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Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h | 284 |
1 files changed, 284 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h new file mode 100644 index 0000000000..e93dde96ed --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_3_0_autogen.h @@ -0,0 +1,284 @@ +// 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_3_0_autogen.h: +// Defines the GLES 3.0 entry points. + +#ifndef LIBGLESV2_ENTRYPOINTSGLES30_AUTOGEN_H_ +#define LIBGLESV2_ENTRYPOINTSGLES30_AUTOGEN_H_ + +#include <GLES3/gl3.h> +#include <export.h> + +namespace gl +{ +ANGLE_EXPORT void GL_APIENTRY ReadBuffer(GLenum src); +ANGLE_EXPORT void GL_APIENTRY DrawRangeElements(GLenum mode, + GLuint start, + GLuint end, + GLsizei count, + GLenum type, + const void *indices); +ANGLE_EXPORT void GL_APIENTRY TexImage3D(GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLint border, + GLenum format, + GLenum type, + const void *pixels); +ANGLE_EXPORT void GL_APIENTRY TexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + const void *pixels); +ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3D(GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLint border, + GLsizei imageSize, + const void *data); +ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage3D(GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLsizei imageSize, + const void *data); +ANGLE_EXPORT void GL_APIENTRY GenQueries(GLsizei n, GLuint *ids); +ANGLE_EXPORT void GL_APIENTRY DeleteQueries(GLsizei n, const GLuint *ids); +ANGLE_EXPORT GLboolean GL_APIENTRY IsQuery(GLuint id); +ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id); +ANGLE_EXPORT void GL_APIENTRY EndQuery(GLenum target); +ANGLE_EXPORT void GL_APIENTRY GetQueryiv(GLenum target, GLenum pname, GLint *params); +ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); +ANGLE_EXPORT GLboolean GL_APIENTRY UnmapBuffer(GLenum target); +ANGLE_EXPORT void GL_APIENTRY GetBufferPointerv(GLenum target, GLenum pname, void **params); +ANGLE_EXPORT void GL_APIENTRY DrawBuffers(GLsizei n, const GLenum *bufs); +ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3fv(GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY BlitFramebuffer(GLint srcX0, + GLint srcY0, + GLint srcX1, + GLint srcY1, + GLint dstX0, + GLint dstY0, + GLint dstX1, + GLint dstY1, + GLbitfield mask, + GLenum filter); +ANGLE_EXPORT void GL_APIENTRY RenderbufferStorageMultisample(GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height); +ANGLE_EXPORT void GL_APIENTRY +FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +ANGLE_EXPORT void *GL_APIENTRY MapBufferRange(GLenum target, + GLintptr offset, + GLsizeiptr length, + GLbitfield access); +ANGLE_EXPORT void GL_APIENTRY FlushMappedBufferRange(GLenum target, + GLintptr offset, + GLsizeiptr length); +ANGLE_EXPORT void GL_APIENTRY BindVertexArray(GLuint array); +ANGLE_EXPORT void GL_APIENTRY DeleteVertexArrays(GLsizei n, const GLuint *arrays); +ANGLE_EXPORT void GL_APIENTRY GenVertexArrays(GLsizei n, GLuint *arrays); +ANGLE_EXPORT GLboolean GL_APIENTRY IsVertexArray(GLuint array); +ANGLE_EXPORT void GL_APIENTRY GetIntegeri_v(GLenum target, GLuint index, GLint *data); +ANGLE_EXPORT void GL_APIENTRY BeginTransformFeedback(GLenum primitiveMode); +ANGLE_EXPORT void GL_APIENTRY EndTransformFeedback(); +ANGLE_EXPORT void GL_APIENTRY +BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +ANGLE_EXPORT void GL_APIENTRY BindBufferBase(GLenum target, GLuint index, GLuint buffer); +ANGLE_EXPORT void GL_APIENTRY TransformFeedbackVaryings(GLuint program, + GLsizei count, + const GLchar *const *varyings, + GLenum bufferMode); +ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackVarying(GLuint program, + GLuint index, + GLsizei bufSize, + GLsizei *length, + GLsizei *size, + GLenum *type, + GLchar *name); +ANGLE_EXPORT void GL_APIENTRY +VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); +ANGLE_EXPORT void GL_APIENTRY GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); +ANGLE_EXPORT void GL_APIENTRY VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); +ANGLE_EXPORT void GL_APIENTRY +VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +ANGLE_EXPORT void GL_APIENTRY VertexAttribI4iv(GLuint index, const GLint *v); +ANGLE_EXPORT void GL_APIENTRY VertexAttribI4uiv(GLuint index, const GLuint *v); +ANGLE_EXPORT void GL_APIENTRY GetUniformuiv(GLuint program, GLint location, GLuint *params); +ANGLE_EXPORT GLint GL_APIENTRY GetFragDataLocation(GLuint program, const GLchar *name); +ANGLE_EXPORT void GL_APIENTRY Uniform1ui(GLint location, GLuint v0); +ANGLE_EXPORT void GL_APIENTRY Uniform2ui(GLint location, GLuint v0, GLuint v1); +ANGLE_EXPORT void GL_APIENTRY Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); +ANGLE_EXPORT void GL_APIENTRY +Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +ANGLE_EXPORT void GL_APIENTRY Uniform1uiv(GLint location, GLsizei count, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY Uniform2uiv(GLint location, GLsizei count, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY Uniform3uiv(GLint location, GLsizei count, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY Uniform4uiv(GLint location, GLsizei count, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); +ANGLE_EXPORT void GL_APIENTRY ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); +ANGLE_EXPORT void GL_APIENTRY ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); +ANGLE_EXPORT void GL_APIENTRY ClearBufferfi(GLenum buffer, + GLint drawbuffer, + GLfloat depth, + GLint stencil); +ANGLE_EXPORT const GLubyte *GL_APIENTRY GetStringi(GLenum name, GLuint index); +ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget, + GLenum writeTarget, + GLintptr readOffset, + GLintptr writeOffset, + GLsizeiptr size); +ANGLE_EXPORT void GL_APIENTRY GetUniformIndices(GLuint program, + GLsizei uniformCount, + const GLchar *const *uniformNames, + GLuint *uniformIndices); +ANGLE_EXPORT void GL_APIENTRY GetActiveUniformsiv(GLuint program, + GLsizei uniformCount, + const GLuint *uniformIndices, + GLenum pname, + GLint *params); +ANGLE_EXPORT GLuint GL_APIENTRY GetUniformBlockIndex(GLuint program, + const GLchar *uniformBlockName); +ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockiv(GLuint program, + GLuint uniformBlockIndex, + GLenum pname, + GLint *params); +ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockName(GLuint program, + GLuint uniformBlockIndex, + GLsizei bufSize, + GLsizei *length, + GLchar *uniformBlockName); +ANGLE_EXPORT void GL_APIENTRY UniformBlockBinding(GLuint program, + GLuint uniformBlockIndex, + GLuint uniformBlockBinding); +ANGLE_EXPORT void GL_APIENTRY DrawArraysInstanced(GLenum mode, + GLint first, + GLsizei count, + GLsizei instancecount); +ANGLE_EXPORT void GL_APIENTRY DrawElementsInstanced(GLenum mode, + GLsizei count, + GLenum type, + const void *indices, + GLsizei instancecount); +ANGLE_EXPORT GLsync GL_APIENTRY FenceSync(GLenum condition, GLbitfield flags); +ANGLE_EXPORT GLboolean GL_APIENTRY IsSync(GLsync sync); +ANGLE_EXPORT void GL_APIENTRY DeleteSync(GLsync sync); +ANGLE_EXPORT GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); +ANGLE_EXPORT void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); +ANGLE_EXPORT void GL_APIENTRY GetInteger64v(GLenum pname, GLint64 *data); +ANGLE_EXPORT void GL_APIENTRY +GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); +ANGLE_EXPORT void GL_APIENTRY GetInteger64i_v(GLenum target, GLuint index, GLint64 *data); +ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); +ANGLE_EXPORT void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers); +ANGLE_EXPORT void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers); +ANGLE_EXPORT GLboolean GL_APIENTRY IsSampler(GLuint sampler); +ANGLE_EXPORT void GL_APIENTRY BindSampler(GLuint unit, GLuint sampler); +ANGLE_EXPORT void GL_APIENTRY SamplerParameteri(GLuint sampler, GLenum pname, GLint param); +ANGLE_EXPORT void GL_APIENTRY SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); +ANGLE_EXPORT void GL_APIENTRY SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); +ANGLE_EXPORT void GL_APIENTRY SamplerParameterfv(GLuint sampler, + GLenum pname, + const GLfloat *param); +ANGLE_EXPORT void GL_APIENTRY GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); +ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); +ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor); +ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id); +ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids); +ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids); +ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id); +ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback(); +ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback(); +ANGLE_EXPORT void GL_APIENTRY GetProgramBinary(GLuint program, + GLsizei bufSize, + GLsizei *length, + GLenum *binaryFormat, + void *binary); +ANGLE_EXPORT void GL_APIENTRY ProgramBinary(GLuint program, + GLenum binaryFormat, + const void *binary, + GLsizei length); +ANGLE_EXPORT void GL_APIENTRY ProgramParameteri(GLuint program, GLenum pname, GLint value); +ANGLE_EXPORT void GL_APIENTRY InvalidateFramebuffer(GLenum target, + GLsizei numAttachments, + const GLenum *attachments); +ANGLE_EXPORT void GL_APIENTRY InvalidateSubFramebuffer(GLenum target, + GLsizei numAttachments, + const GLenum *attachments, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +ANGLE_EXPORT void GL_APIENTRY +TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +ANGLE_EXPORT void GL_APIENTRY TexStorage3D(GLenum target, + GLsizei levels, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth); +ANGLE_EXPORT void GL_APIENTRY GetInternalformativ(GLenum target, + GLenum internalformat, + GLenum pname, + GLsizei bufSize, + GLint *params); +} // namespace gl + +#endif // LIBGLESV2_ENTRYPOINTSGLES30_AUTOGEN_H_ |