From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- .../src/libGLESv2/entry_points_gles_2_0_autogen.h | 309 +++++++++++++++++++++ 1 file changed, 309 insertions(+) create mode 100644 gfx/angle/checkout/src/libGLESv2/entry_points_gles_2_0_autogen.h (limited to 'gfx/angle/checkout/src/libGLESv2/entry_points_gles_2_0_autogen.h') diff --git a/gfx/angle/checkout/src/libGLESv2/entry_points_gles_2_0_autogen.h b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_2_0_autogen.h new file mode 100644 index 0000000000..5f5bab31ec --- /dev/null +++ b/gfx/angle/checkout/src/libGLESv2/entry_points_gles_2_0_autogen.h @@ -0,0 +1,309 @@ +// 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_2_0_autogen.h: +// Defines the GLES 2.0 entry points. + +#ifndef LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ +#define LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ + +#include +#include + +extern "C" { +ANGLE_EXPORT void GL_APIENTRY GL_ActiveTexture(GLenum texture); +ANGLE_EXPORT void GL_APIENTRY GL_AttachShader(GLuint program, GLuint shader); +ANGLE_EXPORT void GL_APIENTRY GL_BindAttribLocation(GLuint program, + GLuint index, + const GLchar *name); +ANGLE_EXPORT void GL_APIENTRY GL_BindBuffer(GLenum target, GLuint buffer); +ANGLE_EXPORT void GL_APIENTRY GL_BindFramebuffer(GLenum target, GLuint framebuffer); +ANGLE_EXPORT void GL_APIENTRY GL_BindRenderbuffer(GLenum target, GLuint renderbuffer); +ANGLE_EXPORT void GL_APIENTRY GL_BindTexture(GLenum target, GLuint texture); +ANGLE_EXPORT void GL_APIENTRY GL_BlendColor(GLfloat red, + GLfloat green, + GLfloat blue, + GLfloat alpha); +ANGLE_EXPORT void GL_APIENTRY GL_BlendEquation(GLenum mode); +ANGLE_EXPORT void GL_APIENTRY GL_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); +ANGLE_EXPORT void GL_APIENTRY GL_BlendFunc(GLenum sfactor, GLenum dfactor); +ANGLE_EXPORT void GL_APIENTRY GL_BlendFuncSeparate(GLenum sfactorRGB, + GLenum dfactorRGB, + GLenum sfactorAlpha, + GLenum dfactorAlpha); +ANGLE_EXPORT void GL_APIENTRY GL_BufferData(GLenum target, + GLsizeiptr size, + const void *data, + GLenum usage); +ANGLE_EXPORT void GL_APIENTRY GL_BufferSubData(GLenum target, + GLintptr offset, + GLsizeiptr size, + const void *data); +ANGLE_EXPORT GLenum GL_APIENTRY GL_CheckFramebufferStatus(GLenum target); +ANGLE_EXPORT void GL_APIENTRY GL_Clear(GLbitfield mask); +ANGLE_EXPORT void GL_APIENTRY GL_ClearColor(GLfloat red, + GLfloat green, + GLfloat blue, + GLfloat alpha); +ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthf(GLfloat d); +ANGLE_EXPORT void GL_APIENTRY GL_ClearStencil(GLint s); +ANGLE_EXPORT void GL_APIENTRY GL_ColorMask(GLboolean red, + GLboolean green, + GLboolean blue, + GLboolean alpha); +ANGLE_EXPORT void GL_APIENTRY GL_CompileShader(GLuint shader); +ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexImage2D(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLsizei imageSize, + const void *data); +ANGLE_EXPORT void GL_APIENTRY GL_CompressedTexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLsizei imageSize, + const void *data); +ANGLE_EXPORT void GL_APIENTRY GL_CopyTexImage2D(GLenum target, + GLint level, + GLenum internalformat, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLint border); +ANGLE_EXPORT void GL_APIENTRY GL_CopyTexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateProgram(); +ANGLE_EXPORT GLuint GL_APIENTRY GL_CreateShader(GLenum type); +ANGLE_EXPORT void GL_APIENTRY GL_CullFace(GLenum mode); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteBuffers(GLsizei n, const GLuint *buffers); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteProgram(GLuint program); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteShader(GLuint shader); +ANGLE_EXPORT void GL_APIENTRY GL_DeleteTextures(GLsizei n, const GLuint *textures); +ANGLE_EXPORT void GL_APIENTRY GL_DepthFunc(GLenum func); +ANGLE_EXPORT void GL_APIENTRY GL_DepthMask(GLboolean flag); +ANGLE_EXPORT void GL_APIENTRY GL_DepthRangef(GLfloat n, GLfloat f); +ANGLE_EXPORT void GL_APIENTRY GL_DetachShader(GLuint program, GLuint shader); +ANGLE_EXPORT void GL_APIENTRY GL_Disable(GLenum cap); +ANGLE_EXPORT void GL_APIENTRY GL_DisableVertexAttribArray(GLuint index); +ANGLE_EXPORT void GL_APIENTRY GL_DrawArrays(GLenum mode, GLint first, GLsizei count); +ANGLE_EXPORT void GL_APIENTRY GL_DrawElements(GLenum mode, + GLsizei count, + GLenum type, + const void *indices); +ANGLE_EXPORT void GL_APIENTRY GL_Enable(GLenum cap); +ANGLE_EXPORT void GL_APIENTRY GL_EnableVertexAttribArray(GLuint index); +ANGLE_EXPORT void GL_APIENTRY GL_Finish(); +ANGLE_EXPORT void GL_APIENTRY GL_Flush(); +ANGLE_EXPORT void GL_APIENTRY GL_FramebufferRenderbuffer(GLenum target, + GLenum attachment, + GLenum renderbuffertarget, + GLuint renderbuffer); +ANGLE_EXPORT void GL_APIENTRY GL_FramebufferTexture2D(GLenum target, + GLenum attachment, + GLenum textarget, + GLuint texture, + GLint level); +ANGLE_EXPORT void GL_APIENTRY GL_FrontFace(GLenum mode); +ANGLE_EXPORT void GL_APIENTRY GL_GenBuffers(GLsizei n, GLuint *buffers); +ANGLE_EXPORT void GL_APIENTRY GL_GenFramebuffers(GLsizei n, GLuint *framebuffers); +ANGLE_EXPORT void GL_APIENTRY GL_GenRenderbuffers(GLsizei n, GLuint *renderbuffers); +ANGLE_EXPORT void GL_APIENTRY GL_GenTextures(GLsizei n, GLuint *textures); +ANGLE_EXPORT void GL_APIENTRY GL_GenerateMipmap(GLenum target); +ANGLE_EXPORT void GL_APIENTRY GL_GetActiveAttrib(GLuint program, + GLuint index, + GLsizei bufSize, + GLsizei *length, + GLint *size, + GLenum *type, + GLchar *name); +ANGLE_EXPORT void GL_APIENTRY GL_GetActiveUniform(GLuint program, + GLuint index, + GLsizei bufSize, + GLsizei *length, + GLint *size, + GLenum *type, + GLchar *name); +ANGLE_EXPORT void GL_APIENTRY GL_GetAttachedShaders(GLuint program, + GLsizei maxCount, + GLsizei *count, + GLuint *shaders); +ANGLE_EXPORT GLint GL_APIENTRY GL_GetAttribLocation(GLuint program, const GLchar *name); +ANGLE_EXPORT void GL_APIENTRY GL_GetBooleanv(GLenum pname, GLboolean *data); +ANGLE_EXPORT void GL_APIENTRY GL_GetBufferParameteriv(GLenum target, GLenum pname, GLint *params); +ANGLE_EXPORT GLenum GL_APIENTRY GL_GetError(); +ANGLE_EXPORT void GL_APIENTRY GL_GetFloatv(GLenum pname, GLfloat *data); +ANGLE_EXPORT void GL_APIENTRY GL_GetFramebufferAttachmentParameteriv(GLenum target, + GLenum attachment, + GLenum pname, + GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetIntegerv(GLenum pname, GLint *data); +ANGLE_EXPORT void GL_APIENTRY GL_GetProgramInfoLog(GLuint program, + GLsizei bufSize, + GLsizei *length, + GLchar *infoLog); +ANGLE_EXPORT void GL_APIENTRY GL_GetProgramiv(GLuint program, GLenum pname, GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetRenderbufferParameteriv(GLenum target, + GLenum pname, + GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetShaderInfoLog(GLuint shader, + GLsizei bufSize, + GLsizei *length, + GLchar *infoLog); +ANGLE_EXPORT void GL_APIENTRY GL_GetShaderPrecisionFormat(GLenum shadertype, + GLenum precisiontype, + GLint *range, + GLint *precision); +ANGLE_EXPORT void GL_APIENTRY GL_GetShaderSource(GLuint shader, + GLsizei bufSize, + GLsizei *length, + GLchar *source); +ANGLE_EXPORT void GL_APIENTRY GL_GetShaderiv(GLuint shader, GLenum pname, GLint *params); +ANGLE_EXPORT const GLubyte *GL_APIENTRY GL_GetString(GLenum name); +ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameteriv(GLenum target, GLenum pname, GLint *params); +ANGLE_EXPORT GLint GL_APIENTRY GL_GetUniformLocation(GLuint program, const GLchar *name); +ANGLE_EXPORT void GL_APIENTRY GL_GetUniformfv(GLuint program, GLint location, GLfloat *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetUniformiv(GLuint program, GLint location, GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribPointerv(GLuint index, + GLenum pname, + void **pointer); +ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); +ANGLE_EXPORT void GL_APIENTRY GL_GetVertexAttribiv(GLuint index, GLenum pname, GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_Hint(GLenum target, GLenum mode); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsBuffer(GLuint buffer); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsEnabled(GLenum cap); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsFramebuffer(GLuint framebuffer); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsProgram(GLuint program); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsRenderbuffer(GLuint renderbuffer); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsShader(GLuint shader); +ANGLE_EXPORT GLboolean GL_APIENTRY GL_IsTexture(GLuint texture); +ANGLE_EXPORT void GL_APIENTRY GL_LineWidth(GLfloat width); +ANGLE_EXPORT void GL_APIENTRY GL_LinkProgram(GLuint program); +ANGLE_EXPORT void GL_APIENTRY GL_PixelStorei(GLenum pname, GLint param); +ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffset(GLfloat factor, GLfloat units); +ANGLE_EXPORT void GL_APIENTRY GL_ReadPixels(GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + void *pixels); +ANGLE_EXPORT void GL_APIENTRY GL_ReleaseShaderCompiler(); +ANGLE_EXPORT void GL_APIENTRY GL_RenderbufferStorage(GLenum target, + GLenum internalformat, + GLsizei width, + GLsizei height); +ANGLE_EXPORT void GL_APIENTRY GL_SampleCoverage(GLfloat value, GLboolean invert); +ANGLE_EXPORT void GL_APIENTRY GL_Scissor(GLint x, GLint y, GLsizei width, GLsizei height); +ANGLE_EXPORT void GL_APIENTRY GL_ShaderBinary(GLsizei count, + const GLuint *shaders, + GLenum binaryFormat, + const void *binary, + GLsizei length); +ANGLE_EXPORT void GL_APIENTRY GL_ShaderSource(GLuint shader, + GLsizei count, + const GLchar *const *string, + const GLint *length); +ANGLE_EXPORT void GL_APIENTRY GL_StencilFunc(GLenum func, GLint ref, GLuint mask); +ANGLE_EXPORT void GL_APIENTRY GL_StencilFuncSeparate(GLenum face, + GLenum func, + GLint ref, + GLuint mask); +ANGLE_EXPORT void GL_APIENTRY GL_StencilMask(GLuint mask); +ANGLE_EXPORT void GL_APIENTRY GL_StencilMaskSeparate(GLenum face, GLuint mask); +ANGLE_EXPORT void GL_APIENTRY GL_StencilOp(GLenum fail, GLenum zfail, GLenum zpass); +ANGLE_EXPORT void GL_APIENTRY GL_StencilOpSeparate(GLenum face, + GLenum sfail, + GLenum dpfail, + GLenum dppass); +ANGLE_EXPORT void GL_APIENTRY GL_TexImage2D(GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLenum format, + GLenum type, + const void *pixels); +ANGLE_EXPORT void GL_APIENTRY GL_TexParameterf(GLenum target, GLenum pname, GLfloat param); +ANGLE_EXPORT void GL_APIENTRY GL_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params); +ANGLE_EXPORT void GL_APIENTRY GL_TexParameteri(GLenum target, GLenum pname, GLint param); +ANGLE_EXPORT void GL_APIENTRY GL_TexParameteriv(GLenum target, GLenum pname, const GLint *params); +ANGLE_EXPORT void GL_APIENTRY GL_TexSubImage2D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void *pixels); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform1f(GLint location, GLfloat v0); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform1fv(GLint location, GLsizei count, const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform1i(GLint location, GLint v0); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform1iv(GLint location, GLsizei count, const GLint *value); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform2f(GLint location, GLfloat v0, GLfloat v1); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform2fv(GLint location, GLsizei count, const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform2i(GLint location, GLint v0, GLint v1); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform2iv(GLint location, GLsizei count, const GLint *value); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform3fv(GLint location, GLsizei count, const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform3iv(GLint location, GLsizei count, const GLint *value); +ANGLE_EXPORT void GL_APIENTRY +GL_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform4fv(GLint location, GLsizei count, const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +ANGLE_EXPORT void GL_APIENTRY GL_Uniform4iv(GLint location, GLsizei count, const GLint *value); +ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY GL_UniformMatrix4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY GL_UseProgram(GLuint program); +ANGLE_EXPORT void GL_APIENTRY GL_ValidateProgram(GLuint program); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1f(GLuint index, GLfloat x); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib1fv(GLuint index, const GLfloat *v); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib2fv(GLuint index, const GLfloat *v); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib3fv(GLuint index, const GLfloat *v); +ANGLE_EXPORT void GL_APIENTRY +GL_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttrib4fv(GLuint index, const GLfloat *v); +ANGLE_EXPORT void GL_APIENTRY GL_VertexAttribPointer(GLuint index, + GLint size, + GLenum type, + GLboolean normalized, + GLsizei stride, + const void *pointer); +ANGLE_EXPORT void GL_APIENTRY GL_Viewport(GLint x, GLint y, GLsizei width, GLsizei height); +} // extern "C" + +#endif // LIBGLESV2_ENTRY_POINTS_GLES_2_0_AUTOGEN_H_ -- cgit v1.2.3