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Context_gl_3_autogen.h (7288B)


      1 // GENERATED FILE - DO NOT EDIT.
      2 // Generated by generate_entry_points.py using data from gl.xml.
      3 //
      4 // Copyright 2020 The ANGLE Project Authors. All rights reserved.
      5 // Use of this source code is governed by a BSD-style license that can be
      6 // found in the LICENSE file.
      7 //
      8 // Context_gl_3_autogen.h: Creates a macro for interfaces in Context.
      9 
     10 #ifndef ANGLE_CONTEXT_GL_3_AUTOGEN_H_
     11 #define ANGLE_CONTEXT_GL_3_AUTOGEN_H_
     12 
     13 #define ANGLE_GL_3_CONTEXT_API                                                                     \
     14    void beginConditionalRender(GLuint id, GLenum mode);                                           \
     15    void clampColor(GLenum target, GLenum clamp);                                                  \
     16    void endConditionalRender();                                                                   \
     17    void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked,     \
     18                              TextureID texturePacked, GLint level);                               \
     19    void vertexAttribI1i(GLuint index, GLint x);                                                   \
     20    void vertexAttribI1iv(GLuint index, const GLint *v);                                           \
     21    void vertexAttribI1ui(GLuint index, GLuint x);                                                 \
     22    void vertexAttribI1uiv(GLuint index, const GLuint *v);                                         \
     23    void vertexAttribI2i(GLuint index, GLint x, GLint y);                                          \
     24    void vertexAttribI2iv(GLuint index, const GLint *v);                                           \
     25    void vertexAttribI2ui(GLuint index, GLuint x, GLuint y);                                       \
     26    void vertexAttribI2uiv(GLuint index, const GLuint *v);                                         \
     27    void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);                                 \
     28    void vertexAttribI3iv(GLuint index, const GLint *v);                                           \
     29    void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);                             \
     30    void vertexAttribI3uiv(GLuint index, const GLuint *v);                                         \
     31    void vertexAttribI4bv(GLuint index, const GLbyte *v);                                          \
     32    void vertexAttribI4sv(GLuint index, const GLshort *v);                                         \
     33    void vertexAttribI4ubv(GLuint index, const GLubyte *v);                                        \
     34    void vertexAttribI4usv(GLuint index, const GLushort *v);                                       \
     35    void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \
     36                              GLsizei *length, GLchar *uniformName);                               \
     37    void primitiveRestartIndex(GLuint index);                                                      \
     38    void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat,              \
     39                               GLsizei width, GLsizei height, GLboolean fixedsamplelocations);     \
     40    void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat,              \
     41                               GLsizei width, GLsizei height, GLsizei depth,                       \
     42                               GLboolean fixedsamplelocations);                                    \
     43    void colorP3ui(GLenum type, GLuint color);                                                     \
     44    void colorP3uiv(GLenum type, const GLuint *color);                                             \
     45    void colorP4ui(GLenum type, GLuint color);                                                     \
     46    void colorP4uiv(GLenum type, const GLuint *color);                                             \
     47    void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);                            \
     48    void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
     49    void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);                            \
     50    void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
     51    void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);                            \
     52    void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
     53    void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);                            \
     54    void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
     55    void normalP3ui(GLenum type, GLuint coords);                                                   \
     56    void normalP3uiv(GLenum type, const GLuint *coords);                                           \
     57    void secondaryColorP3ui(GLenum type, GLuint color);                                            \
     58    void secondaryColorP3uiv(GLenum type, const GLuint *color);                                    \
     59    void texCoordP1ui(GLenum type, GLuint coords);                                                 \
     60    void texCoordP1uiv(GLenum type, const GLuint *coords);                                         \
     61    void texCoordP2ui(GLenum type, GLuint coords);                                                 \
     62    void texCoordP2uiv(GLenum type, const GLuint *coords);                                         \
     63    void texCoordP3ui(GLenum type, GLuint coords);                                                 \
     64    void texCoordP3uiv(GLenum type, const GLuint *coords);                                         \
     65    void texCoordP4ui(GLenum type, GLuint coords);                                                 \
     66    void texCoordP4uiv(GLenum type, const GLuint *coords);                                         \
     67    void vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
     68    void vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
     69    void vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
     70    void vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
     71    void vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
     72    void vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
     73    void vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
     74    void vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
     75    void vertexP2ui(GLenum type, GLuint value);                                                    \
     76    void vertexP2uiv(GLenum type, const GLuint *value);                                            \
     77    void vertexP3ui(GLenum type, GLuint value);                                                    \
     78    void vertexP3uiv(GLenum type, const GLuint *value);                                            \
     79    void vertexP4ui(GLenum type, GLuint value);                                                    \
     80    void vertexP4uiv(GLenum type, const GLuint *value);
     81 
     82 #endif  // ANGLE_CONTEXT_API_3_AUTOGEN_H_