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The Tor Browser
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Context_gles_2_0_autogen.h (18222B)


      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_gles_2_0_autogen.h: Creates a macro for interfaces in Context.
      9 
     10 #ifndef ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_
     11 #define ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_
     12 
     13 #define ANGLE_GLES_2_0_CONTEXT_API                                                                 \
     14    void activeTexture(GLenum texture);                                                            \
     15    void attachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked);                \
     16    void bindAttribLocation(ShaderProgramID programPacked, GLuint index, const GLchar *name);      \
     17    void bindBuffer(BufferBinding targetPacked, BufferID bufferPacked);                            \
     18    void bindFramebuffer(GLenum target, FramebufferID framebufferPacked);                          \
     19    void bindRenderbuffer(GLenum target, RenderbufferID renderbufferPacked);                       \
     20    void bindTexture(TextureType targetPacked, TextureID texturePacked);                           \
     21    void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);                      \
     22    void blendEquation(GLenum mode);                                                               \
     23    void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);                                  \
     24    void blendFunc(GLenum sfactor, GLenum dfactor);                                                \
     25    void blendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha,              \
     26                           GLenum dfactorAlpha);                                                   \
     27    void bufferData(BufferBinding targetPacked, GLsizeiptr size, const void *data,                 \
     28                    BufferUsage usagePacked);                                                      \
     29    void bufferSubData(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size,               \
     30                       const void *data);                                                          \
     31    GLenum checkFramebufferStatus(GLenum target);                                                  \
     32    void clear(GLbitfield mask);                                                                   \
     33    void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);                      \
     34    void clearDepthf(GLfloat d);                                                                   \
     35    void clearStencil(GLint s);                                                                    \
     36    void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);               \
     37    void compileShader(ShaderProgramID shaderPacked);                                              \
     38    void compressedTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat,      \
     39                              GLsizei width, GLsizei height, GLint border, GLsizei imageSize,      \
     40                              const void *data);                                                   \
     41    void compressedTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset,           \
     42                                 GLint yoffset, GLsizei width, GLsizei height, GLenum format,      \
     43                                 GLsizei imageSize, const void *data);                             \
     44    void copyTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, GLint x,   \
     45                        GLint y, GLsizei width, GLsizei height, GLint border);                     \
     46    void copyTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,  \
     47                           GLint x, GLint y, GLsizei width, GLsizei height);                       \
     48    GLuint createProgram();                                                                        \
     49    GLuint createShader(ShaderType typePacked);                                                    \
     50    void cullFace(CullFaceMode modePacked);                                                        \
     51    void deleteBuffers(GLsizei n, const BufferID *buffersPacked);                                  \
     52    void deleteFramebuffers(GLsizei n, const FramebufferID *framebuffersPacked);                   \
     53    void deleteProgram(ShaderProgramID programPacked);                                             \
     54    void deleteRenderbuffers(GLsizei n, const RenderbufferID *renderbuffersPacked);                \
     55    void deleteShader(ShaderProgramID shaderPacked);                                               \
     56    void deleteTextures(GLsizei n, const TextureID *texturesPacked);                               \
     57    void depthFunc(GLenum func);                                                                   \
     58    void depthMask(GLboolean flag);                                                                \
     59    void depthRangef(GLfloat n, GLfloat f);                                                        \
     60    void detachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked);                \
     61    void disable(GLenum cap);                                                                      \
     62    void disableVertexAttribArray(GLuint index);                                                   \
     63    void drawArrays(PrimitiveMode modePacked, GLint first, GLsizei count);                         \
     64    void drawElements(PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked,        \
     65                      const void *indices);                                                        \
     66    void enable(GLenum cap);                                                                       \
     67    void enableVertexAttribArray(GLuint index);                                                    \
     68    void finish();                                                                                 \
     69    void flush();                                                                                  \
     70    void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget,      \
     71                                 RenderbufferID renderbufferPacked);                               \
     72    void framebufferTexture2D(GLenum target, GLenum attachment, TextureTarget textargetPacked,     \
     73                              TextureID texturePacked, GLint level);                               \
     74    void frontFace(GLenum mode);                                                                   \
     75    void genBuffers(GLsizei n, BufferID *buffersPacked);                                           \
     76    void genFramebuffers(GLsizei n, FramebufferID *framebuffersPacked);                            \
     77    void genRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked);                         \
     78    void genTextures(GLsizei n, TextureID *texturesPacked);                                        \
     79    void generateMipmap(TextureType targetPacked);                                                 \
     80    void getActiveAttrib(ShaderProgramID programPacked, GLuint index, GLsizei bufSize,             \
     81                         GLsizei *length, GLint *size, GLenum *type, GLchar *name);                \
     82    void getActiveUniform(ShaderProgramID programPacked, GLuint index, GLsizei bufSize,            \
     83                          GLsizei *length, GLint *size, GLenum *type, GLchar *name);               \
     84    void getAttachedShaders(ShaderProgramID programPacked, GLsizei maxCount, GLsizei *count,       \
     85                            ShaderProgramID *shadersPacked);                                       \
     86    GLint getAttribLocation(ShaderProgramID programPacked, const GLchar *name);                    \
     87    void getBooleanv(GLenum pname, GLboolean *data);                                               \
     88    void getBufferParameteriv(BufferBinding targetPacked, GLenum pname, GLint *params);            \
     89    GLenum getError();                                                                             \
     90    void getFloatv(GLenum pname, GLfloat *data);                                                   \
     91    void getFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname,       \
     92                                             GLint *params);                                       \
     93    void getIntegerv(GLenum pname, GLint *data);                                                   \
     94    void getProgramInfoLog(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length,        \
     95                           GLchar *infoLog);                                                       \
     96    void getProgramiv(ShaderProgramID programPacked, GLenum pname, GLint *params);                 \
     97    void getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);                   \
     98    void getShaderInfoLog(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length,          \
     99                          GLchar *infoLog);                                                        \
    100    void getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range,           \
    101                                  GLint *precision);                                               \
    102    void getShaderSource(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length,           \
    103                         GLchar *source);                                                          \
    104    void getShaderiv(ShaderProgramID shaderPacked, GLenum pname, GLint *params);                   \
    105    const GLubyte *getString(GLenum name);                                                         \
    106    void getTexParameterfv(TextureType targetPacked, GLenum pname, GLfloat *params);               \
    107    void getTexParameteriv(TextureType targetPacked, GLenum pname, GLint *params);                 \
    108    GLint getUniformLocation(ShaderProgramID programPacked, const GLchar *name);                   \
    109    void getUniformfv(ShaderProgramID programPacked, UniformLocation locationPacked,               \
    110                      GLfloat *params);                                                            \
    111    void getUniformiv(ShaderProgramID programPacked, UniformLocation locationPacked,               \
    112                      GLint *params);                                                              \
    113    void getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);                      \
    114    void getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);                           \
    115    void getVertexAttribiv(GLuint index, GLenum pname, GLint *params);                             \
    116    void hint(GLenum target, GLenum mode);                                                         \
    117    GLboolean isBuffer(BufferID bufferPacked) const;                                               \
    118    GLboolean isEnabled(GLenum cap) const;                                                         \
    119    GLboolean isFramebuffer(FramebufferID framebufferPacked) const;                                \
    120    GLboolean isProgram(ShaderProgramID programPacked) const;                                      \
    121    GLboolean isRenderbuffer(RenderbufferID renderbufferPacked) const;                             \
    122    GLboolean isShader(ShaderProgramID shaderPacked) const;                                        \
    123    GLboolean isTexture(TextureID texturePacked) const;                                            \
    124    void lineWidth(GLfloat width);                                                                 \
    125    void linkProgram(ShaderProgramID programPacked);                                               \
    126    void pixelStorei(GLenum pname, GLint param);                                                   \
    127    void polygonOffset(GLfloat factor, GLfloat units);                                             \
    128    void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,   \
    129                    void *pixels);                                                                 \
    130    void releaseShaderCompiler();                                                                  \
    131    void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); \
    132    void sampleCoverage(GLfloat value, GLboolean invert);                                          \
    133    void scissor(GLint x, GLint y, GLsizei width, GLsizei height);                                 \
    134    void shaderBinary(GLsizei count, const ShaderProgramID *shadersPacked, GLenum binaryFormat,    \
    135                      const void *binary, GLsizei length);                                         \
    136    void shaderSource(ShaderProgramID shaderPacked, GLsizei count, const GLchar *const *string,    \
    137                      const GLint *length);                                                        \
    138    void stencilFunc(GLenum func, GLint ref, GLuint mask);                                         \
    139    void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);                    \
    140    void stencilMask(GLuint mask);                                                                 \
    141    void stencilMaskSeparate(GLenum face, GLuint mask);                                            \
    142    void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);                                       \
    143    void stencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);               \
    144    void texImage2D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width,  \
    145                    GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); \
    146    void texParameterf(TextureType targetPacked, GLenum pname, GLfloat param);                     \
    147    void texParameterfv(TextureType targetPacked, GLenum pname, const GLfloat *params);            \
    148    void texParameteri(TextureType targetPacked, GLenum pname, GLint param);                       \
    149    void texParameteriv(TextureType targetPacked, GLenum pname, const GLint *params);              \
    150    void texSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,      \
    151                       GLsizei width, GLsizei height, GLenum format, GLenum type,                  \
    152                       const void *pixels);                                                        \
    153    void uniform1f(UniformLocation locationPacked, GLfloat v0);                                    \
    154    void uniform1fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
    155    void uniform1i(UniformLocation locationPacked, GLint v0);                                      \
    156    void uniform1iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
    157    void uniform2f(UniformLocation locationPacked, GLfloat v0, GLfloat v1);                        \
    158    void uniform2fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
    159    void uniform2i(UniformLocation locationPacked, GLint v0, GLint v1);                            \
    160    void uniform2iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
    161    void uniform3f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2);            \
    162    void uniform3fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
    163    void uniform3i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2);                  \
    164    void uniform3iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
    165    void uniform4f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2,             \
    166                   GLfloat v3);                                                                    \
    167    void uniform4fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
    168    void uniform4i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2, GLint v3);        \
    169    void uniform4iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
    170    void uniformMatrix2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
    171                          const GLfloat *value);                                                   \
    172    void uniformMatrix3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
    173                          const GLfloat *value);                                                   \
    174    void uniformMatrix4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
    175                          const GLfloat *value);                                                   \
    176    void useProgram(ShaderProgramID programPacked);                                                \
    177    void validateProgram(ShaderProgramID programPacked);                                           \
    178    void vertexAttrib1f(GLuint index, GLfloat x);                                                  \
    179    void vertexAttrib1fv(GLuint index, const GLfloat *v);                                          \
    180    void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);                                       \
    181    void vertexAttrib2fv(GLuint index, const GLfloat *v);                                          \
    182    void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);                            \
    183    void vertexAttrib3fv(GLuint index, const GLfloat *v);                                          \
    184    void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);                 \
    185    void vertexAttrib4fv(GLuint index, const GLfloat *v);                                          \
    186    void vertexAttribPointer(GLuint index, GLint size, VertexAttribType typePacked,                \
    187                             GLboolean normalized, GLsizei stride, const void *pointer);           \
    188    void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
    189 
    190 #endif  // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_