GLuint program, GLint location, GLint v0, GLint v1); \
void programUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value); \
void programUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1); \
void programUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value); \
void programUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); \
void programUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value); \
void programUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); \
void programUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value); \
void programUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); \
void programUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value); \
void programUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, \
GLfloat v3); \
void programUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value); \
void programUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); \
void programUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value); \
void programUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, \
GLuint v3); \
void programUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value); \
void programUniformMatrix2fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void programUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void programUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void programUniformMatrix3fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void programUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void programUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void programUniformMatrix4fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void programUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void programUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLfloat *value); \
void sampleMaski(GLuint maskNumber, GLbitfield mask); \
void texStorage2DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \
void useProgramStages(GLuint pipeline, GLbitfield stages, GLuint program); \
void validateProgramPipeline(GLuint pipeline); \
void vertexAttribBinding(GLuint attribindex, GLuint bindingindex); \
void vertexAttribFormat(GLuint attribindex, GLint size, VertexAttribType typePacked, \
GLboolean normalized, GLuint relativeoffset); \
void vertexAttribIFormat(GLuint attribindex, GLint size, VertexAttribType typePacked, \
GLuint relativeoffset); \
void vertexBindingDivisor(GLuint bindingindex, GLuint divisor);
#endif // ANGLE_CONTEXT_API_3_1_AUTOGEN_H_