Hash :
b5424bb4
Author :
Date :
2021-01-14T15:09:41
Generate internal gl entry point functions as C functions. Some internal GL functions are exported to our libGLESv1_CM library and to properly export them, they must be C functions. Bug: angleproject:5534 Change-Id: I37280312f73fd5e55166e4fa36659267d657a50b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2628139 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@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.
//
// entry_points_gl_2_autogen.h:
// Defines the Desktop GL 2.x entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
extern "C" {
// GL 2.0
ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program,
GLuint index,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader);
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram();
ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program,
GLsizei maxCount,
GLsizei *count,
GLuint *shaders);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader,
GLsizei bufSize,
GLsizei *length,
GLchar *source);
ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params);
ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index,
GLenum pname,
void **pointer);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program);
ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader);
ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length);
ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face,
GLenum func,
GLint ref,
GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face,
GLenum sfail,
GLenum dpfail,
GLenum dppass);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1d(GLuint index, GLdouble x);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1s(GLuint index, GLshort x);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1sv(GLuint index, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2s(GLuint index, GLshort x, GLshort y);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2sv(GLuint index, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3sv(GLuint index, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nbv(GLuint index, const GLbyte *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Niv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nsv(GLuint index, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nubv(GLuint index, const GLubyte *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nuiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4Nusv(GLuint index, const GLushort *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4bv(GLuint index, const GLbyte *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4iv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY
GL_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4sv(GLuint index, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4ubv(GLuint index, const GLubyte *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4uiv(GLuint index, const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4usv(GLuint index, const GLushort *v);
ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *pointer);
// GL 2.1
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
} // extern "C"
#endif // LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_