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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-05-18 15:16:30 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-05-26 15:11:40 +0200
commit752497910b67b2a1a80560840ca44548d8893434 (patch)
tree541501c9abfd97c3d2fa450d2e6abb60582c4420 /src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h
parent7db527dbdd911c79f31425d099d1fc9c63e42453 (diff)
Remove ANGLE
This marks the end of EGL and OpenGL ES support on Windows. The concepts of -opengl dynamic, -opengl desktop, QT_OPENGL=software, etc. remain unchanged, with the exception of the disapperance of everything ANGLE related. CMake builds now work identically to qmake on Windows: they default to 'dynamic' OpenGL on Windows, unless -DINPUT_opengl=desktop is specified. On Windows, Qt 6 is expected to default to the "dynamic" OpenGL model by default, just like Qt 5.15. This can be changed by switching to "desktop" OpenGL, which will link to opengl32 (publicly, so other libs and applications will do so as well) and disallows using another OpenGL DLL. The "dynamic" mode is essential still because the fallback to a software rasterizer, such as the opengl32sw.dll we ship with the Qt packages, has to to work exactly like in Qt 5, the removal of ANGLE does not change this concept in any way (except of course that the middle option of using ANGLE is now gone) When it comes to the windows plugin's OpenGL blacklist feature, it works like before and accepts the ANGLE/D3D related keywords. They will then be ignored. Similarly, requesting QT_OPENGL=angle is ignored (but will show a warning). The D3D11 and DXGI configure time tests are removed: Qt 5.14 already depends on D3D 11.1 and DXGI 1.3 headers being available unconditionally on Win32 (in QRhi's D3D11 backend). No need to test for these. [ChangeLog][Windows] ANGLE is no longer included with Qt. Dynamic OpenGL builds work like before but ANGLE is no longer an option. OpenGL proper or an alternative opengl32 implementation are the two remaining options now. Attempting to set QT_OPENGL=angle or Qt::AA_UseOpenGLES will have no effect on Windows. Fixes: QTBUG-79103 Change-Id: Ia404e0d07f3fe191b27434d863c81180112ecb3b Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h')
-rw-r--r--src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h297
1 files changed, 0 insertions, 297 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h
deleted file mode 100644
index 7735b46fa4..0000000000
--- a/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h
+++ /dev/null
@@ -1,297 +0,0 @@
-// GENERATED FILE - DO NOT EDIT.
-// Generated by generate_entry_points.py using data from gl.xml.
-//
-// Copyright 2017 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_ENTRYPOINTSGLES20_AUTOGEN_H_
-#define LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_
-
-#include <GLES2/gl2.h>
-#include <export.h>
-
-namespace gl
-{
-ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture);
-ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader);
-ANGLE_EXPORT void GL_APIENTRY BindAttribLocation(GLuint program, GLuint index, const GLchar *name);
-ANGLE_EXPORT void GL_APIENTRY BindBuffer(GLenum target, GLuint buffer);
-ANGLE_EXPORT void GL_APIENTRY BindFramebuffer(GLenum target, GLuint framebuffer);
-ANGLE_EXPORT void GL_APIENTRY BindRenderbuffer(GLenum target, GLuint renderbuffer);
-ANGLE_EXPORT void GL_APIENTRY BindTexture(GLenum target, GLuint texture);
-ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
-ANGLE_EXPORT void GL_APIENTRY BlendEquation(GLenum mode);
-ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
-ANGLE_EXPORT void GL_APIENTRY BlendFunc(GLenum sfactor, GLenum dfactor);
-ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum sfactorRGB,
- GLenum dfactorRGB,
- GLenum sfactorAlpha,
- GLenum dfactorAlpha);
-ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target,
- GLsizeiptr size,
- const void *data,
- GLenum usage);
-ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target,
- GLintptr offset,
- GLsizeiptr size,
- const void *data);
-ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target);
-ANGLE_EXPORT void GL_APIENTRY Clear(GLbitfield mask);
-ANGLE_EXPORT void GL_APIENTRY ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
-ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat d);
-ANGLE_EXPORT void GL_APIENTRY ClearStencil(GLint s);
-ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red,
- GLboolean green,
- GLboolean blue,
- GLboolean alpha);
-ANGLE_EXPORT void GL_APIENTRY CompileShader(GLuint shader);
-ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2D(GLenum target,
- GLint level,
- GLenum internalformat,
- GLsizei width,
- GLsizei height,
- GLint border,
- GLsizei imageSize,
- const void *data);
-ANGLE_EXPORT void GL_APIENTRY 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 CopyTexImage2D(GLenum target,
- GLint level,
- GLenum internalformat,
- GLint x,
- GLint y,
- GLsizei width,
- GLsizei height,
- GLint border);
-ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target,
- GLint level,
- GLint xoffset,
- GLint yoffset,
- GLint x,
- GLint y,
- GLsizei width,
- GLsizei height);
-ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram();
-ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type);
-ANGLE_EXPORT void GL_APIENTRY CullFace(GLenum mode);
-ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers);
-ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
-ANGLE_EXPORT void GL_APIENTRY DeleteProgram(GLuint program);
-ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
-ANGLE_EXPORT void GL_APIENTRY DeleteShader(GLuint shader);
-ANGLE_EXPORT void GL_APIENTRY DeleteTextures(GLsizei n, const GLuint *textures);
-ANGLE_EXPORT void GL_APIENTRY DepthFunc(GLenum func);
-ANGLE_EXPORT void GL_APIENTRY DepthMask(GLboolean flag);
-ANGLE_EXPORT void GL_APIENTRY DepthRangef(GLfloat n, GLfloat f);
-ANGLE_EXPORT void GL_APIENTRY DetachShader(GLuint program, GLuint shader);
-ANGLE_EXPORT void GL_APIENTRY Disable(GLenum cap);
-ANGLE_EXPORT void GL_APIENTRY DisableVertexAttribArray(GLuint index);
-ANGLE_EXPORT void GL_APIENTRY DrawArrays(GLenum mode, GLint first, GLsizei count);
-ANGLE_EXPORT void GL_APIENTRY DrawElements(GLenum mode,
- GLsizei count,
- GLenum type,
- const void *indices);
-ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap);
-ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index);
-ANGLE_EXPORT void GL_APIENTRY Finish();
-ANGLE_EXPORT void GL_APIENTRY Flush();
-ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target,
- GLenum attachment,
- GLenum renderbuffertarget,
- GLuint renderbuffer);
-ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target,
- GLenum attachment,
- GLenum textarget,
- GLuint texture,
- GLint level);
-ANGLE_EXPORT void GL_APIENTRY FrontFace(GLenum mode);
-ANGLE_EXPORT void GL_APIENTRY GenBuffers(GLsizei n, GLuint *buffers);
-ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target);
-ANGLE_EXPORT void GL_APIENTRY GenFramebuffers(GLsizei n, GLuint *framebuffers);
-ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
-ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint *textures);
-ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program,
- GLuint index,
- GLsizei bufSize,
- GLsizei *length,
- GLint *size,
- GLenum *type,
- GLchar *name);
-ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(GLuint program,
- GLuint index,
- GLsizei bufSize,
- GLsizei *length,
- GLint *size,
- GLenum *type,
- GLchar *name);
-ANGLE_EXPORT void GL_APIENTRY GetAttachedShaders(GLuint program,
- GLsizei maxCount,
- GLsizei *count,
- GLuint *shaders);
-ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar *name);
-ANGLE_EXPORT void GL_APIENTRY GetBooleanv(GLenum pname, GLboolean *data);
-ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
-ANGLE_EXPORT GLenum GL_APIENTRY GetError();
-ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat *data);
-ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target,
- GLenum attachment,
- GLenum pname,
- GLint *params);
-ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint *data);
-ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint *params);
-ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *infoLog);
-ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target,
- GLenum pname,
- GLint *params);
-ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint *params);
-ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *infoLog);
-ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype,
- GLenum precisiontype,
- GLint *range,
- GLint *precision);
-ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader,
- GLsizei bufSize,
- GLsizei *length,
- GLchar *source);
-ANGLE_EXPORT const GLubyte *GL_APIENTRY GetString(GLenum name);
-ANGLE_EXPORT void GL_APIENTRY GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
-ANGLE_EXPORT void GL_APIENTRY GetTexParameteriv(GLenum target, GLenum pname, GLint *params);
-ANGLE_EXPORT void GL_APIENTRY GetUniformfv(GLuint program, GLint location, GLfloat *params);
-ANGLE_EXPORT void GL_APIENTRY GetUniformiv(GLuint program, GLint location, GLint *params);
-ANGLE_EXPORT GLint GL_APIENTRY GetUniformLocation(GLuint program, const GLchar *name);
-ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
-ANGLE_EXPORT void GL_APIENTRY GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
-ANGLE_EXPORT void GL_APIENTRY GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
-ANGLE_EXPORT void GL_APIENTRY Hint(GLenum target, GLenum mode);
-ANGLE_EXPORT GLboolean GL_APIENTRY IsBuffer(GLuint buffer);
-ANGLE_EXPORT GLboolean GL_APIENTRY IsEnabled(GLenum cap);
-ANGLE_EXPORT GLboolean GL_APIENTRY IsFramebuffer(GLuint framebuffer);
-ANGLE_EXPORT GLboolean GL_APIENTRY IsProgram(GLuint program);
-ANGLE_EXPORT GLboolean GL_APIENTRY IsRenderbuffer(GLuint renderbuffer);
-ANGLE_EXPORT GLboolean GL_APIENTRY IsShader(GLuint shader);
-ANGLE_EXPORT GLboolean GL_APIENTRY IsTexture(GLuint texture);
-ANGLE_EXPORT void GL_APIENTRY LineWidth(GLfloat width);
-ANGLE_EXPORT void GL_APIENTRY LinkProgram(GLuint program);
-ANGLE_EXPORT void GL_APIENTRY PixelStorei(GLenum pname, GLint param);
-ANGLE_EXPORT void GL_APIENTRY PolygonOffset(GLfloat factor, GLfloat units);
-ANGLE_EXPORT void GL_APIENTRY ReadPixels(GLint x,
- GLint y,
- GLsizei width,
- GLsizei height,
- GLenum format,
- GLenum type,
- void *pixels);
-ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler();
-ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target,
- GLenum internalformat,
- GLsizei width,
- GLsizei height);
-ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert);
-ANGLE_EXPORT void GL_APIENTRY Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
-ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei count,
- const GLuint *shaders,
- GLenum binaryformat,
- const void *binary,
- GLsizei length);
-ANGLE_EXPORT void GL_APIENTRY ShaderSource(GLuint shader,
- GLsizei count,
- const GLchar *const *string,
- const GLint *length);
-ANGLE_EXPORT void GL_APIENTRY StencilFunc(GLenum func, GLint ref, GLuint mask);
-ANGLE_EXPORT void GL_APIENTRY StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
-ANGLE_EXPORT void GL_APIENTRY StencilMask(GLuint mask);
-ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask);
-ANGLE_EXPORT void GL_APIENTRY StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
-ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face,
- GLenum sfail,
- GLenum dpfail,
- GLenum dppass);
-ANGLE_EXPORT void GL_APIENTRY 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 TexParameterf(GLenum target, GLenum pname, GLfloat param);
-ANGLE_EXPORT void GL_APIENTRY TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
-ANGLE_EXPORT void GL_APIENTRY TexParameteri(GLenum target, GLenum pname, GLint param);
-ANGLE_EXPORT void GL_APIENTRY TexParameteriv(GLenum target, GLenum pname, const GLint *params);
-ANGLE_EXPORT void GL_APIENTRY 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 Uniform1f(GLint location, GLfloat v0);
-ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
-ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint v0);
-ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint *value);
-ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat v0, GLfloat v1);
-ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
-ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint v0, GLint v1);
-ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint *value);
-ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
-ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
-ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
-ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint *value);
-ANGLE_EXPORT void GL_APIENTRY
-Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
-ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
-ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
-ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint *value);
-ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value);
-ANGLE_EXPORT void GL_APIENTRY UniformMatrix3fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value);
-ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value);
-ANGLE_EXPORT void GL_APIENTRY UseProgram(GLuint program);
-ANGLE_EXPORT void GL_APIENTRY ValidateProgram(GLuint program);
-ANGLE_EXPORT void GL_APIENTRY VertexAttrib1f(GLuint index, GLfloat x);
-ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint index, const GLfloat *v);
-ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
-ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint index, const GLfloat *v);
-ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
-ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint index, const GLfloat *v);
-ANGLE_EXPORT void GL_APIENTRY
-VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
-ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint index, const GLfloat *v);
-ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint index,
- GLint size,
- GLenum type,
- GLboolean normalized,
- GLsizei stride,
- const void *pointer);
-ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
-} // namespace gl
-
-#endif // LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_