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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_1_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_1_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Context_gles_3_1_autogen.h | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Context_gles_3_1_autogen.h b/gfx/angle/checkout/src/libANGLE/Context_gles_3_1_autogen.h new file mode 100644 index 0000000000..0d8c5dcabd --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Context_gles_3_1_autogen.h @@ -0,0 +1,133 @@ +// 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_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(ProgramPipelineID pipelinePacked, ShaderProgramID programPacked); \ + void bindImageTexture(GLuint unit, TextureID texturePacked, GLint level, GLboolean layered, \ + GLint layer, GLenum access, GLenum format); \ + void bindProgramPipeline(ProgramPipelineID pipelinePacked); \ + 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 ProgramPipelineID *pipelinesPacked); \ + 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, ProgramPipelineID *pipelinesPacked); \ + 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(ShaderProgramID programPacked, GLenum programInterface, \ + GLenum pname, GLint *params); \ + void getProgramPipelineInfoLog(ProgramPipelineID pipelinePacked, GLsizei bufSize, \ + GLsizei *length, GLchar *infoLog); \ + void getProgramPipelineiv(ProgramPipelineID pipelinePacked, GLenum pname, GLint *params); \ + GLuint getProgramResourceIndex(ShaderProgramID programPacked, GLenum programInterface, \ + const GLchar *name); \ + GLint getProgramResourceLocation(ShaderProgramID programPacked, GLenum programInterface, \ + const GLchar *name); \ + void getProgramResourceName(ShaderProgramID programPacked, GLenum programInterface, \ + GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); \ + void getProgramResourceiv(ShaderProgramID programPacked, GLenum programInterface, \ + GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, \ + 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(ProgramPipelineID pipelinePacked) const; \ + void memoryBarrier(GLbitfield barriers); \ + void memoryBarrierByRegion(GLbitfield barriers); \ + void programUniform1f(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLfloat v0); \ + void programUniform1fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLfloat *value); \ + void programUniform1i(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLint v0); \ + void programUniform1iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLint *value); \ + void programUniform1ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLuint v0); \ + void programUniform1uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLuint *value); \ + void programUniform2f(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLfloat v0, GLfloat v1); \ + void programUniform2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLfloat *value); \ + void programUniform2i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ + GLint v1); \ + void programUniform2iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLint *value); \ + void programUniform2ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLuint v0, GLuint v1); \ + void programUniform2uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLuint *value); \ + void programUniform3f(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLfloat v0, GLfloat v1, GLfloat v2); \ + void programUniform3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLfloat *value); \ + void programUniform3i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ + GLint v1, GLint v2); \ + void programUniform3iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLint *value); \ + void programUniform3ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLuint v0, GLuint v1, GLuint v2); \ + void programUniform3uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLuint *value); \ + void programUniform4f(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); \ + void programUniform4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLfloat *value); \ + void programUniform4i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ + GLint v1, GLint v2, GLint v3); \ + void programUniform4iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLint *value); \ + void programUniform4ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLuint v0, GLuint v1, GLuint v2, GLuint v3); \ + void programUniform4uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, const GLuint *value); \ + void programUniformMatrix2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLfloat *value); \ + void programUniformMatrix2x3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLfloat *value); \ + void programUniformMatrix2x4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLfloat *value); \ + void programUniformMatrix3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLfloat *value); \ + void programUniformMatrix3x2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLfloat *value); \ + void programUniformMatrix3x4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLfloat *value); \ + void programUniformMatrix4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLfloat *value); \ + void programUniformMatrix4x2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + GLsizei count, GLboolean transpose, const GLfloat *value); \ + void programUniformMatrix4x3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ + 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(ProgramPipelineID pipelinePacked, GLbitfield stages, \ + ShaderProgramID programPacked); \ + void validateProgramPipeline(ProgramPipelineID pipelinePacked); \ + 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_ |