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1 // GENERATED FILE - DO NOT EDIT.
2 // Generated by generate_entry_points.py using data from gl.xml.
3 //
4 // Copyright 2020 The ANGLE Project Authors. All rights reserved.
5 // Use of this source code is governed by a BSD-style license that can be
6 // found in the LICENSE file.
7 //
8 // Context_gles_3_0_autogen.h: Creates a macro for interfaces in Context.
9 
10 #ifndef ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_
11 #define ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_
12 
13 #define ANGLE_GLES_3_0_CONTEXT_API                                                                 \
14     void beginQuery(QueryType targetPacked, QueryID idPacked);                                     \
15     void beginTransformFeedback(PrimitiveMode primitiveModePacked);                                \
16     void bindBufferBase(BufferBinding targetPacked, GLuint index, BufferID bufferPacked);          \
17     void bindBufferRange(BufferBinding targetPacked, GLuint index, BufferID bufferPacked,          \
18                          GLintptr offset, GLsizeiptr size);                                        \
19     void bindSampler(GLuint unit, SamplerID samplerPacked);                                        \
20     void bindTransformFeedback(GLenum target, TransformFeedbackID idPacked);                       \
21     void bindVertexArray(VertexArrayID arrayPacked);                                               \
22     void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0,          \
23                          GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);   \
24     void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);             \
25     void clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);                     \
26     void clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);                       \
27     void clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);                     \
28     GLenum clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);                        \
29     void compressedTexImage3D(TextureTarget targetPacked, GLint level, GLenum internalformat,      \
30                               GLsizei width, GLsizei height, GLsizei depth, GLint border,          \
31                               GLsizei imageSize, const void *data);                                \
32     void compressedTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset,           \
33                                  GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,      \
34                                  GLsizei depth, GLenum format, GLsizei imageSize,                  \
35                                  const void *data);                                                \
36     void copyBufferSubData(BufferBinding readTargetPacked, BufferBinding writeTargetPacked,        \
37                            GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);            \
38     void copyTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,  \
39                            GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);        \
40     void deleteQueries(GLsizei n, const QueryID *idsPacked);                                       \
41     void deleteSamplers(GLsizei count, const SamplerID *samplersPacked);                           \
42     void deleteSync(GLsync sync);                                                                  \
43     void deleteTransformFeedbacks(GLsizei n, const TransformFeedbackID *idsPacked);                \
44     void deleteVertexArrays(GLsizei n, const VertexArrayID *arraysPacked);                         \
45     void drawArraysInstanced(PrimitiveMode modePacked, GLint first, GLsizei count,                 \
46                              GLsizei instancecount);                                               \
47     void drawBuffers(GLsizei n, const GLenum *bufs);                                               \
48     void drawElementsInstanced(PrimitiveMode modePacked, GLsizei count,                            \
49                                DrawElementsType typePacked, const void *indices,                   \
50                                GLsizei instancecount);                                             \
51     void drawRangeElements(PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count,      \
52                            DrawElementsType typePacked, const void *indices);                      \
53     void endQuery(QueryType targetPacked);                                                         \
54     void endTransformFeedback();                                                                   \
55     GLsync fenceSync(GLenum condition, GLbitfield flags);                                          \
56     void flushMappedBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length);   \
57     void framebufferTextureLayer(GLenum target, GLenum attachment, TextureID texturePacked,        \
58                                  GLint level, GLint layer);                                        \
59     void genQueries(GLsizei n, QueryID *idsPacked);                                                \
60     void genSamplers(GLsizei count, SamplerID *samplersPacked);                                    \
61     void genTransformFeedbacks(GLsizei n, TransformFeedbackID *idsPacked);                         \
62     void genVertexArrays(GLsizei n, VertexArrayID *arraysPacked);                                  \
63     void getActiveUniformBlockName(ShaderProgramID programPacked, GLuint uniformBlockIndex,        \
64                                    GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);    \
65     void getActiveUniformBlockiv(ShaderProgramID programPacked, GLuint uniformBlockIndex,          \
66                                  GLenum pname, GLint *params);                                     \
67     void getActiveUniformsiv(ShaderProgramID programPacked, GLsizei uniformCount,                  \
68                              const GLuint *uniformIndices, GLenum pname, GLint *params);           \
69     void getBufferParameteri64v(BufferBinding targetPacked, GLenum pname, GLint64 *params);        \
70     void getBufferPointerv(BufferBinding targetPacked, GLenum pname, void **params);               \
71     GLint getFragDataLocation(ShaderProgramID programPacked, const GLchar *name);                  \
72     void getInteger64i_v(GLenum target, GLuint index, GLint64 *data);                              \
73     void getInteger64v(GLenum pname, GLint64 *data);                                               \
74     void getIntegeri_v(GLenum target, GLuint index, GLint *data);                                  \
75     void getInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize,  \
76                              GLint *params);                                                       \
77     void getProgramBinary(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length,         \
78                           GLenum *binaryFormat, void *binary);                                     \
79     void getQueryObjectuiv(QueryID idPacked, GLenum pname, GLuint *params);                        \
80     void getQueryiv(QueryType targetPacked, GLenum pname, GLint *params);                          \
81     void getSamplerParameterfv(SamplerID samplerPacked, GLenum pname, GLfloat *params);            \
82     void getSamplerParameteriv(SamplerID samplerPacked, GLenum pname, GLint *params);              \
83     const GLubyte *getStringi(GLenum name, GLuint index);                                          \
84     void getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);    \
85     void getTransformFeedbackVarying(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \
86                                      GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);  \
87     GLuint getUniformBlockIndex(ShaderProgramID programPacked, const GLchar *uniformBlockName);    \
88     void getUniformIndices(ShaderProgramID programPacked, GLsizei uniformCount,                    \
89                            const GLchar *const *uniformNames, GLuint *uniformIndices);             \
90     void getUniformuiv(ShaderProgramID programPacked, UniformLocation locationPacked,              \
91                        GLuint *params);                                                            \
92     void getVertexAttribIiv(GLuint index, GLenum pname, GLint *params);                            \
93     void getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);                          \
94     void invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);  \
95     void invalidateSubFramebuffer(GLenum target, GLsizei numAttachments,                           \
96                                   const GLenum *attachments, GLint x, GLint y, GLsizei width,      \
97                                   GLsizei height);                                                 \
98     GLboolean isQuery(QueryID idPacked) const;                                                     \
99     GLboolean isSampler(SamplerID samplerPacked) const;                                            \
100     GLboolean isSync(GLsync sync) const;                                                           \
101     GLboolean isTransformFeedback(TransformFeedbackID idPacked) const;                             \
102     GLboolean isVertexArray(VertexArrayID arrayPacked) const;                                      \
103     void *mapBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length,           \
104                          GLbitfield access);                                                       \
105     void pauseTransformFeedback();                                                                 \
106     void programBinary(ShaderProgramID programPacked, GLenum binaryFormat, const void *binary,     \
107                        GLsizei length);                                                            \
108     void programParameteri(ShaderProgramID programPacked, GLenum pname, GLint value);              \
109     void readBuffer(GLenum src);                                                                   \
110     void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,     \
111                                         GLsizei width, GLsizei height);                            \
112     void resumeTransformFeedback();                                                                \
113     void samplerParameterf(SamplerID samplerPacked, GLenum pname, GLfloat param);                  \
114     void samplerParameterfv(SamplerID samplerPacked, GLenum pname, const GLfloat *param);          \
115     void samplerParameteri(SamplerID samplerPacked, GLenum pname, GLint param);                    \
116     void samplerParameteriv(SamplerID samplerPacked, GLenum pname, const GLint *param);            \
117     void texImage3D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width,  \
118                     GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type,       \
119                     const void *pixels);                                                           \
120     void texStorage2D(TextureType targetPacked, GLsizei levels, GLenum internalformat,             \
121                       GLsizei width, GLsizei height);                                              \
122     void texStorage3D(TextureType targetPacked, GLsizei levels, GLenum internalformat,             \
123                       GLsizei width, GLsizei height, GLsizei depth);                               \
124     void texSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,      \
125                        GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, \
126                        GLenum type, const void *pixels);                                           \
127     void transformFeedbackVaryings(ShaderProgramID programPacked, GLsizei count,                   \
128                                    const GLchar *const *varyings, GLenum bufferMode);              \
129     void uniform1ui(UniformLocation locationPacked, GLuint v0);                                    \
130     void uniform1uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value);          \
131     void uniform2ui(UniformLocation locationPacked, GLuint v0, GLuint v1);                         \
132     void uniform2uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value);          \
133     void uniform3ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2);              \
134     void uniform3uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value);          \
135     void uniform4ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3);   \
136     void uniform4uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value);          \
137     void uniformBlockBinding(ShaderProgramID programPacked, GLuint uniformBlockIndex,              \
138                              GLuint uniformBlockBinding);                                          \
139     void uniformMatrix2x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
140                             const GLfloat *value);                                                 \
141     void uniformMatrix2x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
142                             const GLfloat *value);                                                 \
143     void uniformMatrix3x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
144                             const GLfloat *value);                                                 \
145     void uniformMatrix3x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
146                             const GLfloat *value);                                                 \
147     void uniformMatrix4x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
148                             const GLfloat *value);                                                 \
149     void uniformMatrix4x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,    \
150                             const GLfloat *value);                                                 \
151     GLboolean unmapBuffer(BufferBinding targetPacked);                                             \
152     void vertexAttribDivisor(GLuint index, GLuint divisor);                                        \
153     void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);                        \
154     void vertexAttribI4iv(GLuint index, const GLint *v);                                           \
155     void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);                   \
156     void vertexAttribI4uiv(GLuint index, const GLuint *v);                                         \
157     void vertexAttribIPointer(GLuint index, GLint size, VertexAttribType typePacked,               \
158                               GLsizei stride, const void *pointer);                                \
159     void waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
160 
161 #endif  // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_
162