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+// 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_