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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, 297 insertions, 0 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 new file mode 100644 index 0000000000..7735b46fa4 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0_autogen.h @@ -0,0 +1,297 @@ +// 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_ |