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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 01:47:29 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 01:47:29 +0000 |
commit | 0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d (patch) | |
tree | a31f07c9bcca9d56ce61e9a1ffd30ef350d513aa /gfx/angle/checkout/src/libANGLE/Context_gles_2_0_autogen.h | |
parent | Initial commit. (diff) | |
download | firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.tar.xz firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.zip |
Adding upstream version 115.8.0esr.upstream/115.8.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Context_gles_2_0_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Context_gles_2_0_autogen.h | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Context_gles_2_0_autogen.h b/gfx/angle/checkout/src/libANGLE/Context_gles_2_0_autogen.h new file mode 100644 index 0000000000..1c0501eaf3 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Context_gles_2_0_autogen.h @@ -0,0 +1,190 @@ +// 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_gles_2_0_autogen.h: Creates a macro for interfaces in Context. + +#ifndef ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_ +#define ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_ + +#define ANGLE_GLES_2_0_CONTEXT_API \ + void activeTexture(GLenum texture); \ + void attachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked); \ + void bindAttribLocation(ShaderProgramID programPacked, GLuint index, const GLchar *name); \ + void bindBuffer(BufferBinding targetPacked, BufferID bufferPacked); \ + void bindFramebuffer(GLenum target, FramebufferID framebufferPacked); \ + void bindRenderbuffer(GLenum target, RenderbufferID renderbufferPacked); \ + void bindTexture(TextureType targetPacked, TextureID texturePacked); \ + void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ + void blendEquation(GLenum mode); \ + void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); \ + void blendFunc(GLenum sfactor, GLenum dfactor); \ + void blendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, \ + GLenum dfactorAlpha); \ + void bufferData(BufferBinding targetPacked, GLsizeiptr size, const void *data, \ + BufferUsage usagePacked); \ + void bufferSubData(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size, \ + const void *data); \ + GLenum checkFramebufferStatus(GLenum target); \ + void clear(GLbitfield mask); \ + void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ + void clearDepthf(GLfloat d); \ + void clearStencil(GLint s); \ + void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); \ + void compileShader(ShaderProgramID shaderPacked); \ + void compressedTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, \ + GLsizei width, GLsizei height, GLint border, GLsizei imageSize, \ + const void *data); \ + void compressedTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, \ + GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ + GLsizei imageSize, const void *data); \ + void copyTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, GLint x, \ + GLint y, GLsizei width, GLsizei height, GLint border); \ + void copyTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint x, GLint y, GLsizei width, GLsizei height); \ + GLuint createProgram(); \ + GLuint createShader(ShaderType typePacked); \ + void cullFace(CullFaceMode modePacked); \ + void deleteBuffers(GLsizei n, const BufferID *buffersPacked); \ + void deleteFramebuffers(GLsizei n, const FramebufferID *framebuffersPacked); \ + void deleteProgram(ShaderProgramID programPacked); \ + void deleteRenderbuffers(GLsizei n, const RenderbufferID *renderbuffersPacked); \ + void deleteShader(ShaderProgramID shaderPacked); \ + void deleteTextures(GLsizei n, const TextureID *texturesPacked); \ + void depthFunc(GLenum func); \ + void depthMask(GLboolean flag); \ + void depthRangef(GLfloat n, GLfloat f); \ + void detachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked); \ + void disable(GLenum cap); \ + void disableVertexAttribArray(GLuint index); \ + void drawArrays(PrimitiveMode modePacked, GLint first, GLsizei count); \ + void drawElements(PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, \ + const void *indices); \ + void enable(GLenum cap); \ + void enableVertexAttribArray(GLuint index); \ + void finish(); \ + void flush(); \ + void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, \ + RenderbufferID renderbufferPacked); \ + void framebufferTexture2D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \ + TextureID texturePacked, GLint level); \ + void frontFace(GLenum mode); \ + void genBuffers(GLsizei n, BufferID *buffersPacked); \ + void genFramebuffers(GLsizei n, FramebufferID *framebuffersPacked); \ + void genRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \ + void genTextures(GLsizei n, TextureID *texturesPacked); \ + void generateMipmap(TextureType targetPacked); \ + void getActiveAttrib(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \ + GLsizei *length, GLint *size, GLenum *type, GLchar *name); \ + void getActiveUniform(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \ + GLsizei *length, GLint *size, GLenum *type, GLchar *name); \ + void getAttachedShaders(ShaderProgramID programPacked, GLsizei maxCount, GLsizei *count, \ + ShaderProgramID *shadersPacked); \ + GLint getAttribLocation(ShaderProgramID programPacked, const GLchar *name); \ + void getBooleanv(GLenum pname, GLboolean *data); \ + void getBufferParameteriv(BufferBinding targetPacked, GLenum pname, GLint *params); \ + GLenum getError(); \ + void getFloatv(GLenum pname, GLfloat *data); \ + void getFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, \ + GLint *params); \ + void getIntegerv(GLenum pname, GLint *data); \ + void getProgramInfoLog(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, \ + GLchar *infoLog); \ + void getProgramiv(ShaderProgramID programPacked, GLenum pname, GLint *params); \ + void getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); \ + void getShaderInfoLog(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length, \ + GLchar *infoLog); \ + void getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, \ + GLint *precision); \ + void getShaderSource(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length, \ + GLchar *source); \ + void getShaderiv(ShaderProgramID shaderPacked, GLenum pname, GLint *params); \ + const GLubyte *getString(GLenum name); \ + void getTexParameterfv(TextureType targetPacked, GLenum pname, GLfloat *params); \ + void getTexParameteriv(TextureType targetPacked, GLenum pname, GLint *params); \ + GLint getUniformLocation(ShaderProgramID programPacked, const GLchar *name); \ + void getUniformfv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLfloat *params); \ + void getUniformiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLint *params); \ + void getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); \ + void getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); \ + void getVertexAttribiv(GLuint index, GLenum pname, GLint *params); \ + void hint(GLenum target, GLenum mode); \ + GLboolean isBuffer(BufferID bufferPacked) const; \ + GLboolean isEnabled(GLenum cap) const; \ + GLboolean isFramebuffer(FramebufferID framebufferPacked) const; \ + GLboolean isProgram(ShaderProgramID programPacked) const; \ + GLboolean isRenderbuffer(RenderbufferID renderbufferPacked) const; \ + GLboolean isShader(ShaderProgramID shaderPacked) const; \ + GLboolean isTexture(TextureID texturePacked) const; \ + void lineWidth(GLfloat width); \ + void linkProgram(ShaderProgramID programPacked); \ + void pixelStorei(GLenum pname, GLint param); \ + void polygonOffset(GLfloat factor, GLfloat units); \ + void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, \ + void *pixels); \ + void releaseShaderCompiler(); \ + void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); \ + void sampleCoverage(GLfloat value, GLboolean invert); \ + void scissor(GLint x, GLint y, GLsizei width, GLsizei height); \ + void shaderBinary(GLsizei count, const ShaderProgramID *shadersPacked, GLenum binaryFormat, \ + const void *binary, GLsizei length); \ + void shaderSource(ShaderProgramID shaderPacked, GLsizei count, const GLchar *const *string, \ + const GLint *length); \ + void stencilFunc(GLenum func, GLint ref, GLuint mask); \ + void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); \ + void stencilMask(GLuint mask); \ + void stencilMaskSeparate(GLenum face, GLuint mask); \ + void stencilOp(GLenum fail, GLenum zfail, GLenum zpass); \ + void stencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); \ + void texImage2D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, \ + GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); \ + void texParameterf(TextureType targetPacked, GLenum pname, GLfloat param); \ + void texParameterfv(TextureType targetPacked, GLenum pname, const GLfloat *params); \ + void texParameteri(TextureType targetPacked, GLenum pname, GLint param); \ + void texParameteriv(TextureType targetPacked, GLenum pname, const GLint *params); \ + void texSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ + GLsizei width, GLsizei height, GLenum format, GLenum type, \ + const void *pixels); \ + void uniform1f(UniformLocation locationPacked, GLfloat v0); \ + void uniform1fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value); \ + void uniform1i(UniformLocation locationPacked, GLint v0); \ + void uniform1iv(UniformLocation locationPacked, GLsizei count, const GLint *value); \ + void uniform2f(UniformLocation locationPacked, GLfloat v0, GLfloat v1); \ + void uniform2fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value); \ + void uniform2i(UniformLocation locationPacked, GLint v0, GLint v1); \ + void uniform2iv(UniformLocation locationPacked, GLsizei count, const GLint *value); \ + void uniform3f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2); \ + void uniform3fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value); \ + void uniform3i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2); \ + void uniform3iv(UniformLocation locationPacked, GLsizei count, const GLint *value); \ + void uniform4f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2, \ + GLfloat v3); \ + void uniform4fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value); \ + void uniform4i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2, GLint v3); \ + void uniform4iv(UniformLocation locationPacked, GLsizei count, const GLint *value); \ + void uniformMatrix2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + void uniformMatrix3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + void uniformMatrix4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + void useProgram(ShaderProgramID programPacked); \ + void validateProgram(ShaderProgramID programPacked); \ + void vertexAttrib1f(GLuint index, GLfloat x); \ + void vertexAttrib1fv(GLuint index, const GLfloat *v); \ + void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y); \ + void vertexAttrib2fv(GLuint index, const GLfloat *v); \ + void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); \ + void vertexAttrib3fv(GLuint index, const GLfloat *v); \ + void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ + void vertexAttrib4fv(GLuint index, const GLfloat *v); \ + void vertexAttribPointer(GLuint index, GLint size, VertexAttribType typePacked, \ + GLboolean normalized, GLsizei stride, const void *pointer); \ + void viewport(GLint x, GLint y, GLsizei width, GLsizei height); + +#endif // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_ |