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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_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_