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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_1_autogen.h: Creates a macro for interfaces in Context.
9 
10 #ifndef ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_
11 #define ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_
12 
13 #define ANGLE_GLES_3_1_CONTEXT_API                                                                 \
14     void activeShaderProgram(ProgramPipelineID pipelinePacked, ShaderProgramID programPacked);     \
15     void bindImageTexture(GLuint unit, TextureID texturePacked, GLint level, GLboolean layered,    \
16                           GLint layer, GLenum access, GLenum format);                              \
17     void bindProgramPipeline(ProgramPipelineID pipelinePacked);                                    \
18     void bindVertexBuffer(GLuint bindingindex, BufferID bufferPacked, GLintptr offset,             \
19                           GLsizei stride);                                                         \
20     GLuint createShaderProgramv(ShaderType typePacked, GLsizei count,                              \
21                                 const GLchar *const *strings);                                     \
22     void deleteProgramPipelines(GLsizei n, const ProgramPipelineID *pipelinesPacked);              \
23     void dispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);           \
24     void dispatchComputeIndirect(GLintptr indirect);                                               \
25     void drawArraysIndirect(PrimitiveMode modePacked, const void *indirect);                       \
26     void drawElementsIndirect(PrimitiveMode modePacked, DrawElementsType typePacked,               \
27                               const void *indirect);                                               \
28     void framebufferParameteri(GLenum target, GLenum pname, GLint param);                          \
29     void genProgramPipelines(GLsizei n, ProgramPipelineID *pipelinesPacked);                       \
30     void getBooleani_v(GLenum target, GLuint index, GLboolean *data);                              \
31     void getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);                    \
32     void getMultisamplefv(GLenum pname, GLuint index, GLfloat *val);                               \
33     void getProgramInterfaceiv(ShaderProgramID programPacked, GLenum programInterface,             \
34                                GLenum pname, GLint *params);                                       \
35     void getProgramPipelineInfoLog(ProgramPipelineID pipelinePacked, GLsizei bufSize,              \
36                                    GLsizei *length, GLchar *infoLog);                              \
37     void getProgramPipelineiv(ProgramPipelineID pipelinePacked, GLenum pname, GLint *params);      \
38     GLuint getProgramResourceIndex(ShaderProgramID programPacked, GLenum programInterface,         \
39                                    const GLchar *name);                                            \
40     GLint getProgramResourceLocation(ShaderProgramID programPacked, GLenum programInterface,       \
41                                      const GLchar *name);                                          \
42     void getProgramResourceName(ShaderProgramID programPacked, GLenum programInterface,            \
43                                 GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);     \
44     void getProgramResourceiv(ShaderProgramID programPacked, GLenum programInterface,              \
45                               GLuint index, GLsizei propCount, const GLenum *props,                \
46                               GLsizei bufSize, GLsizei *length, GLint *params);                    \
47     void getTexLevelParameterfv(TextureTarget targetPacked, GLint level, GLenum pname,             \
48                                 GLfloat *params);                                                  \
49     void getTexLevelParameteriv(TextureTarget targetPacked, GLint level, GLenum pname,             \
50                                 GLint *params);                                                    \
51     GLboolean isProgramPipeline(ProgramPipelineID pipelinePacked) const;                           \
52     void memoryBarrier(GLbitfield barriers);                                                       \
53     void memoryBarrierByRegion(GLbitfield barriers);                                               \
54     void programUniform1f(ShaderProgramID programPacked, UniformLocation locationPacked,           \
55                           GLfloat v0);                                                             \
56     void programUniform1fv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
57                            GLsizei count, const GLfloat *value);                                   \
58     void programUniform1i(ShaderProgramID programPacked, UniformLocation locationPacked,           \
59                           GLint v0);                                                               \
60     void programUniform1iv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
61                            GLsizei count, const GLint *value);                                     \
62     void programUniform1ui(ShaderProgramID programPacked, UniformLocation locationPacked,          \
63                            GLuint v0);                                                             \
64     void programUniform1uiv(ShaderProgramID programPacked, UniformLocation locationPacked,         \
65                             GLsizei count, const GLuint *value);                                   \
66     void programUniform2f(ShaderProgramID programPacked, UniformLocation locationPacked,           \
67                           GLfloat v0, GLfloat v1);                                                 \
68     void programUniform2fv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
69                            GLsizei count, const GLfloat *value);                                   \
70     void programUniform2i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
71                           GLint v1);                                                               \
72     void programUniform2iv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
73                            GLsizei count, const GLint *value);                                     \
74     void programUniform2ui(ShaderProgramID programPacked, UniformLocation locationPacked,          \
75                            GLuint v0, GLuint v1);                                                  \
76     void programUniform2uiv(ShaderProgramID programPacked, UniformLocation locationPacked,         \
77                             GLsizei count, const GLuint *value);                                   \
78     void programUniform3f(ShaderProgramID programPacked, UniformLocation locationPacked,           \
79                           GLfloat v0, GLfloat v1, GLfloat v2);                                     \
80     void programUniform3fv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
81                            GLsizei count, const GLfloat *value);                                   \
82     void programUniform3i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
83                           GLint v1, GLint v2);                                                     \
84     void programUniform3iv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
85                            GLsizei count, const GLint *value);                                     \
86     void programUniform3ui(ShaderProgramID programPacked, UniformLocation locationPacked,          \
87                            GLuint v0, GLuint v1, GLuint v2);                                       \
88     void programUniform3uiv(ShaderProgramID programPacked, UniformLocation locationPacked,         \
89                             GLsizei count, const GLuint *value);                                   \
90     void programUniform4f(ShaderProgramID programPacked, UniformLocation locationPacked,           \
91                           GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);                         \
92     void programUniform4fv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
93                            GLsizei count, const GLfloat *value);                                   \
94     void programUniform4i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
95                           GLint v1, GLint v2, GLint v3);                                           \
96     void programUniform4iv(ShaderProgramID programPacked, UniformLocation locationPacked,          \
97                            GLsizei count, const GLint *value);                                     \
98     void programUniform4ui(ShaderProgramID programPacked, UniformLocation locationPacked,          \
99                            GLuint v0, GLuint v1, GLuint v2, GLuint v3);                            \
100     void programUniform4uiv(ShaderProgramID programPacked, UniformLocation locationPacked,         \
101                             GLsizei count, const GLuint *value);                                   \
102     void programUniformMatrix2fv(ShaderProgramID programPacked, UniformLocation locationPacked,    \
103                                  GLsizei count, GLboolean transpose, const GLfloat *value);        \
104     void programUniformMatrix2x3fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
105                                    GLsizei count, GLboolean transpose, const GLfloat *value);      \
106     void programUniformMatrix2x4fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
107                                    GLsizei count, GLboolean transpose, const GLfloat *value);      \
108     void programUniformMatrix3fv(ShaderProgramID programPacked, UniformLocation locationPacked,    \
109                                  GLsizei count, GLboolean transpose, const GLfloat *value);        \
110     void programUniformMatrix3x2fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
111                                    GLsizei count, GLboolean transpose, const GLfloat *value);      \
112     void programUniformMatrix3x4fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
113                                    GLsizei count, GLboolean transpose, const GLfloat *value);      \
114     void programUniformMatrix4fv(ShaderProgramID programPacked, UniformLocation locationPacked,    \
115                                  GLsizei count, GLboolean transpose, const GLfloat *value);        \
116     void programUniformMatrix4x2fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
117                                    GLsizei count, GLboolean transpose, const GLfloat *value);      \
118     void programUniformMatrix4x3fv(ShaderProgramID programPacked, UniformLocation locationPacked,  \
119                                    GLsizei count, GLboolean transpose, const GLfloat *value);      \
120     void sampleMaski(GLuint maskNumber, GLbitfield mask);                                          \
121     void texStorage2DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \
122                                  GLsizei width, GLsizei height, GLboolean fixedsamplelocations);   \
123     void useProgramStages(ProgramPipelineID pipelinePacked, GLbitfield stages,                     \
124                           ShaderProgramID programPacked);                                          \
125     void validateProgramPipeline(ProgramPipelineID pipelinePacked);                                \
126     void vertexAttribBinding(GLuint attribindex, GLuint bindingindex);                             \
127     void vertexAttribFormat(GLuint attribindex, GLint size, VertexAttribType typePacked,           \
128                             GLboolean normalized, GLuint relativeoffset);                          \
129     void vertexAttribIFormat(GLuint attribindex, GLint size, VertexAttribType typePacked,          \
130                              GLuint relativeoffset);                                               \
131     void vertexBindingDivisor(GLuint bindingindex, GLuint divisor);
132 
133 #endif  // ANGLE_CONTEXT_API_3_1_AUTOGEN_H_
134