| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.xml. |
| // |
| // Copyright 2019 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. |
| // |
| // Context_gles_2_0_autogen.h: Creates a macro for interfaces in Context. |
| |
| #ifndef ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_ |
| #define ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_ |
| |
| #define ANGLE_GLES_2_0_CONTEXT_API \ |
| void activeTexture(GLenum texture); \ |
| void attachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked); \ |
| void bindAttribLocation(ShaderProgramID programPacked, GLuint index, const GLchar *name); \ |
| void bindBuffer(BufferBinding targetPacked, BufferID bufferPacked); \ |
| void bindFramebuffer(GLenum target, FramebufferID framebufferPacked); \ |
| void bindRenderbuffer(GLenum target, RenderbufferID renderbufferPacked); \ |
| void bindTexture(TextureType targetPacked, TextureID texturePacked); \ |
| void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ |
| void blendEquation(GLenum mode); \ |
| void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); \ |
| void blendFunc(GLenum sfactor, GLenum dfactor); \ |
| void blendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, \ |
| GLenum dfactorAlpha); \ |
| void bufferData(BufferBinding targetPacked, GLsizeiptr size, const void *data, \ |
| BufferUsage usagePacked); \ |
| void bufferSubData(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size, \ |
| const void *data); \ |
| GLenum checkFramebufferStatus(GLenum target); \ |
| void clear(GLbitfield mask); \ |
| void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ |
| void clearDepthf(GLfloat d); \ |
| void clearStencil(GLint s); \ |
| void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); \ |
| void compileShader(ShaderProgramID shaderPacked); \ |
| void compressedTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, \ |
| GLsizei width, GLsizei height, GLint border, GLsizei imageSize, \ |
| const void *data); \ |
| void compressedTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, \ |
| GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ |
| GLsizei imageSize, const void *data); \ |
| void copyTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, GLint x, \ |
| GLint y, GLsizei width, GLsizei height, GLint border); \ |
| void copyTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint x, GLint y, GLsizei width, GLsizei height); \ |
| GLuint createProgram(); \ |
| GLuint createShader(ShaderType typePacked); \ |
| void cullFace(CullFaceMode modePacked); \ |
| void deleteBuffers(GLsizei n, const BufferID *buffersPacked); \ |
| void deleteFramebuffers(GLsizei n, const FramebufferID *framebuffersPacked); \ |
| void deleteProgram(ShaderProgramID programPacked); \ |
| void deleteRenderbuffers(GLsizei n, const RenderbufferID *renderbuffersPacked); \ |
| void deleteShader(ShaderProgramID shaderPacked); \ |
| void deleteTextures(GLsizei n, const TextureID *texturesPacked); \ |
| void depthFunc(GLenum func); \ |
| void depthMask(GLboolean flag); \ |
| void depthRangef(GLfloat n, GLfloat f); \ |
| void detachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked); \ |
| void disable(GLenum cap); \ |
| void disableVertexAttribArray(GLuint index); \ |
| void drawArrays(PrimitiveMode modePacked, GLint first, GLsizei count); \ |
| void drawElements(PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, \ |
| const void *indices); \ |
| void enable(GLenum cap); \ |
| void enableVertexAttribArray(GLuint index); \ |
| void finish(); \ |
| void flush(); \ |
| void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, \ |
| RenderbufferID renderbufferPacked); \ |
| void framebufferTexture2D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \ |
| TextureID texturePacked, GLint level); \ |
| void frontFace(GLenum mode); \ |
| void genBuffers(GLsizei n, BufferID *buffersPacked); \ |
| void genFramebuffers(GLsizei n, FramebufferID *framebuffersPacked); \ |
| void genRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \ |
| void genTextures(GLsizei n, TextureID *texturesPacked); \ |
| void generateMipmap(TextureType targetPacked); \ |
| void getActiveAttrib(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \ |
| GLsizei *length, GLint *size, GLenum *type, GLchar *name); \ |
| void getActiveUniform(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \ |
| GLsizei *length, GLint *size, GLenum *type, GLchar *name); \ |
| void getAttachedShaders(ShaderProgramID programPacked, GLsizei maxCount, GLsizei *count, \ |
| ShaderProgramID *shadersPacked); \ |
| GLint getAttribLocation(ShaderProgramID programPacked, const GLchar *name); \ |
| void getBooleanv(GLenum pname, GLboolean *data); \ |
| void getBufferParameteriv(BufferBinding targetPacked, GLenum pname, GLint *params); \ |
| GLenum getError(); \ |
| void getFloatv(GLenum pname, GLfloat *data); \ |
| void getFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, \ |
| GLint *params); \ |
| void getIntegerv(GLenum pname, GLint *data); \ |
| void getProgramInfoLog(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, \ |
| GLchar *infoLog); \ |
| void getProgramiv(ShaderProgramID programPacked, GLenum pname, GLint *params); \ |
| void getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); \ |
| void getShaderInfoLog(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length, \ |
| GLchar *infoLog); \ |
| void getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, \ |
| GLint *precision); \ |
| void getShaderSource(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length, \ |
| GLchar *source); \ |
| void getShaderiv(ShaderProgramID shaderPacked, GLenum pname, GLint *params); \ |
| const GLubyte *getString(GLenum name); \ |
| void getTexParameterfv(TextureType targetPacked, GLenum pname, GLfloat *params); \ |
| void getTexParameteriv(TextureType targetPacked, GLenum pname, GLint *params); \ |
| GLint getUniformLocation(ShaderProgramID programPacked, const GLchar *name); \ |
| void getUniformfv(ShaderProgramID programPacked, GLint location, GLfloat *params); \ |
| void getUniformiv(ShaderProgramID programPacked, GLint location, GLint *params); \ |
| void getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); \ |
| void getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); \ |
| void getVertexAttribiv(GLuint index, GLenum pname, GLint *params); \ |
| void hint(GLenum target, GLenum mode); \ |
| GLboolean isBuffer(BufferID bufferPacked); \ |
| GLboolean isEnabled(GLenum cap); \ |
| GLboolean isFramebuffer(FramebufferID framebufferPacked); \ |
| GLboolean isProgram(ShaderProgramID programPacked); \ |
| GLboolean isRenderbuffer(RenderbufferID renderbufferPacked); \ |
| GLboolean isShader(ShaderProgramID shaderPacked); \ |
| GLboolean isTexture(TextureID texturePacked); \ |
| void lineWidth(GLfloat width); \ |
| void linkProgram(ShaderProgramID programPacked); \ |
| void pixelStorei(GLenum pname, GLint param); \ |
| void polygonOffset(GLfloat factor, GLfloat units); \ |
| void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, \ |
| void *pixels); \ |
| void releaseShaderCompiler(); \ |
| void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); \ |
| void sampleCoverage(GLfloat value, GLboolean invert); \ |
| void scissor(GLint x, GLint y, GLsizei width, GLsizei height); \ |
| void shaderBinary(GLsizei count, const ShaderProgramID *shadersPacked, GLenum binaryformat, \ |
| const void *binary, GLsizei length); \ |
| void shaderSource(ShaderProgramID shaderPacked, GLsizei count, const GLchar *const *string, \ |
| const GLint *length); \ |
| void stencilFunc(GLenum func, GLint ref, GLuint mask); \ |
| void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); \ |
| void stencilMask(GLuint mask); \ |
| void stencilMaskSeparate(GLenum face, GLuint mask); \ |
| void stencilOp(GLenum fail, GLenum zfail, GLenum zpass); \ |
| void stencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); \ |
| void texImage2D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, \ |
| GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); \ |
| void texParameterf(TextureType targetPacked, GLenum pname, GLfloat param); \ |
| void texParameterfv(TextureType targetPacked, GLenum pname, const GLfloat *params); \ |
| void texParameteri(TextureType targetPacked, GLenum pname, GLint param); \ |
| void texParameteriv(TextureType targetPacked, GLenum pname, const GLint *params); \ |
| void texSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLsizei width, GLsizei height, GLenum format, GLenum type, \ |
| const void *pixels); \ |
| void uniform1f(GLint location, GLfloat v0); \ |
| void uniform1fv(GLint location, GLsizei count, const GLfloat *value); \ |
| void uniform1i(GLint location, GLint v0); \ |
| void uniform1iv(GLint location, GLsizei count, const GLint *value); \ |
| void uniform2f(GLint location, GLfloat v0, GLfloat v1); \ |
| void uniform2fv(GLint location, GLsizei count, const GLfloat *value); \ |
| void uniform2i(GLint location, GLint v0, GLint v1); \ |
| void uniform2iv(GLint location, GLsizei count, const GLint *value); \ |
| void uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); \ |
| void uniform3fv(GLint location, GLsizei count, const GLfloat *value); \ |
| void uniform3i(GLint location, GLint v0, GLint v1, GLint v2); \ |
| void uniform3iv(GLint location, GLsizei count, const GLint *value); \ |
| void uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); \ |
| void uniform4fv(GLint location, GLsizei count, const GLfloat *value); \ |
| void uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); \ |
| void uniform4iv(GLint location, GLsizei count, const GLint *value); \ |
| void uniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| void uniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| void uniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| void useProgram(ShaderProgramID programPacked); \ |
| void validateProgram(ShaderProgramID programPacked); \ |
| void vertexAttrib1f(GLuint index, GLfloat x); \ |
| void vertexAttrib1fv(GLuint index, const GLfloat *v); \ |
| void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y); \ |
| void vertexAttrib2fv(GLuint index, const GLfloat *v); \ |
| void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); \ |
| void vertexAttrib3fv(GLuint index, const GLfloat *v); \ |
| void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ |
| void vertexAttrib4fv(GLuint index, const GLfloat *v); \ |
| void vertexAttribPointer(GLuint index, GLint size, VertexAttribType typePacked, \ |
| GLboolean normalized, GLsizei stride, const void *pointer); \ |
| void viewport(GLint x, GLint y, GLsizei width, GLsizei height); |
| |
| #endif // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_ |