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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/Context_gl_1_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/Context_gl_1_autogen.h | 349 |
1 files changed, 349 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/Context_gl_1_autogen.h b/gfx/angle/checkout/src/libANGLE/Context_gl_1_autogen.h new file mode 100644 index 0000000000..7bddff4c34 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/Context_gl_1_autogen.h @@ -0,0 +1,349 @@ +// 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_gl_1_autogen.h: Creates a macro for interfaces in Context. + +#ifndef ANGLE_CONTEXT_GL_1_AUTOGEN_H_ +#define ANGLE_CONTEXT_GL_1_AUTOGEN_H_ + +#define ANGLE_GL_1_CONTEXT_API \ + void accum(GLenum op, GLfloat value); \ + void begin(GLenum mode); \ + void bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, \ + GLfloat ymove, const GLubyte *bitmap); \ + void callList(GLuint list); \ + void callLists(GLsizei n, GLenum type, const void *lists); \ + void clearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ + void clearDepth(GLdouble depth); \ + void clearIndex(GLfloat c); \ + void clipPlane(GLenum plane, const GLdouble *equation); \ + void color3b(GLbyte red, GLbyte green, GLbyte blue); \ + void color3bv(const GLbyte *v); \ + void color3d(GLdouble red, GLdouble green, GLdouble blue); \ + void color3dv(const GLdouble *v); \ + void color3f(GLfloat red, GLfloat green, GLfloat blue); \ + void color3fv(const GLfloat *v); \ + void color3i(GLint red, GLint green, GLint blue); \ + void color3iv(const GLint *v); \ + void color3s(GLshort red, GLshort green, GLshort blue); \ + void color3sv(const GLshort *v); \ + void color3ub(GLubyte red, GLubyte green, GLubyte blue); \ + void color3ubv(const GLubyte *v); \ + void color3ui(GLuint red, GLuint green, GLuint blue); \ + void color3uiv(const GLuint *v); \ + void color3us(GLushort red, GLushort green, GLushort blue); \ + void color3usv(const GLushort *v); \ + void color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); \ + void color4bv(const GLbyte *v); \ + void color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); \ + void color4dv(const GLdouble *v); \ + void color4fv(const GLfloat *v); \ + void color4i(GLint red, GLint green, GLint blue, GLint alpha); \ + void color4iv(const GLint *v); \ + void color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha); \ + void color4sv(const GLshort *v); \ + void color4ubv(const GLubyte *v); \ + void color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha); \ + void color4uiv(const GLuint *v); \ + void color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha); \ + void color4usv(const GLushort *v); \ + void colorMaterial(GLenum face, GLenum mode); \ + void copyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); \ + void deleteLists(GLuint list, GLsizei range); \ + void depthRange(GLdouble n, GLdouble f); \ + void drawBuffer(GLenum buf); \ + void drawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, \ + const void *pixels); \ + void edgeFlag(GLboolean flag); \ + void edgeFlagv(const GLboolean *flag); \ + void end(); \ + void endList(); \ + void evalCoord1d(GLdouble u); \ + void evalCoord1dv(const GLdouble *u); \ + void evalCoord1f(GLfloat u); \ + void evalCoord1fv(const GLfloat *u); \ + void evalCoord2d(GLdouble u, GLdouble v); \ + void evalCoord2dv(const GLdouble *u); \ + void evalCoord2f(GLfloat u, GLfloat v); \ + void evalCoord2fv(const GLfloat *u); \ + void evalMesh1(GLenum mode, GLint i1, GLint i2); \ + void evalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); \ + void evalPoint1(GLint i); \ + void evalPoint2(GLint i, GLint j); \ + void feedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer); \ + void fogi(GLenum pname, GLint param); \ + void fogiv(GLenum pname, const GLint *params); \ + void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \ + GLdouble zFar); \ + GLuint genLists(GLsizei range); \ + void getClipPlane(GLenum plane, GLdouble *equation); \ + void getDoublev(GLenum pname, GLdouble *data); \ + void getLightiv(GLenum light, GLenum pname, GLint *params); \ + void getMapdv(GLenum target, GLenum query, GLdouble *v); \ + void getMapfv(GLenum target, GLenum query, GLfloat *v); \ + void getMapiv(GLenum target, GLenum query, GLint *v); \ + void getMaterialiv(GLenum face, GLenum pname, GLint *params); \ + void getPixelMapfv(GLenum map, GLfloat *values); \ + void getPixelMapuiv(GLenum map, GLuint *values); \ + void getPixelMapusv(GLenum map, GLushort *values); \ + void getPolygonStipple(GLubyte *mask); \ + void getTexGendv(GLenum coord, GLenum pname, GLdouble *params); \ + void indexMask(GLuint mask); \ + void indexd(GLdouble c); \ + void indexdv(const GLdouble *c); \ + void indexf(GLfloat c); \ + void indexfv(const GLfloat *c); \ + void indexi(GLint c); \ + void indexiv(const GLint *c); \ + void indexs(GLshort c); \ + void indexsv(const GLshort *c); \ + void initNames(); \ + GLboolean isList(GLuint list) const; \ + void lightModeli(GLenum pname, GLint param); \ + void lightModeliv(GLenum pname, const GLint *params); \ + void lighti(GLenum light, GLenum pname, GLint param); \ + void lightiv(GLenum light, GLenum pname, const GLint *params); \ + void lineStipple(GLint factor, GLushort pattern); \ + void listBase(GLuint base); \ + void loadMatrixd(const GLdouble *m); \ + void loadName(GLuint name); \ + void map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, \ + const GLdouble *points); \ + void map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, \ + const GLfloat *points); \ + void map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, \ + GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); \ + void map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, \ + GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); \ + void mapGrid1d(GLint un, GLdouble u1, GLdouble u2); \ + void mapGrid1f(GLint un, GLfloat u1, GLfloat u2); \ + void mapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); \ + void mapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); \ + void materiali(GLenum face, GLenum pname, GLint param); \ + void materialiv(GLenum face, GLenum pname, const GLint *params); \ + void multMatrixd(const GLdouble *m); \ + void newList(GLuint list, GLenum mode); \ + void normal3b(GLbyte nx, GLbyte ny, GLbyte nz); \ + void normal3bv(const GLbyte *v); \ + void normal3d(GLdouble nx, GLdouble ny, GLdouble nz); \ + void normal3dv(const GLdouble *v); \ + void normal3fv(const GLfloat *v); \ + void normal3i(GLint nx, GLint ny, GLint nz); \ + void normal3iv(const GLint *v); \ + void normal3s(GLshort nx, GLshort ny, GLshort nz); \ + void normal3sv(const GLshort *v); \ + void ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \ + GLdouble zFar); \ + void passThrough(GLfloat token); \ + void pixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values); \ + void pixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values); \ + void pixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values); \ + void pixelStoref(GLenum pname, GLfloat param); \ + void pixelTransferf(GLenum pname, GLfloat param); \ + void pixelTransferi(GLenum pname, GLint param); \ + void pixelZoom(GLfloat xfactor, GLfloat yfactor); \ + void polygonMode(GLenum face, GLenum mode); \ + void polygonStipple(const GLubyte *mask); \ + void popAttrib(); \ + void popName(); \ + void pushAttrib(GLbitfield mask); \ + void pushName(GLuint name); \ + void rasterPos2d(GLdouble x, GLdouble y); \ + void rasterPos2dv(const GLdouble *v); \ + void rasterPos2f(GLfloat x, GLfloat y); \ + void rasterPos2fv(const GLfloat *v); \ + void rasterPos2i(GLint x, GLint y); \ + void rasterPos2iv(const GLint *v); \ + void rasterPos2s(GLshort x, GLshort y); \ + void rasterPos2sv(const GLshort *v); \ + void rasterPos3d(GLdouble x, GLdouble y, GLdouble z); \ + void rasterPos3dv(const GLdouble *v); \ + void rasterPos3f(GLfloat x, GLfloat y, GLfloat z); \ + void rasterPos3fv(const GLfloat *v); \ + void rasterPos3i(GLint x, GLint y, GLint z); \ + void rasterPos3iv(const GLint *v); \ + void rasterPos3s(GLshort x, GLshort y, GLshort z); \ + void rasterPos3sv(const GLshort *v); \ + void rasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ + void rasterPos4dv(const GLdouble *v); \ + void rasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ + void rasterPos4fv(const GLfloat *v); \ + void rasterPos4i(GLint x, GLint y, GLint z, GLint w); \ + void rasterPos4iv(const GLint *v); \ + void rasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w); \ + void rasterPos4sv(const GLshort *v); \ + void rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); \ + void rectdv(const GLdouble *v1, const GLdouble *v2); \ + void rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); \ + void rectfv(const GLfloat *v1, const GLfloat *v2); \ + void recti(GLint x1, GLint y1, GLint x2, GLint y2); \ + void rectiv(const GLint *v1, const GLint *v2); \ + void rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2); \ + void rectsv(const GLshort *v1, const GLshort *v2); \ + GLint renderMode(GLenum mode); \ + void rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); \ + void scaled(GLdouble x, GLdouble y, GLdouble z); \ + void selectBuffer(GLsizei size, GLuint *buffer); \ + void texCoord1d(GLdouble s); \ + void texCoord1dv(const GLdouble *v); \ + void texCoord1f(GLfloat s); \ + void texCoord1fv(const GLfloat *v); \ + void texCoord1i(GLint s); \ + void texCoord1iv(const GLint *v); \ + void texCoord1s(GLshort s); \ + void texCoord1sv(const GLshort *v); \ + void texCoord2d(GLdouble s, GLdouble t); \ + void texCoord2dv(const GLdouble *v); \ + void texCoord2f(GLfloat s, GLfloat t); \ + void texCoord2fv(const GLfloat *v); \ + void texCoord2i(GLint s, GLint t); \ + void texCoord2iv(const GLint *v); \ + void texCoord2s(GLshort s, GLshort t); \ + void texCoord2sv(const GLshort *v); \ + void texCoord3d(GLdouble s, GLdouble t, GLdouble r); \ + void texCoord3dv(const GLdouble *v); \ + void texCoord3f(GLfloat s, GLfloat t, GLfloat r); \ + void texCoord3fv(const GLfloat *v); \ + void texCoord3i(GLint s, GLint t, GLint r); \ + void texCoord3iv(const GLint *v); \ + void texCoord3s(GLshort s, GLshort t, GLshort r); \ + void texCoord3sv(const GLshort *v); \ + void texCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); \ + void texCoord4dv(const GLdouble *v); \ + void texCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); \ + void texCoord4fv(const GLfloat *v); \ + void texCoord4i(GLint s, GLint t, GLint r, GLint q); \ + void texCoord4iv(const GLint *v); \ + void texCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); \ + void texCoord4sv(const GLshort *v); \ + void texGend(GLenum coord, GLenum pname, GLdouble param); \ + void texGendv(GLenum coord, GLenum pname, const GLdouble *params); \ + void texImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, \ + GLenum format, GLenum type, const void *pixels); \ + void translated(GLdouble x, GLdouble y, GLdouble z); \ + void vertex2d(GLdouble x, GLdouble y); \ + void vertex2dv(const GLdouble *v); \ + void vertex2f(GLfloat x, GLfloat y); \ + void vertex2fv(const GLfloat *v); \ + void vertex2i(GLint x, GLint y); \ + void vertex2iv(const GLint *v); \ + void vertex2s(GLshort x, GLshort y); \ + void vertex2sv(const GLshort *v); \ + void vertex3d(GLdouble x, GLdouble y, GLdouble z); \ + void vertex3dv(const GLdouble *v); \ + void vertex3f(GLfloat x, GLfloat y, GLfloat z); \ + void vertex3fv(const GLfloat *v); \ + void vertex3i(GLint x, GLint y, GLint z); \ + void vertex3iv(const GLint *v); \ + void vertex3s(GLshort x, GLshort y, GLshort z); \ + void vertex3sv(const GLshort *v); \ + void vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ + void vertex4dv(const GLdouble *v); \ + void vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ + void vertex4fv(const GLfloat *v); \ + void vertex4i(GLint x, GLint y, GLint z, GLint w); \ + void vertex4iv(const GLint *v); \ + void vertex4s(GLshort x, GLshort y, GLshort z, GLshort w); \ + void vertex4sv(const GLshort *v); \ + GLboolean areTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences); \ + void arrayElement(GLint i); \ + void copyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, \ + GLsizei width, GLint border); \ + void copyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, \ + GLsizei width); \ + void edgeFlagPointer(GLsizei stride, const void *pointer); \ + void indexPointer(GLenum type, GLsizei stride, const void *pointer); \ + void indexub(GLubyte c); \ + void indexubv(const GLubyte *c); \ + void interleavedArrays(GLenum format, GLsizei stride, const void *pointer); \ + void popClientAttrib(); \ + void prioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities); \ + void pushClientAttrib(GLbitfield mask); \ + void texSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, \ + GLenum type, const void *pixels); \ + void compressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, \ + GLint border, GLsizei imageSize, const void *data); \ + void compressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, \ + GLenum format, GLsizei imageSize, const void *data); \ + void loadTransposeMatrixd(const GLdouble *m); \ + void loadTransposeMatrixf(const GLfloat *m); \ + void multTransposeMatrixd(const GLdouble *m); \ + void multTransposeMatrixf(const GLfloat *m); \ + void multiTexCoord1d(GLenum target, GLdouble s); \ + void multiTexCoord1dv(GLenum target, const GLdouble *v); \ + void multiTexCoord1f(GLenum target, GLfloat s); \ + void multiTexCoord1fv(GLenum target, const GLfloat *v); \ + void multiTexCoord1i(GLenum target, GLint s); \ + void multiTexCoord1iv(GLenum target, const GLint *v); \ + void multiTexCoord1s(GLenum target, GLshort s); \ + void multiTexCoord1sv(GLenum target, const GLshort *v); \ + void multiTexCoord2d(GLenum target, GLdouble s, GLdouble t); \ + void multiTexCoord2dv(GLenum target, const GLdouble *v); \ + void multiTexCoord2f(GLenum target, GLfloat s, GLfloat t); \ + void multiTexCoord2fv(GLenum target, const GLfloat *v); \ + void multiTexCoord2i(GLenum target, GLint s, GLint t); \ + void multiTexCoord2iv(GLenum target, const GLint *v); \ + void multiTexCoord2s(GLenum target, GLshort s, GLshort t); \ + void multiTexCoord2sv(GLenum target, const GLshort *v); \ + void multiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r); \ + void multiTexCoord3dv(GLenum target, const GLdouble *v); \ + void multiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r); \ + void multiTexCoord3fv(GLenum target, const GLfloat *v); \ + void multiTexCoord3i(GLenum target, GLint s, GLint t, GLint r); \ + void multiTexCoord3iv(GLenum target, const GLint *v); \ + void multiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r); \ + void multiTexCoord3sv(GLenum target, const GLshort *v); \ + void multiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); \ + void multiTexCoord4dv(GLenum target, const GLdouble *v); \ + void multiTexCoord4fv(GLenum target, const GLfloat *v); \ + void multiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q); \ + void multiTexCoord4iv(GLenum target, const GLint *v); \ + void multiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); \ + void multiTexCoord4sv(GLenum target, const GLshort *v); \ + void fogCoordPointer(GLenum type, GLsizei stride, const void *pointer); \ + void fogCoordd(GLdouble coord); \ + void fogCoorddv(const GLdouble *coord); \ + void fogCoordf(GLfloat coord); \ + void fogCoordfv(const GLfloat *coord); \ + void pointParameteri(GLenum pname, GLint param); \ + void pointParameteriv(GLenum pname, const GLint *params); \ + void secondaryColor3b(GLbyte red, GLbyte green, GLbyte blue); \ + void secondaryColor3bv(const GLbyte *v); \ + void secondaryColor3d(GLdouble red, GLdouble green, GLdouble blue); \ + void secondaryColor3dv(const GLdouble *v); \ + void secondaryColor3f(GLfloat red, GLfloat green, GLfloat blue); \ + void secondaryColor3fv(const GLfloat *v); \ + void secondaryColor3i(GLint red, GLint green, GLint blue); \ + void secondaryColor3iv(const GLint *v); \ + void secondaryColor3s(GLshort red, GLshort green, GLshort blue); \ + void secondaryColor3sv(const GLshort *v); \ + void secondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue); \ + void secondaryColor3ubv(const GLubyte *v); \ + void secondaryColor3ui(GLuint red, GLuint green, GLuint blue); \ + void secondaryColor3uiv(const GLuint *v); \ + void secondaryColor3us(GLushort red, GLushort green, GLushort blue); \ + void secondaryColor3usv(const GLushort *v); \ + void secondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \ + void windowPos2d(GLdouble x, GLdouble y); \ + void windowPos2dv(const GLdouble *v); \ + void windowPos2f(GLfloat x, GLfloat y); \ + void windowPos2fv(const GLfloat *v); \ + void windowPos2i(GLint x, GLint y); \ + void windowPos2iv(const GLint *v); \ + void windowPos2s(GLshort x, GLshort y); \ + void windowPos2sv(const GLshort *v); \ + void windowPos3d(GLdouble x, GLdouble y, GLdouble z); \ + void windowPos3dv(const GLdouble *v); \ + void windowPos3f(GLfloat x, GLfloat y, GLfloat z); \ + void windowPos3fv(const GLfloat *v); \ + void windowPos3i(GLint x, GLint y, GLint z); \ + void windowPos3iv(const GLint *v); \ + void windowPos3s(GLshort x, GLshort y, GLshort z); \ + void windowPos3sv(const GLshort *v); \ + void getBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data); + +#endif // ANGLE_CONTEXT_API_1_AUTOGEN_H_ |