Commit 0be3f296 by Jamie Madill Committed by Commit Bot

Entry Points: Combine desktop GL minor versions.

This reduces the proliferation of small entry point files. Bug: angleproject:2621 Change-Id: Ib882fd9e32e165279439d5d6cab7205eae0732ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2566592 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarCody Northrop <cnorthrop@google.com> Reviewed-by: 's avatarTim Van Patten <timvp@google.com>
parent 6edaf098
......@@ -8,7 +8,7 @@
"scripts/entry_point_packed_gl_enums.json":
"846be5dc8cb36076207699b025633fcc",
"scripts/generate_entry_points.py":
"7661672a3ebfe1f07064f07d26a8f012",
"88ea1b9bfa43ca1f3083622fe2fa42d2",
"scripts/gl.xml":
"f66967f3f3d696b5d8306fd80bbd49a8",
"scripts/gl_angle_ext.xml":
......@@ -21,44 +21,14 @@
"03ba77bead4d849bf18f68d98b629ea2",
"src/common/entry_points_enum_autogen.h":
"ec4412660757ad500bf4c4aa5872b5b8",
"src/libANGLE/Context_gl_1_0_autogen.h":
"fa315eea66889530dcca311d90490d3b",
"src/libANGLE/Context_gl_1_1_autogen.h":
"84e4bd8f13ae8274ae9072d761afd043",
"src/libANGLE/Context_gl_1_2_autogen.h":
"d51eeadcb8d4824e01db4c3bdcd19c64",
"src/libANGLE/Context_gl_1_3_autogen.h":
"4a126b1d10a5af02676e5f74494535a4",
"src/libANGLE/Context_gl_1_4_autogen.h":
"eca01aa547e2f24d2caeb945f2bca9c9",
"src/libANGLE/Context_gl_1_5_autogen.h":
"35533281995d8b77d0f3e13dad3aa101",
"src/libANGLE/Context_gl_2_0_autogen.h":
"1208793161611291014912e5340c9b93",
"src/libANGLE/Context_gl_2_1_autogen.h":
"c1c72e57fcacc8bfd3ae9c3471d9e95a",
"src/libANGLE/Context_gl_3_0_autogen.h":
"19f4ee6e5c2496522eb597e845e6e435",
"src/libANGLE/Context_gl_3_1_autogen.h":
"d1d4f7055bc57ff391b8cd6ad25b9d10",
"src/libANGLE/Context_gl_3_2_autogen.h":
"83fba660b460665d296a29de1db5dcf6",
"src/libANGLE/Context_gl_3_3_autogen.h":
"6e8d776e94883ab254a5c37db1330754",
"src/libANGLE/Context_gl_4_0_autogen.h":
"22267e42b16a48f21dadfff565d2a6f3",
"src/libANGLE/Context_gl_4_1_autogen.h":
"fe1e928d27ec166a507d4a59a85c196c",
"src/libANGLE/Context_gl_4_2_autogen.h":
"6a77d507af0454802201ca553f06cc0b",
"src/libANGLE/Context_gl_4_3_autogen.h":
"fbc402c961d759be5e221a84a9cb5d65",
"src/libANGLE/Context_gl_4_4_autogen.h":
"f723877386ca9277ac4acea820a0d7f1",
"src/libANGLE/Context_gl_4_5_autogen.h":
"f06e102c161b2804caaa943027f157ad",
"src/libANGLE/Context_gl_4_6_autogen.h":
"738e344919d9a867e8823cbf52d10394",
"src/libANGLE/Context_gl_1_autogen.h":
"6be1391ee21b3754d9e9c512255d4c5d",
"src/libANGLE/Context_gl_2_autogen.h":
"d6e875a405946a968dc565e58c13c8c0",
"src/libANGLE/Context_gl_3_autogen.h":
"cf9b149f033b1349409c0b4ee4042bdd",
"src/libANGLE/Context_gl_4_autogen.h":
"9da23209dab55973211922dea50d7754",
"src/libANGLE/Context_gles_1_0_autogen.h":
"51fce95acbf8de72d21255adbbe0e8cd",
"src/libANGLE/Context_gles_2_0_autogen.h":
......@@ -115,126 +85,36 @@
"86ba503835328438158d9a464943f3bd",
"src/libANGLE/validationESEXT_autogen.h":
"5849c361184e2b3e602a6b42e5bfbdc3",
"src/libANGLE/validationGL11_autogen.h":
"aadd145c1404de9c34d6b7c00404f10f",
"src/libANGLE/validationGL12_autogen.h":
"830d840fc8bb395161e630cc1018178b",
"src/libANGLE/validationGL13_autogen.h":
"27f2e9b41b8f2ef431312a148a75531a",
"src/libANGLE/validationGL14_autogen.h":
"bfea625a8bb8b8d1eeb41eb8ab30d4b4",
"src/libANGLE/validationGL15_autogen.h":
"a8e28b3bfe16fc58f4e404a73e590469",
"src/libANGLE/validationGL1_autogen.h":
"06018b9d3749bb65f59caa694175df98",
"src/libANGLE/validationGL21_autogen.h":
"e8fbcf4149d939eac029eab87d78a6ea",
"439f8ea26dc37ee6608100f4c6f9205c",
"src/libANGLE/validationGL2_autogen.h":
"d4838ffcbbec95e59ce134c5fb203dc3",
"src/libANGLE/validationGL31_autogen.h":
"d37df5e87e5a43c169554bcff5225f2c",
"src/libANGLE/validationGL32_autogen.h":
"ba2884ada6a1576af332621af63faf0f",
"src/libANGLE/validationGL33_autogen.h":
"192adeb93d903c166bf36c847428a902",
"287405881447aff5c6c05d99799c0a63",
"src/libANGLE/validationGL3_autogen.h":
"7cefaa9e5568cb86df01371ad5390a29",
"src/libANGLE/validationGL41_autogen.h":
"f92033868e2a6ecf707b730c70d44f2c",
"src/libANGLE/validationGL42_autogen.h":
"9bbc3bc1a2b89ca62bf219bc15903ec9",
"src/libANGLE/validationGL43_autogen.h":
"0d05f9873cb5c65b0c68a60423e9c724",
"src/libANGLE/validationGL44_autogen.h":
"658f2758447628218db4547a27210b0e",
"src/libANGLE/validationGL45_autogen.h":
"a0af5104f0d3949c9d945387d11e6302",
"src/libANGLE/validationGL46_autogen.h":
"46f74a3b19fd7e243ddd47a7478ae818",
"967a8367b8ed2330cd942f714840491e",
"src/libANGLE/validationGL4_autogen.h":
"cbe3f917024a93a3adcbd2806f3e951f",
"db77968c46394c58896f085265182ffa",
"src/libEGL/libEGL_autogen.cpp":
"e6a94332f3bbea212b9a5df9654b59f8",
"src/libEGL/libEGL_autogen.def":
"3f504d6280dc1d847bc2dedc51fa2640",
"src/libGL/entry_points_gl_1_0_autogen.cpp":
"cccd1df8c0785f1951cb95577b1355c5",
"src/libGL/entry_points_gl_1_0_autogen.h":
"4ff00afc21780bc6c138b5431a2d067c",
"src/libGL/entry_points_gl_1_1_autogen.cpp":
"f85f15b7f9c77576e587f310d9103b5c",
"src/libGL/entry_points_gl_1_1_autogen.h":
"570a839bb336d8f5f83d3b50fe49411a",
"src/libGL/entry_points_gl_1_2_autogen.cpp":
"863d5185d80707cf405a7470c8d8d19e",
"src/libGL/entry_points_gl_1_2_autogen.h":
"3f52187f299fe96672384e1646f4a1cb",
"src/libGL/entry_points_gl_1_3_autogen.cpp":
"cd7437a35dda1bc5fb8d86804edce1fb",
"src/libGL/entry_points_gl_1_3_autogen.h":
"5ea36d869b82a824d5f290625c4ea052",
"src/libGL/entry_points_gl_1_4_autogen.cpp":
"ad85ebc4ec55e1e3d508cbef5351e5d3",
"src/libGL/entry_points_gl_1_4_autogen.h":
"2c5d31ca248507a024e4724c74283ec4",
"src/libGL/entry_points_gl_1_5_autogen.cpp":
"0ed918d8bf3ffcaccc4581fa11e26bee",
"src/libGL/entry_points_gl_1_5_autogen.h":
"978457aa9a40e427846b6dea24608903",
"src/libGL/entry_points_gl_2_0_autogen.cpp":
"716371dadff9415f51d9bdc6e5564d09",
"src/libGL/entry_points_gl_2_0_autogen.h":
"41b0cd064167fac84bcdb1896a275b1b",
"src/libGL/entry_points_gl_2_1_autogen.cpp":
"5776610de7ba0a2b40a7236e0bba11b6",
"src/libGL/entry_points_gl_2_1_autogen.h":
"1da48dec560ea5ff8cadf4d0b6bfde1c",
"src/libGL/entry_points_gl_3_0_autogen.cpp":
"0a11ccbc078ab6447383412448248fa8",
"src/libGL/entry_points_gl_3_0_autogen.h":
"0fad8005f23815beb8ee9b3797c00b83",
"src/libGL/entry_points_gl_3_1_autogen.cpp":
"d5cc050b6a958675e9e89c6da3bd2ed1",
"src/libGL/entry_points_gl_3_1_autogen.h":
"a68ff6c69f0ce95d9730e22bb4c63366",
"src/libGL/entry_points_gl_3_2_autogen.cpp":
"1a796d1c5de778865c78aadf2fbf5f72",
"src/libGL/entry_points_gl_3_2_autogen.h":
"f162c4e93a64ab2e43048a0937f7c46f",
"src/libGL/entry_points_gl_3_3_autogen.cpp":
"efbca93c2b5f7dba67c0d8eb13faef8e",
"src/libGL/entry_points_gl_3_3_autogen.h":
"51c0e4f074c85447f5d910c63b9ea61c",
"src/libGL/entry_points_gl_4_0_autogen.cpp":
"7313ef950492b3b1046eed27195b6990",
"src/libGL/entry_points_gl_4_0_autogen.h":
"35d611138951cebc29db99c9bf3a9e5f",
"src/libGL/entry_points_gl_4_1_autogen.cpp":
"1b95df2130b547d42729ac3c7ac7ed69",
"src/libGL/entry_points_gl_4_1_autogen.h":
"beec6659a3a77695dad66df90717c6ba",
"src/libGL/entry_points_gl_4_2_autogen.cpp":
"043946da094ff14f04a20e82eee8ac61",
"src/libGL/entry_points_gl_4_2_autogen.h":
"a2cb2a48cceaf6131f96bf8ec556aa55",
"src/libGL/entry_points_gl_4_3_autogen.cpp":
"a629b993831a9970f913b997cf9a89fe",
"src/libGL/entry_points_gl_4_3_autogen.h":
"abfa431742a2b643db21220944e10ab0",
"src/libGL/entry_points_gl_4_4_autogen.cpp":
"7a8d2dc58cd665fdf1f27679f2de75df",
"src/libGL/entry_points_gl_4_4_autogen.h":
"cdf1651f00d26db547b153afc09acc1c",
"src/libGL/entry_points_gl_4_5_autogen.cpp":
"9055579df2c403f2122a4a65f2b58573",
"src/libGL/entry_points_gl_4_5_autogen.h":
"9f5de9513c06b82aca60856860f7b716",
"src/libGL/entry_points_gl_4_6_autogen.cpp":
"182d7f22fd884e30d3796cc17fc345c5",
"src/libGL/entry_points_gl_4_6_autogen.h":
"ee3150d4a8d267271a02e38e8feb923a",
"src/libGL/entry_points_gl_1_autogen.cpp":
"827d821f0407ac8d66f9ed50e4083bb7",
"src/libGL/entry_points_gl_1_autogen.h":
"26f196b4412e307437b84ac3381adc39",
"src/libGL/entry_points_gl_2_autogen.cpp":
"305ddc110465738e107ab07a37fab35e",
"src/libGL/entry_points_gl_2_autogen.h":
"d512384dffb856027ce8d540e9a123c4",
"src/libGL/entry_points_gl_3_autogen.cpp":
"b38fccb10394497cc85d5b3e67779370",
"src/libGL/entry_points_gl_3_autogen.h":
"8c86d5aa9a4e3e45e99739b6d9b112bd",
"src/libGL/entry_points_gl_4_autogen.cpp":
"cb37e88a5fdc673986d02feead963bdf",
"src/libGL/entry_points_gl_4_autogen.h":
"e97607aa7f86ce8797fd688d7f6e8337",
"src/libGL/libGL_autogen.cpp":
"a5e7b09116b1905ce029f2383cbe4f3a",
"7156393fba9b86b40e8d20c68d7a4013",
"src/libGL/libGL_autogen.def":
"2789d87b05eea9f53d52e2aff499b785",
"src/libGLESv2/egl_ext_stubs_autogen.h":
......
......@@ -4,7 +4,7 @@
"scripts/egl_angle_ext.xml":
"91f7718effe50d444f8d81ce285721db",
"scripts/gen_proc_table.py":
"53602641995526e7fc0afec1d3715269",
"1843f52355a9c573a4e39e33e3505c71",
"scripts/gl.xml":
"f66967f3f3d696b5d8306fd80bbd49a8",
"scripts/gl_angle_ext.xml":
......@@ -14,7 +14,7 @@
"scripts/wgl.xml":
"c36001431919e1c435f1215a85f7e1db",
"src/libGL/proc_table_wgl_autogen.cpp":
"253f59ef3aa9ccfcab1364ae5101dbe2",
"d13cce0ddbd844c0b4812000c4f998f0",
"src/libGLESv2/proc_table_egl_autogen.cpp":
"922f96df0bb5f90381cd8f2b496c54d3"
}
\ No newline at end of file
......@@ -61,25 +61,10 @@ includes_gles = """#include "libGLESv2/proc_table_egl.h"
includes_gl = """#include "libGL/proc_table_wgl.h"
#include "libGL/entry_points_wgl.h"
#include "libGL/entry_points_gl_1_0_autogen.h"
#include "libGL/entry_points_gl_1_1_autogen.h"
#include "libGL/entry_points_gl_1_2_autogen.h"
#include "libGL/entry_points_gl_1_3_autogen.h"
#include "libGL/entry_points_gl_1_4_autogen.h"
#include "libGL/entry_points_gl_1_5_autogen.h"
#include "libGL/entry_points_gl_2_0_autogen.h"
#include "libGL/entry_points_gl_2_1_autogen.h"
#include "libGL/entry_points_gl_3_0_autogen.h"
#include "libGL/entry_points_gl_3_1_autogen.h"
#include "libGL/entry_points_gl_3_2_autogen.h"
#include "libGL/entry_points_gl_3_3_autogen.h"
#include "libGL/entry_points_gl_4_0_autogen.h"
#include "libGL/entry_points_gl_4_1_autogen.h"
#include "libGL/entry_points_gl_4_2_autogen.h"
#include "libGL/entry_points_gl_4_3_autogen.h"
#include "libGL/entry_points_gl_4_4_autogen.h"
#include "libGL/entry_points_gl_4_5_autogen.h"
#include "libGL/entry_points_gl_4_6_autogen.h"
#include "libGL/entry_points_gl_1_autogen.h"
#include "libGL/entry_points_gl_2_autogen.h"
#include "libGL/entry_points_gl_3_autogen.h"
#include "libGL/entry_points_gl_4_autogen.h"
#include "platform/PlatformMethods.h"
"""
......
......@@ -20,25 +20,10 @@
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Context_gl_1_0_autogen.h"
#include "libANGLE/Context_gl_1_1_autogen.h"
#include "libANGLE/Context_gl_1_2_autogen.h"
#include "libANGLE/Context_gl_1_3_autogen.h"
#include "libANGLE/Context_gl_1_4_autogen.h"
#include "libANGLE/Context_gl_1_5_autogen.h"
#include "libANGLE/Context_gl_2_0_autogen.h"
#include "libANGLE/Context_gl_2_1_autogen.h"
#include "libANGLE/Context_gl_3_0_autogen.h"
#include "libANGLE/Context_gl_3_1_autogen.h"
#include "libANGLE/Context_gl_3_2_autogen.h"
#include "libANGLE/Context_gl_3_3_autogen.h"
#include "libANGLE/Context_gl_4_0_autogen.h"
#include "libANGLE/Context_gl_4_1_autogen.h"
#include "libANGLE/Context_gl_4_2_autogen.h"
#include "libANGLE/Context_gl_4_3_autogen.h"
#include "libANGLE/Context_gl_4_4_autogen.h"
#include "libANGLE/Context_gl_4_5_autogen.h"
#include "libANGLE/Context_gl_4_6_autogen.h"
#include "libANGLE/Context_gl_1_autogen.h"
#include "libANGLE/Context_gl_2_autogen.h"
#include "libANGLE/Context_gl_3_autogen.h"
#include "libANGLE/Context_gl_4_autogen.h"
#include "libANGLE/Context_gles_1_0_autogen.h"
#include "libANGLE/Context_gles_2_0_autogen.h"
#include "libANGLE/Context_gles_3_0_autogen.h"
......@@ -434,28 +419,13 @@ class Context final : public egl::LabeledObject, angle::NonCopyable, public angl
bool hasActiveTransformFeedback(ShaderProgramID program) const;
// GL emulation: Interface to entry points
ANGLE_GL_1_0_CONTEXT_API
ANGLE_GL_1_1_CONTEXT_API
ANGLE_GL_1_2_CONTEXT_API
ANGLE_GL_1_3_CONTEXT_API
ANGLE_GL_1_4_CONTEXT_API
ANGLE_GL_1_5_CONTEXT_API
ANGLE_GL_2_0_CONTEXT_API
ANGLE_GL_2_1_CONTEXT_API
ANGLE_GL_3_0_CONTEXT_API
ANGLE_GL_3_1_CONTEXT_API
ANGLE_GL_3_2_CONTEXT_API
ANGLE_GL_3_3_CONTEXT_API
ANGLE_GL_4_0_CONTEXT_API
ANGLE_GL_4_1_CONTEXT_API
ANGLE_GL_4_2_CONTEXT_API
ANGLE_GL_4_3_CONTEXT_API
ANGLE_GL_4_4_CONTEXT_API
ANGLE_GL_4_5_CONTEXT_API
ANGLE_GL_4_6_CONTEXT_API
// GLES emulation: Interface to entry points
// Desktop GL entry point interface
ANGLE_GL_1_CONTEXT_API
ANGLE_GL_2_CONTEXT_API
ANGLE_GL_3_CONTEXT_API
ANGLE_GL_4_CONTEXT_API
// GLES entry point interface
ANGLE_GLES_1_0_CONTEXT_API
ANGLE_GLES_2_0_CONTEXT_API
ANGLE_GLES_3_0_CONTEXT_API
......
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_1_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_1_1_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_1_1_AUTOGEN_H_
#define ANGLE_GL_1_1_CONTEXT_API \
GLboolean areTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences); \
void arrayElement(GLint i); \
void copyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, \
GLsizei width, GLint border); \
void copyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, \
GLsizei width); \
void edgeFlagPointer(GLsizei stride, const void *pointer); \
void indexPointer(GLenum type, GLsizei stride, const void *pointer); \
void indexub(GLubyte c); \
void indexubv(const GLubyte *c); \
void interleavedArrays(GLenum format, GLsizei stride, const void *pointer); \
void popClientAttrib(); \
void prioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities); \
void pushClientAttrib(GLbitfield mask); \
void texSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, \
GLenum type, const void *pixels);
#endif // ANGLE_CONTEXT_API_1_1_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_2_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_1_2_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_1_2_AUTOGEN_H_
#define ANGLE_GL_1_2_CONTEXT_API
#endif // ANGLE_CONTEXT_API_1_2_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_3_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_1_3_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_1_3_AUTOGEN_H_
#define ANGLE_GL_1_3_CONTEXT_API \
void compressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, \
GLint border, GLsizei imageSize, const void *data); \
void compressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, \
GLenum format, GLsizei imageSize, const void *data); \
void getCompressedTexImage(GLenum target, GLint level, void *img); \
void loadTransposeMatrixd(const GLdouble *m); \
void loadTransposeMatrixf(const GLfloat *m); \
void multTransposeMatrixd(const GLdouble *m); \
void multTransposeMatrixf(const GLfloat *m); \
void multiTexCoord1d(GLenum target, GLdouble s); \
void multiTexCoord1dv(GLenum target, const GLdouble *v); \
void multiTexCoord1f(GLenum target, GLfloat s); \
void multiTexCoord1fv(GLenum target, const GLfloat *v); \
void multiTexCoord1i(GLenum target, GLint s); \
void multiTexCoord1iv(GLenum target, const GLint *v); \
void multiTexCoord1s(GLenum target, GLshort s); \
void multiTexCoord1sv(GLenum target, const GLshort *v); \
void multiTexCoord2d(GLenum target, GLdouble s, GLdouble t); \
void multiTexCoord2dv(GLenum target, const GLdouble *v); \
void multiTexCoord2f(GLenum target, GLfloat s, GLfloat t); \
void multiTexCoord2fv(GLenum target, const GLfloat *v); \
void multiTexCoord2i(GLenum target, GLint s, GLint t); \
void multiTexCoord2iv(GLenum target, const GLint *v); \
void multiTexCoord2s(GLenum target, GLshort s, GLshort t); \
void multiTexCoord2sv(GLenum target, const GLshort *v); \
void multiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r); \
void multiTexCoord3dv(GLenum target, const GLdouble *v); \
void multiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r); \
void multiTexCoord3fv(GLenum target, const GLfloat *v); \
void multiTexCoord3i(GLenum target, GLint s, GLint t, GLint r); \
void multiTexCoord3iv(GLenum target, const GLint *v); \
void multiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r); \
void multiTexCoord3sv(GLenum target, const GLshort *v); \
void multiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); \
void multiTexCoord4dv(GLenum target, const GLdouble *v); \
void multiTexCoord4fv(GLenum target, const GLfloat *v); \
void multiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q); \
void multiTexCoord4iv(GLenum target, const GLint *v); \
void multiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); \
void multiTexCoord4sv(GLenum target, const GLshort *v);
#endif // ANGLE_CONTEXT_API_1_3_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_4_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_1_4_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_1_4_AUTOGEN_H_
#define ANGLE_GL_1_4_CONTEXT_API \
void fogCoordPointer(GLenum type, GLsizei stride, const void *pointer); \
void fogCoordd(GLdouble coord); \
void fogCoorddv(const GLdouble *coord); \
void fogCoordf(GLfloat coord); \
void fogCoordfv(const GLfloat *coord); \
void pointParameteri(GLenum pname, GLint param); \
void pointParameteriv(GLenum pname, const GLint *params); \
void secondaryColor3b(GLbyte red, GLbyte green, GLbyte blue); \
void secondaryColor3bv(const GLbyte *v); \
void secondaryColor3d(GLdouble red, GLdouble green, GLdouble blue); \
void secondaryColor3dv(const GLdouble *v); \
void secondaryColor3f(GLfloat red, GLfloat green, GLfloat blue); \
void secondaryColor3fv(const GLfloat *v); \
void secondaryColor3i(GLint red, GLint green, GLint blue); \
void secondaryColor3iv(const GLint *v); \
void secondaryColor3s(GLshort red, GLshort green, GLshort blue); \
void secondaryColor3sv(const GLshort *v); \
void secondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue); \
void secondaryColor3ubv(const GLubyte *v); \
void secondaryColor3ui(GLuint red, GLuint green, GLuint blue); \
void secondaryColor3uiv(const GLuint *v); \
void secondaryColor3us(GLushort red, GLushort green, GLushort blue); \
void secondaryColor3usv(const GLushort *v); \
void secondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \
void windowPos2d(GLdouble x, GLdouble y); \
void windowPos2dv(const GLdouble *v); \
void windowPos2f(GLfloat x, GLfloat y); \
void windowPos2fv(const GLfloat *v); \
void windowPos2i(GLint x, GLint y); \
void windowPos2iv(const GLint *v); \
void windowPos2s(GLshort x, GLshort y); \
void windowPos2sv(const GLshort *v); \
void windowPos3d(GLdouble x, GLdouble y, GLdouble z); \
void windowPos3dv(const GLdouble *v); \
void windowPos3f(GLfloat x, GLfloat y, GLfloat z); \
void windowPos3fv(const GLfloat *v); \
void windowPos3i(GLint x, GLint y, GLint z); \
void windowPos3iv(const GLint *v); \
void windowPos3s(GLshort x, GLshort y, GLshort z); \
void windowPos3sv(const GLshort *v);
#endif // ANGLE_CONTEXT_API_1_4_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_5_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_1_5_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_1_5_AUTOGEN_H_
#define ANGLE_GL_1_5_CONTEXT_API \
void getBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data);
#endif // ANGLE_CONTEXT_API_1_5_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_2_1_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_2_1_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_2_1_AUTOGEN_H_
#define ANGLE_GL_2_1_CONTEXT_API
#endif // ANGLE_CONTEXT_API_2_1_AUTOGEN_H_
......@@ -5,12 +5,12 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Context_gl_2_0_autogen.h: Creates a macro for interfaces in Context.
// Context_gl_2_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_2_0_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_2_0_AUTOGEN_H_
#ifndef ANGLE_CONTEXT_GL_2_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_2_AUTOGEN_H_
#define ANGLE_GL_2_0_CONTEXT_API \
#define ANGLE_GL_2_CONTEXT_API \
void getVertexAttribdv(GLuint index, GLenum pname, GLdouble *params); \
void vertexAttrib1d(GLuint index, GLdouble x); \
void vertexAttrib1dv(GLuint index, const GLdouble *v); \
......@@ -41,4 +41,4 @@
void vertexAttrib4uiv(GLuint index, const GLuint *v); \
void vertexAttrib4usv(GLuint index, const GLushort *v);
#endif // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_
#endif // ANGLE_CONTEXT_API_2_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_3_0_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_3_0_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_3_0_AUTOGEN_H_
#define ANGLE_GL_3_0_CONTEXT_API \
void beginConditionalRender(GLuint id, GLenum mode); \
void clampColor(GLenum target, GLenum clamp); \
void endConditionalRender(); \
void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
TextureID texturePacked, GLint level); \
void vertexAttribI1i(GLuint index, GLint x); \
void vertexAttribI1iv(GLuint index, const GLint *v); \
void vertexAttribI1ui(GLuint index, GLuint x); \
void vertexAttribI1uiv(GLuint index, const GLuint *v); \
void vertexAttribI2i(GLuint index, GLint x, GLint y); \
void vertexAttribI2iv(GLuint index, const GLint *v); \
void vertexAttribI2ui(GLuint index, GLuint x, GLuint y); \
void vertexAttribI2uiv(GLuint index, const GLuint *v); \
void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); \
void vertexAttribI3iv(GLuint index, const GLint *v); \
void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); \
void vertexAttribI3uiv(GLuint index, const GLuint *v); \
void vertexAttribI4bv(GLuint index, const GLbyte *v); \
void vertexAttribI4sv(GLuint index, const GLshort *v); \
void vertexAttribI4ubv(GLuint index, const GLubyte *v); \
void vertexAttribI4usv(GLuint index, const GLushort *v);
#endif // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_3_1_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_3_1_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_3_1_AUTOGEN_H_
#define ANGLE_GL_3_1_CONTEXT_API \
void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \
GLsizei *length, GLchar *uniformName); \
void primitiveRestartIndex(GLuint index);
#endif // ANGLE_CONTEXT_API_3_1_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_3_2_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_3_2_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_3_2_AUTOGEN_H_
#define ANGLE_GL_3_2_CONTEXT_API \
void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \
void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLsizei depth, \
GLboolean fixedsamplelocations);
#endif // ANGLE_CONTEXT_API_3_2_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_3_3_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_3_3_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_3_3_AUTOGEN_H_
#define ANGLE_GL_3_3_CONTEXT_API \
void colorP3ui(GLenum type, GLuint color); \
void colorP3uiv(GLenum type, const GLuint *color); \
void colorP4ui(GLenum type, GLuint color); \
void colorP4uiv(GLenum type, const GLuint *color); \
void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); \
void normalP3ui(GLenum type, GLuint coords); \
void normalP3uiv(GLenum type, const GLuint *coords); \
void secondaryColorP3ui(GLenum type, GLuint color); \
void secondaryColorP3uiv(GLenum type, const GLuint *color); \
void texCoordP1ui(GLenum type, GLuint coords); \
void texCoordP1uiv(GLenum type, const GLuint *coords); \
void texCoordP2ui(GLenum type, GLuint coords); \
void texCoordP2uiv(GLenum type, const GLuint *coords); \
void texCoordP3ui(GLenum type, GLuint coords); \
void texCoordP3uiv(GLenum type, const GLuint *coords); \
void texCoordP4ui(GLenum type, GLuint coords); \
void texCoordP4uiv(GLenum type, const GLuint *coords); \
void vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexP2ui(GLenum type, GLuint value); \
void vertexP2uiv(GLenum type, const GLuint *value); \
void vertexP3ui(GLenum type, GLuint value); \
void vertexP3uiv(GLenum type, const GLuint *value); \
void vertexP4ui(GLenum type, GLuint value); \
void vertexP4uiv(GLenum type, const GLuint *value);
#endif // ANGLE_CONTEXT_API_3_3_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_3_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_3_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_3_AUTOGEN_H_
#define ANGLE_GL_3_CONTEXT_API \
void beginConditionalRender(GLuint id, GLenum mode); \
void clampColor(GLenum target, GLenum clamp); \
void endConditionalRender(); \
void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
TextureID texturePacked, GLint level); \
void vertexAttribI1i(GLuint index, GLint x); \
void vertexAttribI1iv(GLuint index, const GLint *v); \
void vertexAttribI1ui(GLuint index, GLuint x); \
void vertexAttribI1uiv(GLuint index, const GLuint *v); \
void vertexAttribI2i(GLuint index, GLint x, GLint y); \
void vertexAttribI2iv(GLuint index, const GLint *v); \
void vertexAttribI2ui(GLuint index, GLuint x, GLuint y); \
void vertexAttribI2uiv(GLuint index, const GLuint *v); \
void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); \
void vertexAttribI3iv(GLuint index, const GLint *v); \
void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); \
void vertexAttribI3uiv(GLuint index, const GLuint *v); \
void vertexAttribI4bv(GLuint index, const GLbyte *v); \
void vertexAttribI4sv(GLuint index, const GLshort *v); \
void vertexAttribI4ubv(GLuint index, const GLubyte *v); \
void vertexAttribI4usv(GLuint index, const GLushort *v); \
void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \
GLsizei *length, GLchar *uniformName); \
void primitiveRestartIndex(GLuint index); \
void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \
void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLsizei depth, \
GLboolean fixedsamplelocations); \
void colorP3ui(GLenum type, GLuint color); \
void colorP3uiv(GLenum type, const GLuint *color); \
void colorP4ui(GLenum type, GLuint color); \
void colorP4uiv(GLenum type, const GLuint *color); \
void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); \
void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); \
void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); \
void normalP3ui(GLenum type, GLuint coords); \
void normalP3uiv(GLenum type, const GLuint *coords); \
void secondaryColorP3ui(GLenum type, GLuint color); \
void secondaryColorP3uiv(GLenum type, const GLuint *color); \
void texCoordP1ui(GLenum type, GLuint coords); \
void texCoordP1uiv(GLenum type, const GLuint *coords); \
void texCoordP2ui(GLenum type, GLuint coords); \
void texCoordP2uiv(GLenum type, const GLuint *coords); \
void texCoordP3ui(GLenum type, GLuint coords); \
void texCoordP3uiv(GLenum type, const GLuint *coords); \
void texCoordP4ui(GLenum type, GLuint coords); \
void texCoordP4uiv(GLenum type, const GLuint *coords); \
void vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
void vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
void vertexP2ui(GLenum type, GLuint value); \
void vertexP2uiv(GLenum type, const GLuint *value); \
void vertexP3ui(GLenum type, GLuint value); \
void vertexP3uiv(GLenum type, const GLuint *value); \
void vertexP4ui(GLenum type, GLuint value); \
void vertexP4uiv(GLenum type, const GLuint *value);
#endif // ANGLE_CONTEXT_API_3_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_4_0_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_
#define ANGLE_GL_4_0_CONTEXT_API \
void beginQueryIndexed(GLenum target, GLuint index, QueryID idPacked); \
void drawTransformFeedback(GLenum mode, TransformFeedbackID idPacked); \
void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream); \
void endQueryIndexed(GLenum target, GLuint index); \
void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \
GLsizei bufsize, GLsizei *length, GLchar *name); \
void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype, \
GLuint index, GLsizei bufsize, GLsizei *length, \
GLchar *name); \
void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype, \
GLuint index, GLenum pname, GLint *values); \
void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname, \
GLint *values); \
void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \
GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype, \
const GLchar *name); \
GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype, \
const GLchar *name); \
void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \
void getUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble *params); \
void patchParameterfv(GLenum pname, const GLfloat *values); \
void uniform1d(UniformLocation locationPacked, GLdouble x); \
void uniform1dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \
void uniform2d(UniformLocation locationPacked, GLdouble x, GLdouble y); \
void uniform2dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \
void uniform3d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); \
void uniform3dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \
void uniform4d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, \
GLdouble w); \
void uniform4dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \
void uniformMatrix2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
#endif // ANGLE_CONTEXT_API_4_0_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_4_1_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_
#define ANGLE_GL_4_1_CONTEXT_API \
void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); \
void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f); \
void getDoublei_v(GLenum target, GLuint index, GLdouble *data); \
void getFloati_v(GLenum target, GLuint index, GLfloat *data); \
void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); \
void programUniform1d(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble v0); \
void programUniform1dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, const GLdouble *value); \
void programUniform2d(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble v0, GLdouble v1); \
void programUniform2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, const GLdouble *value); \
void programUniform3d(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble v0, GLdouble v1, GLdouble v2); \
void programUniform3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, const GLdouble *value); \
void programUniform4d(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); \
void programUniform4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, const GLdouble *value); \
void programUniformMatrix2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix2x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix2x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \
GLsizei count, GLboolean transpose, const GLdouble *value); \
void scissorArrayv(GLuint first, GLsizei count, const GLint *v); \
void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); \
void scissorIndexedv(GLuint index, const GLint *v); \
void vertexAttribL1d(GLuint index, GLdouble x); \
void vertexAttribL1dv(GLuint index, const GLdouble *v); \
void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y); \
void vertexAttribL2dv(GLuint index, const GLdouble *v); \
void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \
void vertexAttribL3dv(GLuint index, const GLdouble *v); \
void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \
void vertexAttribL4dv(GLuint index, const GLdouble *v); \
void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, \
const void *pointer); \
void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v); \
void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); \
void viewportIndexedfv(GLuint index, const GLfloat *v);
#endif // ANGLE_CONTEXT_API_4_1_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_4_2_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_2_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_2_AUTOGEN_H_
#define ANGLE_GL_4_2_CONTEXT_API \
void drawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, \
const void *indices, GLsizei instancecount, \
GLuint baseinstance); \
void drawTransformFeedbackInstanced(GLenum mode, TransformFeedbackID idPacked, \
GLsizei instancecount); \
void drawTransformFeedbackStreamInstanced(GLenum mode, TransformFeedbackID idPacked, \
GLuint stream, GLsizei instancecount); \
void getActiveAtomicCounterBufferiv(ShaderProgramID programPacked, GLuint bufferIndex, \
GLenum pname, GLint *params);
#endif // ANGLE_CONTEXT_API_4_2_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_4_3_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_3_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_3_AUTOGEN_H_
#define ANGLE_GL_4_3_CONTEXT_API \
void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, \
const void *data); \
void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, \
GLsizeiptr size, GLenum format, GLenum type, const void *data); \
void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, \
GLsizei bufSize, GLint64 *params); \
void invalidateBufferData(BufferID bufferPacked); \
void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \
void invalidateTexImage(TextureID texturePacked, GLint level); \
void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); \
void multiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, \
GLsizei stride); \
void multiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, \
GLsizei drawcount, GLsizei stride); \
void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex, \
GLuint storageBlockBinding); \
void textureView(TextureID texturePacked, GLenum target, GLuint origtexture, \
GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, \
GLuint numlayers); \
void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
#endif // ANGLE_CONTEXT_API_4_3_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_4_4_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_4_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_4_AUTOGEN_H_
#define ANGLE_GL_4_4_CONTEXT_API \
void bindBuffersBase(GLenum target, GLuint first, GLsizei count, \
const BufferID *buffersPacked); \
void bindBuffersRange(GLenum target, GLuint first, GLsizei count, \
const BufferID *buffersPacked, const GLintptr *offsets, \
const GLsizeiptr *sizes); \
void bindImageTextures(GLuint first, GLsizei count, const GLuint *textures); \
void bindSamplers(GLuint first, GLsizei count, const GLuint *samplers); \
void bindTextures(GLuint first, GLsizei count, const GLuint *textures); \
void bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffersPacked, \
const GLintptr *offsets, const GLsizei *strides); \
void clearTexImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \
const void *data); \
void clearTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \
GLenum format, GLenum type, const void *data);
#endif // ANGLE_CONTEXT_API_4_4_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_4_6_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_6_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_6_AUTOGEN_H_
#define ANGLE_GL_4_6_CONTEXT_API \
void multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount, \
GLsizei maxdrawcount, GLsizei stride); \
void multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect, \
GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); \
void polygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp); \
void specializeShader(GLuint shader, const GLchar *pEntryPoint, \
GLuint numSpecializationConstants, const GLuint *pConstantIndex, \
const GLuint *pConstantValue);
#endif // ANGLE_CONTEXT_API_4_6_AUTOGEN_H_
//
// 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.
//
// validationGL11.cpp: Validation functions for OpenGL 1.1 entry point parameters
#include "libANGLE/validationGL11_autogen.h"
namespace gl
{
bool ValidateAreTexturesResident(const Context *context,
GLsizei n,
const GLuint *textures,
const GLboolean *residences)
{
return true;
}
bool ValidateArrayElement(const Context *context, GLint i)
{
return true;
}
bool ValidateCopyTexImage1D(const Context *context,
GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLint border)
{
return true;
}
bool ValidateCopyTexSubImage1D(const Context *context,
GLenum target,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width)
{
return true;
}
bool ValidateEdgeFlagPointer(const Context *context, GLsizei stride, const void *pointer)
{
return true;
}
bool ValidateIndexPointer(const Context *context, GLenum type, GLsizei stride, const void *pointer)
{
return true;
}
bool ValidateIndexub(const Context *context, GLubyte c)
{
return true;
}
bool ValidateIndexubv(const Context *context, const GLubyte *c)
{
return true;
}
bool ValidateInterleavedArrays(const Context *context,
GLenum format,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidatePopClientAttrib(const Context *context)
{
return true;
}
bool ValidatePrioritizeTextures(const Context *context,
GLsizei n,
const GLuint *textures,
const GLfloat *priorities)
{
return true;
}
bool ValidatePushClientAttrib(const Context *context, GLbitfield mask)
{
return true;
}
bool ValidateTexSubImage1D(const Context *context,
GLenum target,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL12.cpp: Validation functions for OpenGL 1.2 entry point parameters
#include "libANGLE/validationGL12_autogen.h"
namespace gl
{} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL13.cpp: Validation functions for OpenGL 1.3 entry point parameters
#include "libANGLE/validationGL13_autogen.h"
namespace gl
{
bool ValidateCompressedTexImage1D(const Context *context,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLint border,
GLsizei imageSize,
const void *data)
{
return true;
}
bool ValidateCompressedTexSubImage1D(const Context *context,
GLenum target,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data)
{
return true;
}
bool ValidateGetCompressedTexImage(const Context *context,
GLenum target,
GLint level,
const void *img)
{
return true;
}
bool ValidateLoadTransposeMatrixd(const Context *context, const GLdouble *m)
{
return true;
}
bool ValidateLoadTransposeMatrixf(const Context *context, const GLfloat *m)
{
return true;
}
bool ValidateMultTransposeMatrixd(const Context *context, const GLdouble *m)
{
return true;
}
bool ValidateMultTransposeMatrixf(const Context *context, const GLfloat *m)
{
return true;
}
bool ValidateMultiTexCoord1d(const Context *context, GLenum target, GLdouble s)
{
return true;
}
bool ValidateMultiTexCoord1dv(const Context *context, GLenum target, const GLdouble *v)
{
return true;
}
bool ValidateMultiTexCoord1f(const Context *context, GLenum target, GLfloat s)
{
return true;
}
bool ValidateMultiTexCoord1fv(const Context *context, GLenum target, const GLfloat *v)
{
return true;
}
bool ValidateMultiTexCoord1i(const Context *context, GLenum target, GLint s)
{
return true;
}
bool ValidateMultiTexCoord1iv(const Context *context, GLenum target, const GLint *v)
{
return true;
}
bool ValidateMultiTexCoord1s(const Context *context, GLenum target, GLshort s)
{
return true;
}
bool ValidateMultiTexCoord1sv(const Context *context, GLenum target, const GLshort *v)
{
return true;
}
bool ValidateMultiTexCoord2d(const Context *context, GLenum target, GLdouble s, GLdouble t)
{
return true;
}
bool ValidateMultiTexCoord2dv(const Context *context, GLenum target, const GLdouble *v)
{
return true;
}
bool ValidateMultiTexCoord2f(const Context *context, GLenum target, GLfloat s, GLfloat t)
{
return true;
}
bool ValidateMultiTexCoord2fv(const Context *context, GLenum target, const GLfloat *v)
{
return true;
}
bool ValidateMultiTexCoord2i(const Context *context, GLenum target, GLint s, GLint t)
{
return true;
}
bool ValidateMultiTexCoord2iv(const Context *context, GLenum target, const GLint *v)
{
return true;
}
bool ValidateMultiTexCoord2s(const Context *context, GLenum target, GLshort s, GLshort t)
{
return true;
}
bool ValidateMultiTexCoord2sv(const Context *context, GLenum target, const GLshort *v)
{
return true;
}
bool ValidateMultiTexCoord3d(const Context *context,
GLenum target,
GLdouble s,
GLdouble t,
GLdouble r)
{
return true;
}
bool ValidateMultiTexCoord3dv(const Context *context, GLenum target, const GLdouble *v)
{
return true;
}
bool ValidateMultiTexCoord3f(const Context *context, GLenum target, GLfloat s, GLfloat t, GLfloat r)
{
return true;
}
bool ValidateMultiTexCoord3fv(const Context *context, GLenum target, const GLfloat *v)
{
return true;
}
bool ValidateMultiTexCoord3i(const Context *context, GLenum target, GLint s, GLint t, GLint r)
{
return true;
}
bool ValidateMultiTexCoord3iv(const Context *context, GLenum target, const GLint *v)
{
return true;
}
bool ValidateMultiTexCoord3s(const Context *context, GLenum target, GLshort s, GLshort t, GLshort r)
{
return true;
}
bool ValidateMultiTexCoord3sv(const Context *context, GLenum target, const GLshort *v)
{
return true;
}
bool ValidateMultiTexCoord4d(const Context *context,
GLenum target,
GLdouble s,
GLdouble t,
GLdouble r,
GLdouble q)
{
return true;
}
bool ValidateMultiTexCoord4dv(const Context *context, GLenum target, const GLdouble *v)
{
return true;
}
bool ValidateMultiTexCoord4fv(const Context *context, GLenum target, const GLfloat *v)
{
return true;
}
bool ValidateMultiTexCoord4i(const Context *context,
GLenum target,
GLint s,
GLint t,
GLint r,
GLint q)
{
return true;
}
bool ValidateMultiTexCoord4iv(const Context *context, GLenum target, const GLint *v)
{
return true;
}
bool ValidateMultiTexCoord4s(const Context *context,
GLenum target,
GLshort s,
GLshort t,
GLshort r,
GLshort q)
{
return true;
}
bool ValidateMultiTexCoord4sv(const Context *context, GLenum target, const GLshort *v)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL14.cpp: Validation functions for OpenGL 1.4 entry point parameters
#include "libANGLE/validationGL14_autogen.h"
namespace gl
{
bool ValidateFogCoordPointer(const Context *context,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateFogCoordd(const Context *context, GLdouble coord)
{
return true;
}
bool ValidateFogCoorddv(const Context *context, const GLdouble *coord)
{
return true;
}
bool ValidateFogCoordf(const Context *context, GLfloat coord)
{
return true;
}
bool ValidateFogCoordfv(const Context *context, const GLfloat *coord)
{
return true;
}
bool ValidateMultiDrawArrays(const Context *context,
PrimitiveMode modePacked,
const GLint *first,
const GLsizei *count,
GLsizei drawcount)
{
return true;
}
bool ValidateMultiDrawElements(const Context *context,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount)
{
return true;
}
bool ValidatePointParameteri(const Context *context, GLenum pname, GLint param)
{
return true;
}
bool ValidatePointParameteriv(const Context *context, GLenum pname, const GLint *params)
{
return true;
}
bool ValidateSecondaryColor3b(const Context *context, GLbyte red, GLbyte green, GLbyte blue)
{
return true;
}
bool ValidateSecondaryColor3bv(const Context *context, const GLbyte *v)
{
return true;
}
bool ValidateSecondaryColor3d(const Context *context, GLdouble red, GLdouble green, GLdouble blue)
{
return true;
}
bool ValidateSecondaryColor3dv(const Context *context, const GLdouble *v)
{
return true;
}
bool ValidateSecondaryColor3f(const Context *context, GLfloat red, GLfloat green, GLfloat blue)
{
return true;
}
bool ValidateSecondaryColor3fv(const Context *context, const GLfloat *v)
{
return true;
}
bool ValidateSecondaryColor3i(const Context *context, GLint red, GLint green, GLint blue)
{
return true;
}
bool ValidateSecondaryColor3iv(const Context *context, const GLint *v)
{
return true;
}
bool ValidateSecondaryColor3s(const Context *context, GLshort red, GLshort green, GLshort blue)
{
return true;
}
bool ValidateSecondaryColor3sv(const Context *context, const GLshort *v)
{
return true;
}
bool ValidateSecondaryColor3ub(const Context *context, GLubyte red, GLubyte green, GLubyte blue)
{
return true;
}
bool ValidateSecondaryColor3ubv(const Context *context, const GLubyte *v)
{
return true;
}
bool ValidateSecondaryColor3ui(const Context *context, GLuint red, GLuint green, GLuint blue)
{
return true;
}
bool ValidateSecondaryColor3uiv(const Context *context, const GLuint *v)
{
return true;
}
bool ValidateSecondaryColor3us(const Context *context, GLushort red, GLushort green, GLushort blue)
{
return true;
}
bool ValidateSecondaryColor3usv(const Context *context, const GLushort *v)
{
return true;
}
bool ValidateSecondaryColorPointer(const Context *context,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateWindowPos2d(const Context *context, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateWindowPos2dv(const Context *context, const GLdouble *v)
{
return true;
}
bool ValidateWindowPos2f(const Context *context, GLfloat x, GLfloat y)
{
return true;
}
bool ValidateWindowPos2fv(const Context *context, const GLfloat *v)
{
return true;
}
bool ValidateWindowPos2i(const Context *context, GLint x, GLint y)
{
return true;
}
bool ValidateWindowPos2iv(const Context *context, const GLint *v)
{
return true;
}
bool ValidateWindowPos2s(const Context *context, GLshort x, GLshort y)
{
return true;
}
bool ValidateWindowPos2sv(const Context *context, const GLshort *v)
{
return true;
}
bool ValidateWindowPos3d(const Context *context, GLdouble x, GLdouble y, GLdouble z)
{
return true;
}
bool ValidateWindowPos3dv(const Context *context, const GLdouble *v)
{
return true;
}
bool ValidateWindowPos3f(const Context *context, GLfloat x, GLfloat y, GLfloat z)
{
return true;
}
bool ValidateWindowPos3fv(const Context *context, const GLfloat *v)
{
return true;
}
bool ValidateWindowPos3i(const Context *context, GLint x, GLint y, GLint z)
{
return true;
}
bool ValidateWindowPos3iv(const Context *context, const GLint *v)
{
return true;
}
bool ValidateWindowPos3s(const Context *context, GLshort x, GLshort y, GLshort z)
{
return true;
}
bool ValidateWindowPos3sv(const Context *context, const GLshort *v)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL15.cpp: Validation functions for OpenGL 1.5 entry point parameters
#include "libANGLE/validationGL15_autogen.h"
namespace gl
{
bool ValidateGetBufferSubData(const Context *context,
GLenum target,
GLintptr offset,
GLsizeiptr size,
const void *data)
{
return true;
}
bool ValidateGetQueryObjectiv(const Context *context, QueryID id, GLenum pname, const GLint *params)
{
return true;
}
bool ValidateMapBuffer(const Context *context, BufferBinding targetPacked, GLenum access)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL21.cpp: Validation functions for OpenGL 2.1 entry point parameters
#include "libANGLE/validationGL21_autogen.h"
namespace gl
{} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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.
//
// validationGL2_autogen.h:
// Validation functions for the OpenGL 2.0 entry points.
// Validation functions for the OpenGL Desktop GL 2.x entry points.
#ifndef LIBANGLE_VALIDATION_GL2_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL2_AUTOGEN_H_
......@@ -17,6 +17,7 @@ namespace gl
{
class Context;
// GL 2.0
bool ValidateGetVertexAttribdv(const Context *context,
GLuint index,
GLenum pname,
......@@ -68,6 +69,8 @@ bool ValidateVertexAttrib4sv(const Context *context, GLuint index, const GLshort
bool ValidateVertexAttrib4ubv(const Context *context, GLuint index, const GLubyte *v);
bool ValidateVertexAttrib4uiv(const Context *context, GLuint index, const GLuint *v);
bool ValidateVertexAttrib4usv(const Context *context, GLuint index, const GLushort *v);
// GL 2.1
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL2_AUTOGEN_H_
......@@ -134,4 +134,327 @@ bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLush
return true;
}
bool ValidateGetActiveUniformName(const Context *context,
ShaderProgramID program,
GLuint uniformIndex,
GLsizei bufSize,
const GLsizei *length,
const GLchar *uniformName)
{
return true;
}
bool ValidatePrimitiveRestartIndex(const Context *context, GLuint index)
{
return true;
}
bool ValidateMultiDrawElementsBaseVertex(const Context *context,
PrimitiveMode mode,
const GLsizei *count,
DrawElementsType type,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex)
{
return true;
}
bool ValidateProvokingVertex(const Context *context, ProvokingVertexConvention modePacked)
{
return true;
}
bool ValidateTexImage2DMultisample(const Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTexImage3DMultisample(const Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateBindFragDataLocationIndexed(const Context *context,
ShaderProgramID program,
GLuint colorNumber,
GLuint index,
const GLchar *name)
{
return true;
}
bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateGetFragDataIndex(const Context *context, ShaderProgramID program, const GLchar *name)
{
return true;
}
bool ValidateGetQueryObjecti64v(const Context *context,
QueryID id,
GLenum pname,
const GLint64 *params)
{
return true;
}
bool ValidateGetQueryObjectui64v(const Context *context,
QueryID id,
GLenum pname,
const GLuint64 *params)
{
return true;
}
bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP1uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP2uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP3uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP4uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateQueryCounter(const Context *context, QueryID id, QueryType targetPacked)
{
return true;
}
bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateVertexAttribP1ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP1uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP2ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP2uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP3ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP3uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP4ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP4uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value)
{
return true;
}
bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value)
{
return true;
}
bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value)
{
return true;
}
} // namespace gl
//
// 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.
//
// validationGL31.cpp: Validation functions for OpenGL 3.1 entry point parameters
#include "libANGLE/validationGL31_autogen.h"
namespace gl
{
bool ValidateGetActiveUniformName(const Context *context,
ShaderProgramID program,
GLuint uniformIndex,
GLsizei bufSize,
const GLsizei *length,
const GLchar *uniformName)
{
return true;
}
bool ValidatePrimitiveRestartIndex(const Context *context, GLuint index)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL32.cpp: Validation functions for OpenGL 3.2 entry point parameters
#include "libANGLE/validationGL32_autogen.h"
namespace gl
{
bool ValidateMultiDrawElementsBaseVertex(const Context *context,
PrimitiveMode mode,
const GLsizei *count,
DrawElementsType type,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex)
{
return true;
}
bool ValidateProvokingVertex(const Context *context, ProvokingVertexConvention modePacked)
{
return true;
}
bool ValidateTexImage2DMultisample(const Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTexImage3DMultisample(const Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL33.cpp: Validation functions for OpenGL 3.3 entry point parameters
#include "libANGLE/validationGL33_autogen.h"
namespace gl
{
bool ValidateBindFragDataLocationIndexed(const Context *context,
ShaderProgramID program,
GLuint colorNumber,
GLuint index,
const GLchar *name)
{
return true;
}
bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateGetFragDataIndex(const Context *context, ShaderProgramID program, const GLchar *name)
{
return true;
}
bool ValidateGetQueryObjecti64v(const Context *context,
QueryID id,
GLenum pname,
const GLint64 *params)
{
return true;
}
bool ValidateGetQueryObjectui64v(const Context *context,
QueryID id,
GLenum pname,
const GLuint64 *params)
{
return true;
}
bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP1uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP2uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP3uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP4uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateQueryCounter(const Context *context, QueryID id, QueryType targetPacked)
{
return true;
}
bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateVertexAttribP1ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP1uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP2ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP2uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP3ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP3uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP4ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP4uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value)
{
return true;
}
bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value)
{
return true;
}
bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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.
//
// validationGL3_autogen.h:
// Validation functions for the OpenGL 3.0 entry points.
// Validation functions for the OpenGL Desktop GL 3.x entry points.
#ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
......@@ -17,6 +17,7 @@ namespace gl
{
class Context;
// GL 3.0
bool ValidateBeginConditionalRender(const Context *context, GLuint id, GLenum mode);
bool ValidateBindFragDataLocation(const Context *context,
ShaderProgramID programPacked,
......@@ -53,6 +54,141 @@ bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte
bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v);
bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v);
bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v);
// GL 3.1
bool ValidateGetActiveUniformName(const Context *context,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
const GLsizei *length,
const GLchar *uniformName);
bool ValidatePrimitiveRestartIndex(const Context *context, GLuint index);
// GL 3.2
bool ValidateMultiDrawElementsBaseVertex(const Context *context,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex);
bool ValidateProvokingVertex(const Context *context, ProvokingVertexConvention modePacked);
bool ValidateTexImage2DMultisample(const Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateTexImage3DMultisample(const Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
// GL 3.3
bool ValidateBindFragDataLocationIndexed(const Context *context,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name);
bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color);
bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color);
bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color);
bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color);
bool ValidateGetFragDataIndex(const Context *context,
ShaderProgramID programPacked,
const GLchar *name);
bool ValidateGetQueryObjecti64v(const Context *context,
QueryID idPacked,
GLenum pname,
const GLint64 *params);
bool ValidateGetQueryObjectui64v(const Context *context,
QueryID idPacked,
GLenum pname,
const GLuint64 *params);
bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP1uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP2uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP3uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP4uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords);
bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateQueryCounter(const Context *context, QueryID idPacked, QueryType targetPacked);
bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color);
bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color);
bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateVertexAttribP1ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP1uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP2ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP2uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP3ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP3uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP4ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP4uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value);
bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value);
bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value);
bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value);
bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value);
bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
//
// 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.
//
// validationGL41.cpp: Validation functions for OpenGL 4.1 entry point parameters
#include "libANGLE/validationGL41_autogen.h"
namespace gl
{
bool ValidateDepthRangeArrayv(const Context *context,
GLuint first,
GLsizei count,
const GLdouble *v)
{
return true;
}
bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f)
{
return true;
}
bool ValidateGetDoublei_v(const Context *context, GLenum target, GLuint index, const GLdouble *data)
{
return true;
}
bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data)
{
return true;
}
bool ValidateGetVertexAttribLdv(const Context *context,
GLuint index,
GLenum pname,
const GLdouble *params)
{
return true;
}
bool ValidateProgramUniform1d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0)
{
return true;
}
bool ValidateProgramUniform1dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform2d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1)
{
return true;
}
bool ValidateProgramUniform2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform3d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1,
GLdouble v2)
{
return true;
}
bool ValidateProgramUniform3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform4d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3)
{
return true;
}
bool ValidateProgramUniform4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v)
{
return true;
}
bool ValidateScissorIndexed(const Context *context,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x)
{
return true;
}
bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL3d(const Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z)
{
return true;
}
bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL4d(const Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribLPointer(const Context *context,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v)
{
return true;
}
bool ValidateViewportIndexedf(const Context *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h)
{
return true;
}
bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL42.cpp: Validation functions for OpenGL 4.2 entry point parameters
#include "libANGLE/validationGL42_autogen.h"
namespace gl
{
bool ValidateDrawArraysInstancedBaseInstance(const Context *context,
PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawElementsInstancedBaseInstance(const Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawElementsInstancedBaseVertexBaseInstance(const Context *context,
PrimitiveMode mode,
GLsizei count,
DrawElementsType type,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawTransformFeedbackInstanced(const Context *context,
GLenum mode,
TransformFeedbackID id,
GLsizei instancecount)
{
return true;
}
bool ValidateDrawTransformFeedbackStreamInstanced(const Context *context,
GLenum mode,
TransformFeedbackID id,
GLuint stream,
GLsizei instancecount)
{
return true;
}
bool ValidateGetActiveAtomicCounterBufferiv(const Context *context,
ShaderProgramID program,
GLuint bufferIndex,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateTexStorage1D(const Context *context,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL43.cpp: Validation functions for OpenGL 4.3 entry point parameters
#include "libANGLE/validationGL43_autogen.h"
namespace gl
{
bool ValidateClearBufferData(const Context *context,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearBufferSubData(const Context *context,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateGetInternalformati64v(const Context *context,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
const GLint64 *params)
{
return true;
}
bool ValidateGetProgramResourceLocationIndex(const Context *context,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name)
{
return true;
}
bool ValidateInvalidateBufferData(const Context *context, BufferID buffer)
{
return true;
}
bool ValidateInvalidateBufferSubData(const Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr length)
{
return true;
}
bool ValidateInvalidateTexImage(const Context *context, TextureID texture, GLint level)
{
return true;
}
bool ValidateInvalidateTexSubImage(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return true;
}
bool ValidateMultiDrawArraysIndirect(const Context *context,
GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateMultiDrawElementsIndirect(const Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateShaderStorageBlockBinding(const Context *context,
ShaderProgramID program,
GLuint storageBlockIndex,
GLuint storageBlockBinding)
{
return true;
}
bool ValidateTextureView(const Context *context,
TextureID texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers)
{
return true;
}
bool ValidateVertexAttribLFormat(const Context *context,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL44.cpp: Validation functions for OpenGL 4.4 entry point parameters
#include "libANGLE/validationGL44_autogen.h"
namespace gl
{
bool ValidateBindBuffersBase(const Context *context,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffers)
{
return true;
}
bool ValidateBindBuffersRange(const Context *context,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffers,
const GLintptr *offsets,
const GLsizeiptr *sizes)
{
return true;
}
bool ValidateBindImageTextures(const Context *context,
GLuint first,
GLsizei count,
const GLuint *textures)
{
return true;
}
bool ValidateBindSamplers(const Context *context,
GLuint first,
GLsizei count,
const GLuint *samplers)
{
return true;
}
bool ValidateBindTextures(const Context *context,
GLuint first,
GLsizei count,
const GLuint *textures)
{
return true;
}
bool ValidateBindVertexBuffers(const Context *context,
GLuint first,
GLsizei count,
const BufferID *buffers,
const GLintptr *offsets,
const GLsizei *strides)
{
return true;
}
bool ValidateBufferStorage(const Context *context,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags)
{
return true;
}
bool ValidateClearTexImage(const Context *context,
TextureID texture,
GLint level,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearTexSubImage(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
//
// 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.
//
// validationGL46.cpp: Validation functions for OpenGL 4.6 entry point parameters
#include "libANGLE/validationGL46_autogen.h"
namespace gl
{
bool ValidateMultiDrawArraysIndirectCount(const Context *context,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
return true;
}
bool ValidateMultiDrawElementsIndirectCount(const Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
return true;
}
bool ValidatePolygonOffsetClamp(const Context *context,
GLfloat factor,
GLfloat units,
GLfloat clamp)
{
return true;
}
bool ValidateSpecializeShader(const Context *context,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue)
{
return true;
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
......
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_1_autogen.h:
// Defines the GL 1.1 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_1_1_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_1_1_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT GLboolean GL_APIENTRY AreTexturesResident(GLsizei n,
const GLuint *textures,
GLboolean *residences);
ANGLE_EXPORT void GL_APIENTRY ArrayElement(GLint i);
ANGLE_EXPORT void GL_APIENTRY BindTexture(GLenum target, GLuint texture);
ANGLE_EXPORT void GL_APIENTRY ColorPointer(GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY CopyTexImage1D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLint border);
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
CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY DeleteTextures(GLsizei n, const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY DisableClientState(GLenum array);
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 void *indices);
ANGLE_EXPORT void GL_APIENTRY EdgeFlagPointer(GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY EnableClientState(GLenum array);
ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GetPointerv(GLenum pname, void **params);
ANGLE_EXPORT void GL_APIENTRY IndexPointer(GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY Indexub(GLubyte c);
ANGLE_EXPORT void GL_APIENTRY Indexubv(const GLubyte *c);
ANGLE_EXPORT void GL_APIENTRY InterleavedArrays(GLenum format, GLsizei stride, const void *pointer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsTexture(GLuint texture);
ANGLE_EXPORT void GL_APIENTRY NormalPointer(GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY PolygonOffset(GLfloat factor, GLfloat units);
ANGLE_EXPORT void GL_APIENTRY PopClientAttrib();
ANGLE_EXPORT void GL_APIENTRY PrioritizeTextures(GLsizei n,
const GLuint *textures,
const GLfloat *priorities);
ANGLE_EXPORT void GL_APIENTRY PushClientAttrib(GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY TexCoordPointer(GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY TexSubImage1D(GLenum target,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY VertexPointer(GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_1_1_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_2_autogen.cpp:
// Defines the GL 1.2 entry points.
#include "libGL/entry_points_gl_1_2_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
#include "libANGLE/entry_points_utils.h"
#include "libANGLE/gl_enum_utils.h"
#include "libANGLE/validationEGL.h"
#include "libANGLE/validationES.h"
#include "libANGLE/validationES1.h"
#include "libANGLE/validationES2.h"
#include "libANGLE/validationES3.h"
#include "libANGLE/validationES31.h"
#include "libANGLE/validationES32.h"
#include "libANGLE/validationESEXT.h"
#include "libANGLE/validationGL12_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY CopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLCopyTexSubImage3D,
"context = %d, target = %s, level = %d, xoffset = %d, yoffset = %d, zoffset = %d, x = "
"%d, y = %d, width = %d, height = %d",
CID(context), GLenumToString(GLenumGroup::TextureTarget, target), level, xoffset, yoffset,
zoffset, x, y, width, height);
if (context)
{
TextureTarget targetPacked = PackParam<TextureTarget>(target);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid = (context->skipValidation() ||
ValidateCopyTexSubImage3D(context, targetPacked, level, xoffset,
yoffset, zoffset, x, y, width, height));
if (isCallValid)
{
context->copyTexSubImage3D(targetPacked, level, xoffset, yoffset, zoffset, x, y, width,
height);
}
ANGLE_CAPTURE(CopyTexSubImage3D, isCallValid, context, targetPacked, level, xoffset,
yoffset, zoffset, x, y, width, height);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY DrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLDrawRangeElements,
"context = %d, mode = %s, start = %u, end = %u, count = %d, type = %s, indices = "
"0x%016" PRIxPTR "",
CID(context), GLenumToString(GLenumGroup::PrimitiveType, mode), start, end, count,
GLenumToString(GLenumGroup::DrawElementsType, type), (uintptr_t)indices);
if (context)
{
PrimitiveMode modePacked = PackParam<PrimitiveMode>(mode);
DrawElementsType typePacked = PackParam<DrawElementsType>(type);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() || ValidateDrawRangeElements(context, modePacked, start, end,
count, typePacked, indices));
if (isCallValid)
{
context->drawRangeElements(modePacked, start, end, count, typePacked, indices);
}
ANGLE_CAPTURE(DrawRangeElements, isCallValid, context, modePacked, start, end, count,
typePacked, indices);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY TexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLTexImage3D,
"context = %d, target = %s, level = %d, internalformat = %d, width = %d, height = %d, "
"depth = %d, border = %d, format = %s, type = %s, pixels = 0x%016" PRIxPTR "",
CID(context), GLenumToString(GLenumGroup::TextureTarget, target), level, internalformat,
width, height, depth, border, GLenumToString(GLenumGroup::PixelFormat, format),
GLenumToString(GLenumGroup::PixelType, type), (uintptr_t)pixels);
if (context)
{
TextureTarget targetPacked = PackParam<TextureTarget>(target);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid = (context->skipValidation() ||
ValidateTexImage3D(context, targetPacked, level, internalformat, width,
height, depth, border, format, type, pixels));
if (isCallValid)
{
context->texImage3D(targetPacked, level, internalformat, width, height, depth, border,
format, type, pixels);
}
ANGLE_CAPTURE(TexImage3D, isCallValid, context, targetPacked, level, internalformat, width,
height, depth, border, format, type, pixels);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY TexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLTexSubImage3D,
"context = %d, target = %s, level = %d, xoffset = %d, yoffset = %d, zoffset = %d, width "
"= %d, height = %d, depth = %d, format = %s, type = %s, pixels = 0x%016" PRIxPTR "",
CID(context), GLenumToString(GLenumGroup::TextureTarget, target), level, xoffset, yoffset,
zoffset, width, height, depth, GLenumToString(GLenumGroup::PixelFormat, format),
GLenumToString(GLenumGroup::PixelType, type), (uintptr_t)pixels);
if (context)
{
TextureTarget targetPacked = PackParam<TextureTarget>(target);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateTexSubImage3D(context, targetPacked, level, xoffset, yoffset, zoffset, width,
height, depth, format, type, pixels));
if (isCallValid)
{
context->texSubImage3D(targetPacked, level, xoffset, yoffset, zoffset, width, height,
depth, format, type, pixels);
}
ANGLE_CAPTURE(TexSubImage3D, isCallValid, context, targetPacked, level, xoffset, yoffset,
zoffset, width, height, depth, format, type, pixels);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_2_autogen.h:
// Defines the GL 1.2 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_1_2_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_1_2_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices);
ANGLE_EXPORT void GL_APIENTRY TexImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_1_2_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_3_autogen.h:
// Defines the GL 1.3 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_1_3_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_1_3_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture);
ANGLE_EXPORT void GL_APIENTRY ClientActiveTexture(GLenum texture);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage1D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage1D(GLenum target,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY GetCompressedTexImage(GLenum target, GLint level, void *img);
ANGLE_EXPORT void GL_APIENTRY LoadTransposeMatrixd(const GLdouble *m);
ANGLE_EXPORT void GL_APIENTRY LoadTransposeMatrixf(const GLfloat *m);
ANGLE_EXPORT void GL_APIENTRY MultTransposeMatrixd(const GLdouble *m);
ANGLE_EXPORT void GL_APIENTRY MultTransposeMatrixf(const GLfloat *m);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord1d(GLenum target, GLdouble s);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord1dv(GLenum target, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord1f(GLenum target, GLfloat s);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord1fv(GLenum target, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord1i(GLenum target, GLint s);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord1iv(GLenum target, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord1s(GLenum target, GLshort s);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord1sv(GLenum target, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord2d(GLenum target, GLdouble s, GLdouble t);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord2dv(GLenum target, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord2fv(GLenum target, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord2i(GLenum target, GLint s, GLint t);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord2iv(GLenum target, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord2s(GLenum target, GLshort s, GLshort t);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord2sv(GLenum target, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord3dv(GLenum target, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord3fv(GLenum target, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord3iv(GLenum target, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord3sv(GLenum target, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY
MultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord4dv(GLenum target, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY
MultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord4fv(GLenum target, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord4iv(GLenum target, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY
MultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoord4sv(GLenum target, const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_1_3_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_4_autogen.h:
// Defines the GL 1.4 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_1_4_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_1_4_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
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 BlendFuncSeparate(GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha);
ANGLE_EXPORT void GL_APIENTRY FogCoordPointer(GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY FogCoordd(GLdouble coord);
ANGLE_EXPORT void GL_APIENTRY FogCoorddv(const GLdouble *coord);
ANGLE_EXPORT void GL_APIENTRY FogCoordf(GLfloat coord);
ANGLE_EXPORT void GL_APIENTRY FogCoordfv(const GLfloat *coord);
ANGLE_EXPORT void GL_APIENTRY MultiDrawArrays(GLenum mode,
const GLint *first,
const GLsizei *count,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElements(GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei drawcount);
ANGLE_EXPORT void GL_APIENTRY PointParameterf(GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY PointParameterfv(GLenum pname, const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY PointParameteri(GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY PointParameteriv(GLenum pname, const GLint *params);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3bv(const GLbyte *v);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3dv(const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3fv(const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3i(GLint red, GLint green, GLint blue);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3iv(const GLint *v);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3s(GLshort red, GLshort green, GLshort blue);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3sv(const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3ubv(const GLubyte *v);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3ui(GLuint red, GLuint green, GLuint blue);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3uiv(const GLuint *v);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3us(GLushort red, GLushort green, GLushort blue);
ANGLE_EXPORT void GL_APIENTRY SecondaryColor3usv(const GLushort *v);
ANGLE_EXPORT void GL_APIENTRY SecondaryColorPointer(GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
ANGLE_EXPORT void GL_APIENTRY WindowPos2d(GLdouble x, GLdouble y);
ANGLE_EXPORT void GL_APIENTRY WindowPos2dv(const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY WindowPos2f(GLfloat x, GLfloat y);
ANGLE_EXPORT void GL_APIENTRY WindowPos2fv(const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY WindowPos2i(GLint x, GLint y);
ANGLE_EXPORT void GL_APIENTRY WindowPos2iv(const GLint *v);
ANGLE_EXPORT void GL_APIENTRY WindowPos2s(GLshort x, GLshort y);
ANGLE_EXPORT void GL_APIENTRY WindowPos2sv(const GLshort *v);
ANGLE_EXPORT void GL_APIENTRY WindowPos3d(GLdouble x, GLdouble y, GLdouble z);
ANGLE_EXPORT void GL_APIENTRY WindowPos3dv(const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY WindowPos3f(GLfloat x, GLfloat y, GLfloat z);
ANGLE_EXPORT void GL_APIENTRY WindowPos3fv(const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY WindowPos3i(GLint x, GLint y, GLint z);
ANGLE_EXPORT void GL_APIENTRY WindowPos3iv(const GLint *v);
ANGLE_EXPORT void GL_APIENTRY WindowPos3s(GLshort x, GLshort y, GLshort z);
ANGLE_EXPORT void GL_APIENTRY WindowPos3sv(const GLshort *v);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_1_4_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_1_5_autogen.h:
// Defines the GL 1.5 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_1_5_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_1_5_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BindBuffer(GLenum target, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target,
GLsizeiptr size,
const void *data,
GLenum usage);
ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target,
GLintptr offset,
GLsizeiptr size,
const void *data);
ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY DeleteQueries(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY EndQuery(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GenBuffers(GLsizei n, GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GenQueries(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferPointerv(GLenum target, GLenum pname, void **params);
ANGLE_EXPORT void GL_APIENTRY GetBufferSubData(GLenum target,
GLintptr offset,
GLsizeiptr size,
void *data);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryiv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsBuffer(GLuint buffer);
ANGLE_EXPORT GLboolean GL_APIENTRY IsQuery(GLuint id);
ANGLE_EXPORT void *GL_APIENTRY MapBuffer(GLenum target, GLenum access);
ANGLE_EXPORT GLboolean GL_APIENTRY UnmapBuffer(GLenum target);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_1_5_AUTOGEN_H_
This source diff could not be displayed because it is too large. You can view the blob instead.
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_2_1_autogen.cpp:
// Defines the GL 2.1 entry points.
#include "libGL/entry_points_gl_2_1_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
#include "libANGLE/entry_points_utils.h"
#include "libANGLE/gl_enum_utils.h"
#include "libANGLE/validationEGL.h"
#include "libANGLE/validationES.h"
#include "libANGLE/validationES1.h"
#include "libANGLE/validationES2.h"
#include "libANGLE/validationES3.h"
#include "libANGLE/validationES31.h"
#include "libANGLE/validationES32.h"
#include "libANGLE/validationESEXT.h"
#include "libANGLE/validationGL21_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix2x3fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix2x3fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix2x3fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix2x3fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix2x4fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix2x4fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix2x4fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix2x4fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix3x2fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix3x2fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix3x2fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix3x2fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix3x4fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix3x4fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix3x4fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix3x4fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix4x2fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix4x2fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix4x2fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix4x2fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix4x3fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix4x3fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix4x3fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix4x3fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_2_1_autogen.h:
// Defines the GL 2.1 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_2_1_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_2_1_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_2_1_AUTOGEN_H_
......@@ -5,10 +5,10 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// entry_points_gl_2_0_autogen.cpp:
// Defines the GL 2.0 entry points.
// entry_points_gl_2_autogen.cpp:
// Defines the Desktop GL 2.x entry points.
#include "libGL/entry_points_gl_2_0_autogen.h"
#include "libGL/entry_points_gl_2_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
......@@ -27,6 +27,8 @@
namespace gl
{
// GL 2.0
void GL_APIENTRY AttachShader(GLuint program, GLuint shader)
{
Context *context = GetValidGlobalContext();
......@@ -2328,4 +2330,185 @@ void GL_APIENTRY VertexAttribPointer(GLuint index,
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
// GL 2.1
void GL_APIENTRY UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix2x3fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix2x3fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix2x3fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix2x3fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix2x4fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix2x4fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix2x4fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix2x4fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix3x2fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix3x2fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix3x2fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix3x2fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix3x4fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix3x4fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix3x4fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix3x4fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix4x2fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix4x2fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix4x2fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix4x2fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
void GL_APIENTRY UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
Context *context = GetValidGlobalContext();
EVENT(context, GLUniformMatrix4x3fv,
"context = %d, location = %d, count = %d, transpose = %s, value = 0x%016" PRIxPTR "",
CID(context), location, count, GLbooleanToString(transpose), (uintptr_t)value);
if (context)
{
UniformLocation locationPacked = PackParam<UniformLocation>(location);
std::unique_lock<angle::GlobalMutex> shareContextLock = GetShareGroupLock(context);
bool isCallValid =
(context->skipValidation() ||
ValidateUniformMatrix4x3fv(context, locationPacked, count, transpose, value));
if (isCallValid)
{
context->uniformMatrix4x3fv(locationPacked, count, transpose, value);
}
ANGLE_CAPTURE(UniformMatrix4x3fv, isCallValid, context, locationPacked, count, transpose,
value);
}
else
{
GenerateContextLostErrorOnCurrentGlobalContext();
}
}
} // namespace gl
......@@ -5,17 +5,19 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// entry_points_gl_2_0_autogen.h:
// Defines the GL 2.0 entry points.
// entry_points_gl_2_autogen.h:
// Defines the Desktop GL 2.x entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_2_0_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_2_0_AUTOGEN_H_
#ifndef LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
// GL 2.0
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 BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
......@@ -158,6 +160,32 @@ ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint index,
GLboolean normalized,
GLsizei stride,
const void *pointer);
// GL 2.1
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_2_0_AUTOGEN_H_
#endif // LIBGL_ENTRY_POINTS_GL_2_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_3_1_autogen.h:
// Defines the GL 3.1 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_3_1_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_3_1_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget,
GLenum writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformName(GLuint program,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLuint GL_APIENTRY GetUniformBlockIndex(GLuint program,
const GLchar *uniformBlockName);
ANGLE_EXPORT void GL_APIENTRY GetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices);
ANGLE_EXPORT void GL_APIENTRY PrimitiveRestartIndex(GLuint index);
ANGLE_EXPORT void GL_APIENTRY TexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY UniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_3_1_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_3_2_autogen.h:
// Defines the GL 3.2 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_3_2_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_3_2_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
ANGLE_EXPORT void GL_APIENTRY DeleteSync(GLsync sync);
ANGLE_EXPORT void GL_APIENTRY DrawElementsBaseVertex(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseVertex(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
ANGLE_EXPORT void GL_APIENTRY DrawRangeElementsBaseVertex(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
ANGLE_EXPORT GLsync GL_APIENTRY FenceSync(GLenum condition, GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture(GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetInteger64i_v(GLenum target, GLuint index, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetInteger64v(GLenum pname, GLint64 *data);
ANGLE_EXPORT void GL_APIENTRY GetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
ANGLE_EXPORT void GL_APIENTRY
GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSync(GLsync sync);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElementsBaseVertex(GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex);
ANGLE_EXPORT void GL_APIENTRY ProvokingVertex(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY SampleMaski(GLuint maskNumber, GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY TexImage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY TexImage3DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_3_2_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_3_3_autogen.h:
// Defines the GL 3.3 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_3_3_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_3_3_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BindFragDataLocationIndexed(GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY BindSampler(GLuint unit, GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY ColorP3ui(GLenum type, GLuint color);
ANGLE_EXPORT void GL_APIENTRY ColorP3uiv(GLenum type, const GLuint *color);
ANGLE_EXPORT void GL_APIENTRY ColorP4ui(GLenum type, GLuint color);
ANGLE_EXPORT void GL_APIENTRY ColorP4uiv(GLenum type, const GLuint *color);
ANGLE_EXPORT void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers);
ANGLE_EXPORT GLint GL_APIENTRY GetFragDataIndex(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsSampler(GLuint sampler);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY MultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY NormalP3ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY NormalP3uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY QueryCounter(GLuint id, GLenum target);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterIuiv(GLuint sampler,
GLenum pname,
const GLuint *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameterfv(GLuint sampler,
GLenum pname,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameteri(GLuint sampler, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
ANGLE_EXPORT void GL_APIENTRY SecondaryColorP3ui(GLenum type, GLuint color);
ANGLE_EXPORT void GL_APIENTRY SecondaryColorP3uiv(GLenum type, const GLuint *color);
ANGLE_EXPORT void GL_APIENTRY TexCoordP1ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP1uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP2ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP2uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP3ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP3uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP4ui(GLenum type, GLuint coords);
ANGLE_EXPORT void GL_APIENTRY TexCoordP4uiv(GLenum type, const GLuint *coords);
ANGLE_EXPORT void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP1ui(GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP1uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP2ui(GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP2uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP3ui(GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP3uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP4ui(GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexAttribP4uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexP2ui(GLenum type, GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexP2uiv(GLenum type, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexP3ui(GLenum type, GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexP3uiv(GLenum type, const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY VertexP4ui(GLenum type, GLuint value);
ANGLE_EXPORT void GL_APIENTRY VertexP4uiv(GLenum type, const GLuint *value);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_3_3_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_4_0_autogen.h:
// Defines the GL 4.0 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BeginQueryIndexed(GLenum target, GLuint index, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id);
ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendEquationi(GLuint buf, GLenum mode);
ANGLE_EXPORT void GL_APIENTRY
BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendFunci(GLuint buf, GLenum src, GLenum dst);
ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY DrawArraysIndirect(GLenum mode, const void *indirect);
ANGLE_EXPORT void GL_APIENTRY DrawElementsIndirect(GLenum mode, GLenum type, const void *indirect);
ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedback(GLenum mode, GLuint id);
ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
ANGLE_EXPORT void GL_APIENTRY EndQueryIndexed(GLenum target, GLuint index);
ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineName(GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformName(GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformiv(GLuint program,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values);
ANGLE_EXPORT void GL_APIENTRY GetProgramStageiv(GLuint program,
GLenum shadertype,
GLenum pname,
GLint *values);
ANGLE_EXPORT void GL_APIENTRY GetQueryIndexediv(GLenum target,
GLuint index,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLuint GL_APIENTRY GetSubroutineIndex(GLuint program,
GLenum shadertype,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GetSubroutineUniformLocation(GLuint program,
GLenum shadertype,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetUniformSubroutineuiv(GLenum shadertype,
GLint location,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetUniformdv(GLuint program, GLint location, GLdouble *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id);
ANGLE_EXPORT void GL_APIENTRY MinSampleShading(GLfloat value);
ANGLE_EXPORT void GL_APIENTRY PatchParameterfv(GLenum pname, const GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY PatchParameteri(GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback();
ANGLE_EXPORT void GL_APIENTRY Uniform1d(GLint location, GLdouble x);
ANGLE_EXPORT void GL_APIENTRY Uniform1dv(GLint location, GLsizei count, const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY Uniform2d(GLint location, GLdouble x, GLdouble y);
ANGLE_EXPORT void GL_APIENTRY Uniform2dv(GLint location, GLsizei count, const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
ANGLE_EXPORT void GL_APIENTRY Uniform3dv(GLint location, GLsizei count, const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY
Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
ANGLE_EXPORT void GL_APIENTRY Uniform4dv(GLint location, GLsizei count, const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY UniformSubroutinesuiv(GLenum shadertype,
GLsizei count,
const GLuint *indices);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_gl_4_2_autogen.h:
// Defines the GL 4.2 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_2_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_2_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format);
ANGLE_EXPORT void GL_APIENTRY DrawArraysInstancedBaseInstance(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseInstance(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLuint baseinstance);
ANGLE_EXPORT void GL_APIENTRY DrawElementsInstancedBaseVertexBaseInstance(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance);
ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedbackInstanced(GLenum mode,
GLuint id,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedbackStreamInstanced(GLenum mode,
GLuint id,
GLuint stream,
GLsizei instancecount);
ANGLE_EXPORT void GL_APIENTRY GetActiveAtomicCounterBufferiv(GLuint program,
GLuint bufferIndex,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY MemoryBarrier(GLbitfield barriers);
ANGLE_EXPORT void GL_APIENTRY TexStorage1D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
ANGLE_EXPORT void GL_APIENTRY
TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY TexStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_2_AUTOGEN_H_
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