Commit 2e16d96d by Jamie Madill Committed by Commit Bot

GLES2: Use codegen for the entry point header.

This is a first step towards auto-generating more entry point files. BUG=angleproject:1309 Change-Id: Ic75a627feb91c19b6bb398a6f9f1a37b603dea14 Reviewed-on: https://chromium-review.googlesource.com/483425 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 0d434046
#!/usr/bin/python
#
# Copyright 2017 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.
#
# generate_entry_points.py:
# Generates the OpenGL bindings and entry point layers for ANGLE.
import sys, os, pprint
import xml.etree.ElementTree as etree
from datetime import date
def script_relative(path):
return os.path.join(os.path.dirname(sys.argv[0]), path)
tree = etree.parse(script_relative('gl.xml'))
root = tree.getroot()
gles2_xpath = ".//feature[@name='GL_ES_VERSION_2_0']//command"
gles2_commands = [cmd.attrib['name'] for cmd in root.findall(gles2_xpath)]
template_entry_point_header = """// GENERATED FILE - DO NOT EDIT.
// Generated by {script_name} using data from {data_source_name}.
//
// Copyright {year} 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_gles_{major_version}_{minor_version}_autogen.h:
// Defines the GLES {major_version}.{minor_version} entry points.
#ifndef LIBGLESV2_ENTRYPOINTSGLES{major_version}{minor_version}_AUTOGEN_H_
#define LIBGLESV2_ENTRYPOINTSGLES{major_version}{minor_version}_AUTOGEN_H_
#include <GLES2/gl{major_version}.h>
#include <export.h>
namespace gl
{{
{entry_points}
}} // namespace gl
#endif // LIBGLESV2_ENTRYPOINTSGLES{major_version}{minor_version}_AUTOGEN_H_
"""
template_entry_point_decl = """ANGLE_EXPORT {return_type}GL_APIENTRY {name}({params});"""
commands = root.find(".//commands[@namespace='GL']")
entry_point_decls_gles_2_0 = []
def format_entry_point_decl(cmd_name, proto, params):
return template_entry_point_decl.format(
name = cmd_name[2:],
return_type = proto[:-len(cmd_name)],
params = ", ".join(params))
for cmd_name in gles2_commands:
command_xpath = "command/proto[name='" + cmd_name + "']/.."
command = commands.find(command_xpath)
params = ["".join(param.itertext()) for param in command.findall("./param")]
proto = "".join(command.find("./proto").itertext())
entry_point_decls_gles_2_0 += [format_entry_point_decl(cmd_name, proto, params)]
gles_2_0_header = template_entry_point_header.format(
script_name = os.path.basename(sys.argv[0]),
data_source_name = "gl.xml",
year = date.today().year,
major_version = 2,
minor_version = 0,
entry_points = "\n".join(entry_point_decls_gles_2_0))
def path_to(folder, file):
return os.path.join(script_relative(".."), "src", folder, file)
gles_2_0_header_path = path_to("libGLESv2", "entry_points_gles_2_0_autogen.h")
with open(gles_2_0_header_path, "w") as out:
out.write(gles_2_0_header)
out.close()
This source diff could not be displayed because it is too large. You can view the blob instead.
...@@ -749,7 +749,7 @@ ...@@ -749,7 +749,7 @@
'libGLESv2/entry_points_egl_ext.cpp', 'libGLESv2/entry_points_egl_ext.cpp',
'libGLESv2/entry_points_egl_ext.h', 'libGLESv2/entry_points_egl_ext.h',
'libGLESv2/entry_points_gles_2_0.cpp', 'libGLESv2/entry_points_gles_2_0.cpp',
'libGLESv2/entry_points_gles_2_0.h', 'libGLESv2/entry_points_gles_2_0_autogen.h',
'libGLESv2/entry_points_gles_2_0_ext.cpp', 'libGLESv2/entry_points_gles_2_0_ext.cpp',
'libGLESv2/entry_points_gles_2_0_ext.h', 'libGLESv2/entry_points_gles_2_0_ext.h',
'libGLESv2/entry_points_gles_3_0.cpp', 'libGLESv2/entry_points_gles_3_0.cpp',
......
...@@ -8,7 +8,7 @@ ...@@ -8,7 +8,7 @@
#include "libGLESv2/entry_points_egl.h" #include "libGLESv2/entry_points_egl.h"
#include "libGLESv2/entry_points_egl_ext.h" #include "libGLESv2/entry_points_egl_ext.h"
#include "libGLESv2/entry_points_gles_2_0.h" #include "libGLESv2/entry_points_gles_2_0_autogen.h"
#include "libGLESv2/entry_points_gles_2_0_ext.h" #include "libGLESv2/entry_points_gles_2_0_ext.h"
#include "libGLESv2/entry_points_gles_3_0.h" #include "libGLESv2/entry_points_gles_3_0.h"
#include "libGLESv2/entry_points_gles_3_1.h" #include "libGLESv2/entry_points_gles_3_1.h"
......
...@@ -6,7 +6,7 @@ ...@@ -6,7 +6,7 @@
// entry_points_gles_2_0.cpp : Implements the GLES 2.0 entry points. // entry_points_gles_2_0.cpp : Implements the GLES 2.0 entry points.
#include "libGLESv2/entry_points_gles_2_0.h" #include "libGLESv2/entry_points_gles_2_0_autogen.h"
#include "libGLESv2/global_state.h" #include "libGLESv2/global_state.h"
......
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
// //
// Copyright(c) 2014 The ANGLE Project Authors. All rights reserved. // Copyright 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be // Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file. // found in the LICENSE file.
// //
// entry_points_gles_2_0_autogen.h:
// Defines the GLES 2.0 entry points.
// entry_points_gles_2_0.h : Defines the GLES 2.0 entry points. #ifndef LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_
#define LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_
#ifndef LIBGLESV2_ENTRYPOINTGLES20_H_
#define LIBGLESV2_ENTRYPOINTGLES20_H_
#include <GLES2/gl2.h> #include <GLES2/gl2.h>
#include <export.h> #include <export.h>
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture); ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture);
ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader); 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 BindAttribLocation(GLuint program, GLuint index, const GLchar *name);
...@@ -26,10 +27,10 @@ ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blu ...@@ -26,10 +27,10 @@ ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blu
ANGLE_EXPORT void GL_APIENTRY BlendEquation(GLenum mode); ANGLE_EXPORT void GL_APIENTRY BlendEquation(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendFunc(GLenum sfactor, GLenum dfactor); ANGLE_EXPORT void GL_APIENTRY BlendFunc(GLenum sfactor, GLenum dfactor);
ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum srcRGB, ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum sfactorRGB,
GLenum dstRGB, GLenum dfactorRGB,
GLenum srcAlpha, GLenum sfactorAlpha,
GLenum dstAlpha); GLenum dfactorAlpha);
ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target, ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target,
GLsizeiptr size, GLsizeiptr size,
const void *data, const void *data,
...@@ -41,7 +42,7 @@ ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target, ...@@ -41,7 +42,7 @@ ANGLE_EXPORT void GL_APIENTRY BufferSubData(GLenum target,
ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target); ANGLE_EXPORT GLenum GL_APIENTRY CheckFramebufferStatus(GLenum target);
ANGLE_EXPORT void GL_APIENTRY Clear(GLbitfield mask); ANGLE_EXPORT void GL_APIENTRY Clear(GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); ANGLE_EXPORT void GL_APIENTRY ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat depth); ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat d);
ANGLE_EXPORT void GL_APIENTRY ClearStencil(GLint s); ANGLE_EXPORT void GL_APIENTRY ClearStencil(GLint s);
ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red, ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red,
GLboolean green, GLboolean green,
...@@ -81,7 +82,7 @@ ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target, ...@@ -81,7 +82,7 @@ ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target,
GLint y, GLint y,
GLsizei width, GLsizei width,
GLsizei height); GLsizei height);
ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram(void); ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram();
ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type); ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type);
ANGLE_EXPORT void GL_APIENTRY CullFace(GLenum mode); ANGLE_EXPORT void GL_APIENTRY CullFace(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers); ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers);
...@@ -103,8 +104,8 @@ ANGLE_EXPORT void GL_APIENTRY DrawElements(GLenum mode, ...@@ -103,8 +104,8 @@ ANGLE_EXPORT void GL_APIENTRY DrawElements(GLenum mode,
const void *indices); const void *indices);
ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap); ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap);
ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index); ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index);
ANGLE_EXPORT void GL_APIENTRY Finish(void); ANGLE_EXPORT void GL_APIENTRY Finish();
ANGLE_EXPORT void GL_APIENTRY Flush(void); ANGLE_EXPORT void GL_APIENTRY Flush();
ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target, ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target,
GLenum attachment, GLenum attachment,
GLenum renderbuffertarget, GLenum renderbuffertarget,
...@@ -122,51 +123,51 @@ ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers) ...@@ -122,51 +123,51 @@ ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers)
ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint *textures); ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program, ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program,
GLuint index, GLuint index,
GLsizei bufsize, GLsizei bufSize,
GLsizei *length, GLsizei *length,
GLint *size, GLint *size,
GLenum *type, GLenum *type,
GLchar *name); GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(GLuint program, ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(GLuint program,
GLuint index, GLuint index,
GLsizei bufsize, GLsizei bufSize,
GLsizei *length, GLsizei *length,
GLint *size, GLint *size,
GLenum *type, GLenum *type,
GLchar *name); GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetAttachedShaders(GLuint program, ANGLE_EXPORT void GL_APIENTRY GetAttachedShaders(GLuint program,
GLsizei maxcount, GLsizei maxCount,
GLsizei *count, GLsizei *count,
GLuint *shaders); GLuint *shaders);
ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar *name); ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetBooleanv(GLenum pname, GLboolean *params); ANGLE_EXPORT void GL_APIENTRY GetBooleanv(GLenum pname, GLboolean *data);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT GLenum GL_APIENTRY GetError(void); ANGLE_EXPORT GLenum GL_APIENTRY GetError();
ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat *data);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target, ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment, GLenum attachment,
GLenum pname, GLenum pname,
GLint *params); GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint *data);
ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program, ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program,
GLsizei bufsize, GLsizei bufSize,
GLsizei *length, GLsizei *length,
GLchar *infolog); GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target, ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target,
GLenum pname, GLenum pname,
GLint *params); GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader, ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader,
GLsizei bufsize, GLsizei bufSize,
GLsizei *length, GLsizei *length,
GLchar *infolog); GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype, ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype, GLenum precisiontype,
GLint *range, GLint *range,
GLint *precision); GLint *precision);
ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader, ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader,
GLsizei bufsize, GLsizei bufSize,
GLsizei *length, GLsizei *length,
GLchar *source); GLchar *source);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GetString(GLenum name); ANGLE_EXPORT const GLubyte *GL_APIENTRY GetString(GLenum name);
...@@ -197,14 +198,14 @@ ANGLE_EXPORT void GL_APIENTRY ReadPixels(GLint x, ...@@ -197,14 +198,14 @@ ANGLE_EXPORT void GL_APIENTRY ReadPixels(GLint x,
GLenum format, GLenum format,
GLenum type, GLenum type,
void *pixels); void *pixels);
ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler(void); ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler();
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target, ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target,
GLenum internalformat, GLenum internalformat,
GLsizei width, GLsizei width,
GLsizei height); GLsizei height);
ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert); ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert);
ANGLE_EXPORT void GL_APIENTRY Scissor(GLint x, GLint y, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei n, ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei count,
const GLuint *shaders, const GLuint *shaders,
GLenum binaryformat, GLenum binaryformat,
const void *binary, const void *binary,
...@@ -219,9 +220,9 @@ ANGLE_EXPORT void GL_APIENTRY StencilMask(GLuint mask); ...@@ -219,9 +220,9 @@ ANGLE_EXPORT void GL_APIENTRY StencilMask(GLuint mask);
ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask); ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY StencilOp(GLenum fail, GLenum zfail, GLenum zpass); ANGLE_EXPORT void GL_APIENTRY StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face, ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face,
GLenum fail, GLenum sfail,
GLenum zfail, GLenum dpfail,
GLenum zpass); GLenum dppass);
ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target, ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target,
GLint level, GLint level,
GLint internalformat, GLint internalformat,
...@@ -244,22 +245,23 @@ ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target, ...@@ -244,22 +245,23 @@ ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target,
GLenum format, GLenum format,
GLenum type, GLenum type,
const void *pixels); const void *pixels);
ANGLE_EXPORT void GL_APIENTRY Uniform1f(GLint location, GLfloat x); ANGLE_EXPORT void GL_APIENTRY Uniform1f(GLint location, GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint x); ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint v0);
ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint *v); ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat x, GLfloat y); ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat v0, GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint x, GLint y); ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint v0, GLint v1);
ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint *v); ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat *v); ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint x, GLint y, GLint z); ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint *v); ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); ANGLE_EXPORT void GL_APIENTRY
ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat *v); Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint *v); ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location, ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location,
GLsizei count, GLsizei count,
GLboolean transpose, GLboolean transpose,
...@@ -274,22 +276,22 @@ ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location, ...@@ -274,22 +276,22 @@ ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location,
const GLfloat *value); const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UseProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY UseProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY ValidateProgram(GLuint program); ANGLE_EXPORT void GL_APIENTRY ValidateProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib1f(GLuint indx, GLfloat x); ANGLE_EXPORT void GL_APIENTRY VertexAttrib1f(GLuint index, GLfloat x);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint indx, const GLfloat *values); ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint indx, const GLfloat *values); ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint indx, const GLfloat *values); ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY ANGLE_EXPORT void GL_APIENTRY
VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint indx, const GLfloat *values); ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint index, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint indx, ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint index,
GLint size, GLint size,
GLenum type, GLenum type,
GLboolean normalized, GLboolean normalized,
GLsizei stride, GLsizei stride,
const void *ptr); const void *pointer);
ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height); ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
} // namespace gl } // namespace gl
#endif // LIBGLESV2_ENTRYPOINTGLES20_H_ #endif // LIBGLESV2_ENTRYPOINTSGLES20_AUTOGEN_H_
...@@ -6,7 +6,7 @@ ...@@ -6,7 +6,7 @@
// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions. // libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
#include "libGLESv2/entry_points_gles_2_0.h" #include "libGLESv2/entry_points_gles_2_0_autogen.h"
#include "libGLESv2/entry_points_gles_2_0_ext.h" #include "libGLESv2/entry_points_gles_2_0_ext.h"
#include "libGLESv2/entry_points_gles_3_0.h" #include "libGLESv2/entry_points_gles_3_0.h"
#include "libGLESv2/entry_points_gles_3_1.h" #include "libGLESv2/entry_points_gles_3_1.h"
......
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