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Context_gles_3_1_autogen.h (12465B)


      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_1_autogen.h: Creates a macro for interfaces in Context.
      9 
     10 #ifndef ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_
     11 #define ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_
     12 
     13 #define ANGLE_GLES_3_1_CONTEXT_API                                                                 \
     14    void activeShaderProgram(ProgramPipelineID pipelinePacked, ShaderProgramID programPacked);     \
     15    void bindImageTexture(GLuint unit, TextureID texturePacked, GLint level, GLboolean layered,    \
     16                          GLint layer, GLenum access, GLenum format);                              \
     17    void bindProgramPipeline(ProgramPipelineID pipelinePacked);                                    \
     18    void bindVertexBuffer(GLuint bindingindex, BufferID bufferPacked, GLintptr offset,             \
     19                          GLsizei stride);                                                         \
     20    GLuint createShaderProgramv(ShaderType typePacked, GLsizei count,                              \
     21                                const GLchar *const *strings);                                     \
     22    void deleteProgramPipelines(GLsizei n, const ProgramPipelineID *pipelinesPacked);              \
     23    void dispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);           \
     24    void dispatchComputeIndirect(GLintptr indirect);                                               \
     25    void drawArraysIndirect(PrimitiveMode modePacked, const void *indirect);                       \
     26    void drawElementsIndirect(PrimitiveMode modePacked, DrawElementsType typePacked,               \
     27                              const void *indirect);                                               \
     28    void framebufferParameteri(GLenum target, GLenum pname, GLint param);                          \
     29    void genProgramPipelines(GLsizei n, ProgramPipelineID *pipelinesPacked);                       \
     30    void getBooleani_v(GLenum target, GLuint index, GLboolean *data);                              \
     31    void getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);                    \
     32    void getMultisamplefv(GLenum pname, GLuint index, GLfloat *val);                               \
     33    void getProgramInterfaceiv(ShaderProgramID programPacked, GLenum programInterface,             \
     34                               GLenum pname, GLint *params);                                       \
     35    void getProgramPipelineInfoLog(ProgramPipelineID pipelinePacked, GLsizei bufSize,              \
     36                                   GLsizei *length, GLchar *infoLog);                              \
     37    void getProgramPipelineiv(ProgramPipelineID pipelinePacked, GLenum pname, GLint *params);      \
     38    GLuint getProgramResourceIndex(ShaderProgramID programPacked, GLenum programInterface,         \
     39                                   const GLchar *name);                                            \
     40    GLint getProgramResourceLocation(ShaderProgramID programPacked, GLenum programInterface,       \
     41                                     const GLchar *name);                                          \
     42    void getProgramResourceName(ShaderProgramID programPacked, GLenum programInterface,            \
     43                                GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);     \
     44    void getProgramResourceiv(ShaderProgramID programPacked, GLenum programInterface,              \
     45                              GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, \
     46                              GLsizei *length, GLint *params);                                     \
     47    void getTexLevelParameterfv(TextureTarget targetPacked, GLint level, GLenum pname,             \
     48                                GLfloat *params);                                                  \
     49    void getTexLevelParameteriv(TextureTarget targetPacked, GLint level, GLenum pname,             \
     50                                GLint *params);                                                    \
     51    GLboolean isProgramPipeline(ProgramPipelineID pipelinePacked) const;                           \
     52    void memoryBarrier(GLbitfield barriers);                                                       \
     53    void memoryBarrierByRegion(GLbitfield barriers);                                               \
     54    void programUniform1f(ShaderProgramID programPacked, UniformLocation locationPacked,           \
     55                          GLfloat v0);                                                             \
     56    void programUniform1fv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     57                           GLsizei count, const GLfloat *value);                                   \
     58    void programUniform1i(ShaderProgramID programPacked, UniformLocation locationPacked,           \
     59                          GLint v0);                                                               \
     60    void programUniform1iv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     61                           GLsizei count, const GLint *value);                                     \
     62    void programUniform1ui(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     63                           GLuint v0);                                                             \
     64    void programUniform1uiv(ShaderProgramID programPacked, UniformLocation locationPacked,         \
     65                            GLsizei count, const GLuint *value);                                   \
     66    void programUniform2f(ShaderProgramID programPacked, UniformLocation locationPacked,           \
     67                          GLfloat v0, GLfloat v1);                                                 \
     68    void programUniform2fv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     69                           GLsizei count, const GLfloat *value);                                   \
     70    void programUniform2i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
     71                          GLint v1);                                                               \
     72    void programUniform2iv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     73                           GLsizei count, const GLint *value);                                     \
     74    void programUniform2ui(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     75                           GLuint v0, GLuint v1);                                                  \
     76    void programUniform2uiv(ShaderProgramID programPacked, UniformLocation locationPacked,         \
     77                            GLsizei count, const GLuint *value);                                   \
     78    void programUniform3f(ShaderProgramID programPacked, UniformLocation locationPacked,           \
     79                          GLfloat v0, GLfloat v1, GLfloat v2);                                     \
     80    void programUniform3fv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     81                           GLsizei count, const GLfloat *value);                                   \
     82    void programUniform3i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
     83                          GLint v1, GLint v2);                                                     \
     84    void programUniform3iv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     85                           GLsizei count, const GLint *value);                                     \
     86    void programUniform3ui(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     87                           GLuint v0, GLuint v1, GLuint v2);                                       \
     88    void programUniform3uiv(ShaderProgramID programPacked, UniformLocation locationPacked,         \
     89                            GLsizei count, const GLuint *value);                                   \
     90    void programUniform4f(ShaderProgramID programPacked, UniformLocation locationPacked,           \
     91                          GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);                         \
     92    void programUniform4fv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     93                           GLsizei count, const GLfloat *value);                                   \
     94    void programUniform4i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
     95                          GLint v1, GLint v2, GLint v3);                                           \
     96    void programUniform4iv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     97                           GLsizei count, const GLint *value);                                     \
     98    void programUniform4ui(ShaderProgramID programPacked, UniformLocation locationPacked,          \
     99                           GLuint v0, GLuint v1, GLuint v2, GLuint v3);                            \
    100    void programUniform4uiv(ShaderProgramID programPacked, UniformLocation locationPacked,         \
    101                            GLsizei count, const GLuint *value);                                   \
    102    void programUniformMatrix2fv(ShaderProgramID programPacked, UniformLocation locationPacked,    \
    103                                 GLsizei count, GLboolean transpose, const GLfloat *value);        \
    104    void programUniformMatrix2x3fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
    105                                   GLsizei count, GLboolean transpose, const GLfloat *value);      \
    106    void programUniformMatrix2x4fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
    107                                   GLsizei count, GLboolean transpose, const GLfloat *value);      \
    108    void programUniformMatrix3fv(ShaderProgramID programPacked, UniformLocation locationPacked,    \
    109                                 GLsizei count, GLboolean transpose, const GLfloat *value);        \
    110    void programUniformMatrix3x2fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
    111                                   GLsizei count, GLboolean transpose, const GLfloat *value);      \
    112    void programUniformMatrix3x4fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
    113                                   GLsizei count, GLboolean transpose, const GLfloat *value);      \
    114    void programUniformMatrix4fv(ShaderProgramID programPacked, UniformLocation locationPacked,    \
    115                                 GLsizei count, GLboolean transpose, const GLfloat *value);        \
    116    void programUniformMatrix4x2fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
    117                                   GLsizei count, GLboolean transpose, const GLfloat *value);      \
    118    void programUniformMatrix4x3fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
    119                                   GLsizei count, GLboolean transpose, const GLfloat *value);      \
    120    void sampleMaski(GLuint maskNumber, GLbitfield mask);                                          \
    121    void texStorage2DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \
    122                                 GLsizei width, GLsizei height, GLboolean fixedsamplelocations);   \
    123    void useProgramStages(ProgramPipelineID pipelinePacked, GLbitfield stages,                     \
    124                          ShaderProgramID programPacked);                                          \
    125    void validateProgramPipeline(ProgramPipelineID pipelinePacked);                                \
    126    void vertexAttribBinding(GLuint attribindex, GLuint bindingindex);                             \
    127    void vertexAttribFormat(GLuint attribindex, GLint size, VertexAttribType typePacked,           \
    128                            GLboolean normalized, GLuint relativeoffset);                          \
    129    void vertexAttribIFormat(GLuint attribindex, GLint size, VertexAttribType typePacked,          \
    130                             GLuint relativeoffset);                                               \
    131    void vertexBindingDivisor(GLuint bindingindex, GLuint divisor);
    132 
    133 #endif  // ANGLE_CONTEXT_API_3_1_AUTOGEN_H_