/* * Copyright 2024 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLCoreFunctions_DEFINED #define GrGLCoreFunctions_DEFINED // // https://www.khronos.org/registry/EGL/extensions/KHR/EGL_KHR_get_all_proc_addresses.txt // eglGetProcAddress() is not guaranteed to support the querying of non-extension EGL functions. // // This applies macro "M" to each core function name used by Skia. // #define GR_GL_CORE_FUNCTIONS_EACH(M) \ M(eglGetCurrentDisplay) \ M(eglQueryString) \ M(glActiveTexture) \ M(glAttachShader) \ M(glBindAttribLocation) \ M(glBindBuffer) \ M(glBindFramebuffer) \ M(glBindRenderbuffer) \ M(glBindTexture) \ M(glBlendColor) \ M(glBlendEquation) \ M(glBlendFunc) \ M(glBufferData) \ M(glBufferSubData) \ M(glCheckFramebufferStatus) \ M(glClear) \ M(glClearColor) \ M(glClearStencil) \ M(glColorMask) \ M(glCompileShader) \ M(glCompressedTexImage2D) \ M(glCompressedTexSubImage2D) \ M(glCopyTexSubImage2D) \ M(glCreateProgram) \ M(glCreateShader) \ M(glCullFace) \ M(glDeleteBuffers) \ M(glDeleteFramebuffers) \ M(glDeleteProgram) \ M(glDeleteRenderbuffers) \ M(glDeleteShader) \ M(glDeleteTextures) \ M(glDepthMask) \ M(glDisable) \ M(glDisableVertexAttribArray) \ M(glDrawArrays) \ M(glDrawElements) \ M(glEnable) \ M(glEnableVertexAttribArray) \ M(glFinish) \ M(glFlush) \ M(glFramebufferRenderbuffer) \ M(glFramebufferTexture2D) \ M(glFrontFace) \ M(glGenBuffers) \ M(glGenFramebuffers) \ M(glGenRenderbuffers) \ M(glGenTextures) \ M(glGenerateMipmap) \ M(glGetBufferParameteriv) \ M(glGetError) \ M(glGetFramebufferAttachmentParameteriv) \ M(glGetIntegerv) \ M(glGetProgramInfoLog) \ M(glGetProgramiv) \ M(glGetRenderbufferParameteriv) \ M(glGetShaderInfoLog) \ M(glGetShaderPrecisionFormat) \ M(glGetShaderiv) \ M(glGetString) \ M(glGetUniformLocation) \ M(glIsTexture) \ M(glLineWidth) \ M(glLinkProgram) \ M(glPixelStorei) \ M(glReadPixels) \ M(glRenderbufferStorage) \ M(glScissor) \ M(glShaderSource) \ M(glStencilFunc) \ M(glStencilFuncSeparate) \ M(glStencilMask) \ M(glStencilMaskSeparate) \ M(glStencilOp) \ M(glStencilOpSeparate) \ M(glTexImage2D) \ M(glTexParameterf) \ M(glTexParameterfv) \ M(glTexParameteri) \ M(glTexParameteriv) \ M(glTexSubImage2D) \ M(glUniform1f) \ M(glUniform1fv) \ M(glUniform1i) \ M(glUniform1iv) \ M(glUniform2f) \ M(glUniform2fv) \ M(glUniform2i) \ M(glUniform2iv) \ M(glUniform3f) \ M(glUniform3fv) \ M(glUniform3i) \ M(glUniform3iv) \ M(glUniform4f) \ M(glUniform4fv) \ M(glUniform4i) \ M(glUniform4iv) \ M(glUniformMatrix2fv) \ M(glUniformMatrix3fv) \ M(glUniformMatrix4fv) \ M(glUseProgram) \ M(glVertexAttrib1f) \ M(glVertexAttrib2fv) \ M(glVertexAttrib3fv) \ M(glVertexAttrib4fv) \ M(glVertexAttribPointer) \ M(glViewport) #endif