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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/libGLESv2/entry_points_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/libGLESv2/entry_points_gles_3_0_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libGLESv2/entry_points_gles_3_0_autogen.h | 299 |
1 files changed, 299 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libGLESv2/entry_points_gles_3_0_autogen.h b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_3_0_autogen.h new file mode 100644 index 0000000000..7660b8a427 --- /dev/null +++ b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_3_0_autogen.h @@ -0,0 +1,299 @@ +// 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_gles_3_0_autogen.h: +// Defines the GLES 3.0 entry points. + +#ifndef LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_ +#define LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_ + +#include <GLES3/gl3.h> +#include <export.h> + +extern "C" { +ANGLE_EXPORT void GL_APIENTRY GL_BeginQuery(GLenum target, GLuint id); +ANGLE_EXPORT void GL_APIENTRY GL_BeginTransformFeedback(GLenum primitiveMode); +ANGLE_EXPORT void GL_APIENTRY GL_BindBufferBase(GLenum target, GLuint index, GLuint buffer); +ANGLE_EXPORT void GL_APIENTRY +GL_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +ANGLE_EXPORT void GL_APIENTRY GL_BindSampler(GLuint unit, GLuint sampler); +ANGLE_EXPORT void GL_APIENTRY GL_BindTransformFeedback(GLenum target, GLuint id); +ANGLE_EXPORT void GL_APIENTRY GL_BindVertexArray(GLuint array); +ANGLE_EXPORT void GL_APIENTRY GL_BlitFramebuffer(GLint srcX0, + GLint srcY0, + GLint srcX1, + GLint srcY1, + GLint dstX0, + GLint dstY0, + GLint dstX1, + GLint dstY1, + GLbitfield mask, + GLenum filter); +ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfi(GLenum buffer, + GLint drawbuffer, + GLfloat depth, + GLint stencil); +ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferfv(GLenum buffer, + GLint drawbuffer, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); +ANGLE_EXPORT void GL_APIENTRY GL_ClearBufferuiv(GLenum buffer, + GLint drawbuffer, + const GLuint *value); +ANGLE_EXPORT GLenum GL_APIENTRY GL_ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); +ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage3D(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLint border, + GLsizei imageSize, + const void *data); +ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLsizei imageSize, + const void *data); +ANGLE_EXPORT void GL_APIENTRY GL_CopyBufferSubData(GLenum readTarget, + GLenum writeTarget, + GLintptr readOffset, + GLintptr writeOffset, + GLsizeiptr size); +ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteQueries(GLsizei n, const GLuint *ids); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteSamplers(GLsizei count, const GLuint *samplers); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteSync(GLsync sync); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteTransformFeedbacks(GLsizei n, const GLuint *ids); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteVertexArrays(GLsizei n, const GLuint *arrays); +ANGLE_EXPORT void GL_APIENTRY GL_DrawArraysInstanced(GLenum mode, + GLint first, + GLsizei count, + GLsizei instancecount); +ANGLE_EXPORT void GL_APIENTRY GL_DrawBuffers(GLsizei n, const GLenum *bufs); +ANGLE_EXPORT void GL_APIENTRY GL_DrawElementsInstanced(GLenum mode, + GLsizei count, + GLenum type, + const void *indices, + GLsizei instancecount); +ANGLE_EXPORT void GL_APIENTRY GL_DrawRangeElements(GLenum mode, + GLuint start, + GLuint end, + GLsizei count, + GLenum type, + const void *indices); +ANGLE_EXPORT void GL_APIENTRY GL_EndQuery(GLenum target); +ANGLE_EXPORT void GL_APIENTRY GL_EndTransformFeedback(); +ANGLE_EXPORT GLsync GL_APIENTRY GL_FenceSync(GLenum condition, GLbitfield flags); +ANGLE_EXPORT void GL_APIENTRY GL_FlushMappedBufferRange(GLenum target, + GLintptr offset, + GLsizeiptr length); +ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTextureLayer(GLenum target, + GLenum attachment, + GLuint texture, + GLint level, + GLint layer); +ANGLE_EXPORT void GL_APIENTRY GL_GenQueries(GLsizei n, GLuint *ids); +ANGLE_EXPORT void GL_APIENTRY GL_GenSamplers(GLsizei count, GLuint *samplers); +ANGLE_EXPORT void GL_APIENTRY GL_GenTransformFeedbacks(GLsizei n, GLuint *ids); +ANGLE_EXPORT void GL_APIENTRY GL_GenVertexArrays(GLsizei n, GLuint *arrays); +ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockName(GLuint program, + GLuint uniformBlockIndex, + GLsizei bufSize, + GLsizei *length, + GLchar *uniformBlockName); +ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformBlockiv(GLuint program, + GLuint uniformBlockIndex, + GLenum pname, + GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniformsiv(GLuint program, + GLsizei uniformCount, + const GLuint *uniformIndices, + GLenum pname, + GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteri64v(GLenum target, + GLenum pname, + GLint64 *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetBufferPointerv(GLenum target, GLenum pname, void **params); +ANGLE_EXPORT GLint GL_APIENTRY GL_GetFragDataLocation(GLuint program, const GLchar *name); +ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64i_v(GLenum target, GLuint index, GLint64 *data); +ANGLE_EXPORT void GL_APIENTRY GL_GetInteger64v(GLenum pname, GLint64 *data); +ANGLE_EXPORT void GL_APIENTRY GL_GetIntegeri_v(GLenum target, GLuint index, GLint *data); +ANGLE_EXPORT void GL_APIENTRY GL_GetInternalformativ(GLenum target, + GLenum internalformat, + GLenum pname, + GLsizei count, + GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetProgramBinary(GLuint program, + GLsizei bufSize, + GLsizei *length, + GLenum *binaryFormat, + void *binary); +ANGLE_EXPORT void GL_APIENTRY GL_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetQueryiv(GLenum target, GLenum pname, GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameterfv(GLuint sampler, + GLenum pname, + GLfloat *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); +ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetStringi(GLenum name, GLuint index); +ANGLE_EXPORT void GL_APIENTRY +GL_GetSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +ANGLE_EXPORT void GL_APIENTRY GL_GetTransformFeedbackVarying(GLuint program, + GLuint index, + GLsizei bufSize, + GLsizei *length, + GLsizei *size, + GLenum *type, + GLchar *name); +ANGLE_EXPORT GLuint GL_APIENTRY GL_GetUniformBlockIndex(GLuint program, + const GLchar *uniformBlockName); +ANGLE_EXPORT void GL_APIENTRY GL_GetUniformIndices(GLuint program, + GLsizei uniformCount, + const GLchar *const *uniformNames, + GLuint *uniformIndices); +ANGLE_EXPORT void GL_APIENTRY GL_GetUniformuiv(GLuint program, GLint location, GLuint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); +ANGLE_EXPORT void GL_APIENTRY GL_InvalidateFramebuffer(GLenum target, + GLsizei numAttachments, + const GLenum *attachments); +ANGLE_EXPORT void GL_APIENTRY GL_InvalidateSubFramebuffer(GLenum target, + GLsizei numAttachments, + const GLenum *attachments, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsQuery(GLuint id); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSampler(GLuint sampler); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsSync(GLsync sync); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTransformFeedback(GLuint id); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsVertexArray(GLuint array); +ANGLE_EXPORT void *GL_APIENTRY GL_MapBufferRange(GLenum target, + GLintptr offset, + GLsizeiptr length, + GLbitfield access); +ANGLE_EXPORT void GL_APIENTRY GL_PauseTransformFeedback(); +ANGLE_EXPORT void GL_APIENTRY GL_ProgramBinary(GLuint program, + GLenum binaryFormat, + const void *binary, + GLsizei length); +ANGLE_EXPORT void GL_APIENTRY GL_ProgramParameteri(GLuint program, GLenum pname, GLint value); +ANGLE_EXPORT void GL_APIENTRY GL_ReadBuffer(GLenum src); +ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorageMultisample(GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height); +ANGLE_EXPORT void GL_APIENTRY GL_ResumeTransformFeedback(); +ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); +ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameterfv(GLuint sampler, + GLenum pname, + const GLfloat *param); +ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteri(GLuint sampler, GLenum pname, GLint param); +ANGLE_EXPORT void GL_APIENTRY GL_SamplerParameteriv(GLuint sampler, + GLenum pname, + const GLint *param); +ANGLE_EXPORT void GL_APIENTRY GL_TexImage3D(GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLint border, + GLenum format, + GLenum type, + const void *pixels); +ANGLE_EXPORT void GL_APIENTRY GL_TexStorage2D(GLenum target, + GLsizei levels, + GLenum internalformat, + GLsizei width, + GLsizei height); +ANGLE_EXPORT void GL_APIENTRY GL_TexStorage3D(GLenum target, + GLsizei levels, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth); +ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + const void *pixels); +ANGLE_EXPORT void GL_APIENTRY GL_TransformFeedbackVaryings(GLuint program, + GLsizei count, + const GLchar *const *varyings, + GLenum bufferMode); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform1ui(GLint location, GLuint v0); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform1uiv(GLint location, GLsizei count, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform2ui(GLint location, GLuint v0, GLuint v1); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform2uiv(GLint location, GLsizei count, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform3uiv(GLint location, GLsizei count, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY +GL_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform4uiv(GLint location, GLsizei count, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY GL_UniformBlockBinding(GLuint program, + GLuint uniformBlockIndex, + GLuint uniformBlockBinding); +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); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_UnmapBuffer(GLenum target); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribDivisor(GLuint index, GLuint divisor); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4iv(GLuint index, const GLint *v); +ANGLE_EXPORT void GL_APIENTRY +GL_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribI4uiv(GLuint index, const GLuint *v); +ANGLE_EXPORT void GL_APIENTRY +GL_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +ANGLE_EXPORT void GL_APIENTRY GL_WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); +} // extern "C" + +#endif // LIBGLESV2_ENTRY_POINTS_GLES_3_0_AUTOGEN_H_ |