tor-browser

The Tor Browser
git clone https://git.dasho.dev/tor-browser.git
Log | Files | Refs | README | LICENSE

Context_gles_3_0_autogen.h (15596B)


      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_3_0_autogen.h: Creates a macro for interfaces in Context.
      9 
     10 #ifndef ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_
     11 #define ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_
     12 
     13 #define ANGLE_GLES_3_0_CONTEXT_API                                                                 \
     14    void beginQuery(QueryType targetPacked, QueryID idPacked);                                     \
     15    void beginTransformFeedback(PrimitiveMode primitiveModePacked);                                \
     16    void bindBufferBase(BufferBinding targetPacked, GLuint index, BufferID bufferPacked);          \
     17    void bindBufferRange(BufferBinding targetPacked, GLuint index, BufferID bufferPacked,          \
     18                         GLintptr offset, GLsizeiptr size);                                        \
     19    void bindSampler(GLuint unit, SamplerID samplerPacked);                                        \
     20    void bindTransformFeedback(GLenum target, TransformFeedbackID idPacked);                       \
     21    void bindVertexArray(VertexArrayID arrayPacked);                                               \
     22    void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0,          \
     23                         GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);   \
     24    void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);             \
     25    void clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);                     \
     26    void clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);                       \
     27    void clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);                     \
     28    GLenum clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);                        \
     29    void compressedTexImage3D(TextureTarget targetPacked, GLint level, GLenum internalformat,      \
     30                              GLsizei width, GLsizei height, GLsizei depth, GLint border,          \
     31                              GLsizei imageSize, const void *data);                                \
     32    void compressedTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset,           \
     33                                 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,      \
     34                                 GLsizei depth, GLenum format, GLsizei imageSize,                  \
     35                                 const void *data);                                                \
     36    void copyBufferSubData(BufferBinding readTargetPacked, BufferBinding writeTargetPacked,        \
     37                           GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);            \
     38    void copyTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,  \
     39                           GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);        \
     40    void deleteQueries(GLsizei n, const QueryID *idsPacked);                                       \
     41    void deleteSamplers(GLsizei count, const SamplerID *samplersPacked);                           \
     42    void deleteSync(GLsync sync);                                                                  \
     43    void deleteTransformFeedbacks(GLsizei n, const TransformFeedbackID *idsPacked);                \
     44    void deleteVertexArrays(GLsizei n, const VertexArrayID *arraysPacked);                         \
     45    void drawArraysInstanced(PrimitiveMode modePacked, GLint first, GLsizei count,                 \
     46                             GLsizei instancecount);                                               \
     47    void drawBuffers(GLsizei n, const GLenum *bufs);                                               \
     48    void drawElementsInstanced(PrimitiveMode modePacked, GLsizei count,                            \
     49                               DrawElementsType typePacked, const void *indices,                   \
     50                               GLsizei instancecount);                                             \
     51    void drawRangeElements(PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count,      \
     52                           DrawElementsType typePacked, const void *indices);                      \
     53    void endQuery(QueryType targetPacked);                                                         \
     54    void endTransformFeedback();                                                                   \
     55    GLsync fenceSync(GLenum condition, GLbitfield flags);                                          \
     56    void flushMappedBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length);   \
     57    void framebufferTextureLayer(GLenum target, GLenum attachment, TextureID texturePacked,        \
     58                                 GLint level, GLint layer);                                        \
     59    void genQueries(GLsizei n, QueryID *idsPacked);                                                \
     60    void genSamplers(GLsizei count, SamplerID *samplersPacked);                                    \
     61    void genTransformFeedbacks(GLsizei n, TransformFeedbackID *idsPacked);                         \
     62    void genVertexArrays(GLsizei n, VertexArrayID *arraysPacked);                                  \
     63    void getActiveUniformBlockName(ShaderProgramID programPacked,                                  \
     64                                   UniformBlockIndex uniformBlockIndexPacked, GLsizei bufSize,     \
     65                                   GLsizei *length, GLchar *uniformBlockName);                     \
     66    void getActiveUniformBlockiv(ShaderProgramID programPacked,                                    \
     67                                 UniformBlockIndex uniformBlockIndexPacked, GLenum pname,          \
     68                                 GLint *params);                                                   \
     69    void getActiveUniformsiv(ShaderProgramID programPacked, GLsizei uniformCount,                  \
     70                             const GLuint *uniformIndices, GLenum pname, GLint *params);           \
     71    void getBufferParameteri64v(BufferBinding targetPacked, GLenum pname, GLint64 *params);        \
     72    void getBufferPointerv(BufferBinding targetPacked, GLenum pname, void **params);               \
     73    GLint getFragDataLocation(ShaderProgramID programPacked, const GLchar *name);                  \
     74    void getInteger64i_v(GLenum target, GLuint index, GLint64 *data);                              \
     75    void getInteger64v(GLenum pname, GLint64 *data);                                               \
     76    void getIntegeri_v(GLenum target, GLuint index, GLint *data);                                  \
     77    void getInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei count,    \
     78                             GLint *params);                                                       \
     79    void getProgramBinary(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length,         \
     80                          GLenum *binaryFormat, void *binary);                                     \
     81    void getQueryObjectuiv(QueryID idPacked, GLenum pname, GLuint *params);                        \
     82    void getQueryiv(QueryType targetPacked, GLenum pname, GLint *params);                          \
     83    void getSamplerParameterfv(SamplerID samplerPacked, GLenum pname, GLfloat *params);            \
     84    void getSamplerParameteriv(SamplerID samplerPacked, GLenum pname, GLint *params);              \
     85    const GLubyte *getStringi(GLenum name, GLuint index);                                          \
     86    void getSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values);      \
     87    void getTransformFeedbackVarying(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \
     88                                     GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);  \
     89    GLuint getUniformBlockIndex(ShaderProgramID programPacked, const GLchar *uniformBlockName);    \
     90    void getUniformIndices(ShaderProgramID programPacked, GLsizei uniformCount,                    \
     91                           const GLchar *const *uniformNames, GLuint *uniformIndices);             \
     92    void getUniformuiv(ShaderProgramID programPacked, UniformLocation locationPacked,              \
     93                       GLuint *params);                                                            \
     94    void getVertexAttribIiv(GLuint index, GLenum pname, GLint *params);                            \
     95    void getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);                          \
     96    void invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);  \
     97    void invalidateSubFramebuffer(GLenum target, GLsizei numAttachments,                           \
     98                                  const GLenum *attachments, GLint x, GLint y, GLsizei width,      \
     99                                  GLsizei height);                                                 \
    100    GLboolean isQuery(QueryID idPacked) const;                                                     \
    101    GLboolean isSampler(SamplerID samplerPacked) const;                                            \
    102    GLboolean isSync(GLsync sync) const;                                                           \
    103    GLboolean isTransformFeedback(TransformFeedbackID idPacked) const;                             \
    104    GLboolean isVertexArray(VertexArrayID arrayPacked) const;                                      \
    105    void *mapBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length,           \
    106                         GLbitfield access);                                                       \
    107    void pauseTransformFeedback();                                                                 \
    108    void programBinary(ShaderProgramID programPacked, GLenum binaryFormat, const void *binary,     \
    109                       GLsizei length);                                                            \
    110    void programParameteri(ShaderProgramID programPacked, GLenum pname, GLint value);              \
    111    void readBuffer(GLenum src);                                                                   \
    112    void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,     \
    113                                        GLsizei width, GLsizei height);                            \
    114    void resumeTransformFeedback();                                                                \
    115    void samplerParameterf(SamplerID samplerPacked, GLenum pname, GLfloat param);                  \
    116    void samplerParameterfv(SamplerID samplerPacked, GLenum pname, const GLfloat *param);          \
    117    void samplerParameteri(SamplerID samplerPacked, GLenum pname, GLint param);                    \
    118    void samplerParameteriv(SamplerID samplerPacked, GLenum pname, const GLint *param);            \
    119    void texImage3D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width,  \
    120                    GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type,       \
    121                    const void *pixels);                                                           \
    122    void texStorage2D(TextureType targetPacked, GLsizei levels, GLenum internalformat,             \
    123                      GLsizei width, GLsizei height);                                              \
    124    void texStorage3D(TextureType targetPacked, GLsizei levels, GLenum internalformat,             \
    125                      GLsizei width, GLsizei height, GLsizei depth);                               \
    126    void texSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,      \
    127                       GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, \
    128                       GLenum type, const void *pixels);                                           \
    129    void transformFeedbackVaryings(ShaderProgramID programPacked, GLsizei count,                   \
    130                                   const GLchar *const *varyings, GLenum bufferMode);              \
    131    void uniform1ui(UniformLocation locationPacked, GLuint v0);                                    \
    132    void uniform1uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value);          \
    133    void uniform2ui(UniformLocation locationPacked, GLuint v0, GLuint v1);                         \
    134    void uniform2uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value);          \
    135    void uniform3ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2);              \
    136    void uniform3uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value);          \
    137    void uniform4ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3);   \
    138    void uniform4uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value);          \
    139    void uniformBlockBinding(ShaderProgramID programPacked,                                        \
    140                             UniformBlockIndex uniformBlockIndexPacked,                            \
    141                             GLuint uniformBlockBinding);                                          \
    142    void uniformMatrix2x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
    143                            const GLfloat *value);                                                 \
    144    void uniformMatrix2x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
    145                            const GLfloat *value);                                                 \
    146    void uniformMatrix3x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
    147                            const GLfloat *value);                                                 \
    148    void uniformMatrix3x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
    149                            const GLfloat *value);                                                 \
    150    void uniformMatrix4x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
    151                            const GLfloat *value);                                                 \
    152    void uniformMatrix4x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
    153                            const GLfloat *value);                                                 \
    154    GLboolean unmapBuffer(BufferBinding targetPacked);                                             \
    155    void vertexAttribDivisor(GLuint index, GLuint divisor);                                        \
    156    void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);                        \
    157    void vertexAttribI4iv(GLuint index, const GLint *v);                                           \
    158    void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);                   \
    159    void vertexAttribI4uiv(GLuint index, const GLuint *v);                                         \
    160    void vertexAttribIPointer(GLuint index, GLint size, VertexAttribType typePacked,               \
    161                              GLsizei stride, const void *pointer);                                \
    162    void waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    163 
    164 #endif  // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_