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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.h | 297 |
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_ |