From a218a252c4200cfe7048de81a46f7e48349084d5 Mon Sep 17 00:00:00 2001 From: Andrew Knight Date: Wed, 8 Apr 2015 17:04:36 +0300 Subject: Upgrade ANGLE to 2.1~99f075dade7c This aligns with Chromium branch 2356. This version brings more complete OpenGL ES 3 support as well as various bug fixes and performance improvements. The following changes were made to earlier patches: -0000-General-fixes-for-ANGLE-2.1 Removed. All changes are now handled elsewhere. +0001-ANGLE-Improve-Windows-Phone-support Consolidated remaining parts from 0009/0010. +0002-ANGLE-Fix-compilation-with-MinGW Remaining issues from patch 0016. +0003-ANGLE-Fix-compilation-with-MSVC2010 Remaining issues from patch 0015. +0004-ANGLE-Dynamically-load-D3D-compiler-from-list Renamed from patch 0008. +0005-ANGLE-Add-support-for-querying-platform-device Renamed from patch 0013. -0004-Make-it-possible-to-link-ANGLE-statically-for-single Removed. Fixed by adding defines to project files. -0008-ANGLE-Dynamically-load-D3D-compiler-from-a-list-or-t Renamed to patch 0005. -0009-ANGLE-Support-WinRT Removed. Mostly fixed upstream; remaining parts in patch 0001. -0010-ANGLE-Enable-D3D11-for-feature-level-9-cards Removed. Mostly fixed upstream; remaining parts in patch 0001. -0012-ANGLE-fix-semantic-index-lookup Removed. Fixed upstream. -0013-ANGLE-Add-support-for-querying-platform-device Renamed to patch 0005. -0014-Let-ANGLE-use-multithreaded-devices-if-necessary Removed. No longer needed. -0015-ANGLE-Fix-angle-d3d11-on-MSVC2010 Moved remaining parts to patch 0003. -0016-ANGLE-Fix-compilation-with-MinGW-D3D11 Moved remaining parts to patch 0002. -0017-ANGLE-Fix-compilation-with-D3D9 Removed. Fixed upstream. -0018-ANGLE-Fix-releasing-textures-after-we-kill-D3D11 Removed. Fixed upstream. -0019-ANGLE-Fix-handling-of-shader-source-with-fixed-lengt Removed. Fixed upstream. -0020-ANGLE-Do-not-use-std-strlen Removed. Fixed upstream. -0020-ANGLE-Fix-compilation-with-MSVC2013-Update4 Removed. Fixed upstream. [ChangeLog][Third-party libraries] ANGLE was updated to Chromium branch 2356 (2.1~99f075dade7c). Change-Id: I32ccbfe95e10986bd94be7191dfd53445ea09158 Task-number: QTBUG-44815 Task-number: QTBUG-37660 Task-number: QTBUG-44694 Task-number: QTBUG-42443 Reviewed-by: Andrew Knight Reviewed-by: Friedemann Kleint --- .../angle/src/libGLESv2/entry_points_gles_2_0.h | 163 +++++++++++++++++++++ 1 file changed, 163 insertions(+) create mode 100644 src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0.h (limited to 'src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0.h') diff --git a/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0.h b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0.h new file mode 100644 index 0000000000..eee5fb5468 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/entry_points_gles_2_0.h @@ -0,0 +1,163 @@ +// +// Copyright(c) 2014 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.h : Defines the GLES 2.0 entry points. + +#ifndef LIBGLESV2_ENTRYPOINTGLES20_H_ +#define LIBGLESV2_ENTRYPOINTGLES20_H_ + +#include +#include + +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 srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); +ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* 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 depth); +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 GLvoid* data); +ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* 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(void); +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 GLvoid* indices); +ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap); +ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index); +ANGLE_EXPORT void GL_APIENTRY Finish(void); +ANGLE_EXPORT void GL_APIENTRY Flush(void); +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* params); +ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint* params); +ANGLE_EXPORT GLenum GL_APIENTRY GetError(void); +ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat* params); +ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); +ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint* params); +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, GLvoid** 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, GLvoid* pixels); +ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler(void); +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 n, const GLuint* shaders, GLenum binaryformat, const GLvoid* 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 fail, GLenum zfail, GLenum zpass); +ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* 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 GLvoid* pixels); +ANGLE_EXPORT void GL_APIENTRY Uniform1f(GLint location, GLfloat x); +ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat* v); +ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint x); +ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint* v); +ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat x, GLfloat y); +ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat* v); +ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint x, GLint y); +ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint* v); +ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); +ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat* v); +ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint x, GLint y, GLint z); +ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint* v); +ANGLE_EXPORT void GL_APIENTRY Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat* v); +ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); +ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint* v); +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 indx, GLfloat x); +ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint indx, const GLfloat* values); +ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); +ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint indx, const GLfloat* values); +ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); +ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint indx, const GLfloat* values); +ANGLE_EXPORT void GL_APIENTRY VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint indx, const GLfloat* values); +ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); +ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height); + +} + +#endif // LIBGLESV2_ENTRYPOINTGLES20_H_ -- cgit v1.2.3