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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/angle/checkout/src/libANGLE/Context_gles_3_0_autogen.h | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Context_gles_3_0_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Context_gles_3_0_autogen.h | 164 |
1 files changed, 164 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Context_gles_3_0_autogen.h b/gfx/angle/checkout/src/libANGLE/Context_gles_3_0_autogen.h new file mode 100644 index 0000000000..f87f49f43d --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Context_gles_3_0_autogen.h @@ -0,0 +1,164 @@ +// 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_3_0_autogen.h: Creates a macro for interfaces in Context. + +#ifndef ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_ +#define ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_ + +#define ANGLE_GLES_3_0_CONTEXT_API \ + void beginQuery(QueryType targetPacked, QueryID idPacked); \ + void beginTransformFeedback(PrimitiveMode primitiveModePacked); \ + void bindBufferBase(BufferBinding targetPacked, GLuint index, BufferID bufferPacked); \ + void bindBufferRange(BufferBinding targetPacked, GLuint index, BufferID bufferPacked, \ + GLintptr offset, GLsizeiptr size); \ + void bindSampler(GLuint unit, SamplerID samplerPacked); \ + void bindTransformFeedback(GLenum target, TransformFeedbackID idPacked); \ + void bindVertexArray(VertexArrayID arrayPacked); \ + void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, \ + GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ + void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); \ + void clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); \ + void clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); \ + void clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); \ + GLenum clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); \ + void compressedTexImage3D(TextureTarget targetPacked, GLint level, GLenum internalformat, \ + GLsizei width, GLsizei height, GLsizei depth, GLint border, \ + GLsizei imageSize, const void *data); \ + void compressedTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, \ + GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ + GLsizei depth, GLenum format, GLsizei imageSize, \ + const void *data); \ + void copyBufferSubData(BufferBinding readTargetPacked, BufferBinding writeTargetPacked, \ + GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); \ + void copyTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ + void deleteQueries(GLsizei n, const QueryID *idsPacked); \ + void deleteSamplers(GLsizei count, const SamplerID *samplersPacked); \ + void deleteSync(GLsync sync); \ + void deleteTransformFeedbacks(GLsizei n, const TransformFeedbackID *idsPacked); \ + void deleteVertexArrays(GLsizei n, const VertexArrayID *arraysPacked); \ + void drawArraysInstanced(PrimitiveMode modePacked, GLint first, GLsizei count, \ + GLsizei instancecount); \ + void drawBuffers(GLsizei n, const GLenum *bufs); \ + void drawElementsInstanced(PrimitiveMode modePacked, GLsizei count, \ + DrawElementsType typePacked, const void *indices, \ + GLsizei instancecount); \ + void drawRangeElements(PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count, \ + DrawElementsType typePacked, const void *indices); \ + void endQuery(QueryType targetPacked); \ + void endTransformFeedback(); \ + GLsync fenceSync(GLenum condition, GLbitfield flags); \ + void flushMappedBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length); \ + void framebufferTextureLayer(GLenum target, GLenum attachment, TextureID texturePacked, \ + GLint level, GLint layer); \ + void genQueries(GLsizei n, QueryID *idsPacked); \ + void genSamplers(GLsizei count, SamplerID *samplersPacked); \ + void genTransformFeedbacks(GLsizei n, TransformFeedbackID *idsPacked); \ + void genVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ + void getActiveUniformBlockName(ShaderProgramID programPacked, \ + UniformBlockIndex uniformBlockIndexPacked, GLsizei bufSize, \ + GLsizei *length, GLchar *uniformBlockName); \ + void getActiveUniformBlockiv(ShaderProgramID programPacked, \ + UniformBlockIndex uniformBlockIndexPacked, GLenum pname, \ + GLint *params); \ + void getActiveUniformsiv(ShaderProgramID programPacked, GLsizei uniformCount, \ + const GLuint *uniformIndices, GLenum pname, GLint *params); \ + void getBufferParameteri64v(BufferBinding targetPacked, GLenum pname, GLint64 *params); \ + void getBufferPointerv(BufferBinding targetPacked, GLenum pname, void **params); \ + GLint getFragDataLocation(ShaderProgramID programPacked, const GLchar *name); \ + void getInteger64i_v(GLenum target, GLuint index, GLint64 *data); \ + void getInteger64v(GLenum pname, GLint64 *data); \ + void getIntegeri_v(GLenum target, GLuint index, GLint *data); \ + void getInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, \ + GLint *params); \ + void getProgramBinary(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, \ + GLenum *binaryFormat, void *binary); \ + void getQueryObjectuiv(QueryID idPacked, GLenum pname, GLuint *params); \ + void getQueryiv(QueryType targetPacked, GLenum pname, GLint *params); \ + void getSamplerParameterfv(SamplerID samplerPacked, GLenum pname, GLfloat *params); \ + void getSamplerParameteriv(SamplerID samplerPacked, GLenum pname, GLint *params); \ + const GLubyte *getStringi(GLenum name, GLuint index); \ + void getSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); \ + void getTransformFeedbackVarying(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \ + GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); \ + GLuint getUniformBlockIndex(ShaderProgramID programPacked, const GLchar *uniformBlockName); \ + void getUniformIndices(ShaderProgramID programPacked, GLsizei uniformCount, \ + const GLchar *const *uniformNames, GLuint *uniformIndices); \ + void getUniformuiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLuint *params); \ + void getVertexAttribIiv(GLuint index, GLenum pname, GLint *params); \ + void getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); \ + void invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); \ + void invalidateSubFramebuffer(GLenum target, GLsizei numAttachments, \ + const GLenum *attachments, GLint x, GLint y, GLsizei width, \ + GLsizei height); \ + GLboolean isQuery(QueryID idPacked) const; \ + GLboolean isSampler(SamplerID samplerPacked) const; \ + GLboolean isSync(GLsync sync) const; \ + GLboolean isTransformFeedback(TransformFeedbackID idPacked) const; \ + GLboolean isVertexArray(VertexArrayID arrayPacked) const; \ + void *mapBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length, \ + GLbitfield access); \ + void pauseTransformFeedback(); \ + void programBinary(ShaderProgramID programPacked, GLenum binaryFormat, const void *binary, \ + GLsizei length); \ + void programParameteri(ShaderProgramID programPacked, GLenum pname, GLint value); \ + void readBuffer(GLenum src); \ + void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, \ + GLsizei width, GLsizei height); \ + void resumeTransformFeedback(); \ + void samplerParameterf(SamplerID samplerPacked, GLenum pname, GLfloat param); \ + void samplerParameterfv(SamplerID samplerPacked, GLenum pname, const GLfloat *param); \ + void samplerParameteri(SamplerID samplerPacked, GLenum pname, GLint param); \ + void samplerParameteriv(SamplerID samplerPacked, GLenum pname, const GLint *param); \ + void texImage3D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, \ + GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, \ + const void *pixels); \ + void texStorage2D(TextureType targetPacked, GLsizei levels, GLenum internalformat, \ + GLsizei width, GLsizei height); \ + void texStorage3D(TextureType targetPacked, GLsizei levels, GLenum internalformat, \ + GLsizei width, GLsizei height, GLsizei depth); \ + void texSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ + GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, \ + GLenum type, const void *pixels); \ + void transformFeedbackVaryings(ShaderProgramID programPacked, GLsizei count, \ + const GLchar *const *varyings, GLenum bufferMode); \ + void uniform1ui(UniformLocation locationPacked, GLuint v0); \ + void uniform1uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ + void uniform2ui(UniformLocation locationPacked, GLuint v0, GLuint v1); \ + void uniform2uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ + void uniform3ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2); \ + void uniform3uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ + void uniform4ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3); \ + void uniform4uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ + void uniformBlockBinding(ShaderProgramID programPacked, \ + UniformBlockIndex uniformBlockIndexPacked, \ + GLuint uniformBlockBinding); \ + void uniformMatrix2x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + void uniformMatrix2x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + void uniformMatrix3x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + void uniformMatrix3x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + void uniformMatrix4x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + void uniformMatrix4x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ + const GLfloat *value); \ + GLboolean unmapBuffer(BufferBinding targetPacked); \ + void vertexAttribDivisor(GLuint index, GLuint divisor); \ + void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); \ + void vertexAttribI4iv(GLuint index, const GLint *v); \ + void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); \ + void vertexAttribI4uiv(GLuint index, const GLuint *v); \ + void vertexAttribIPointer(GLuint index, GLint size, VertexAttribType typePacked, \ + GLsizei stride, const void *pointer); \ + void waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); + +#endif // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_ |