Commit 523dbf40 by Clemen Deng Committed by Commit Bot

Add GL versions to desktop implementation

The current implementation generates entry points for GL up to version 3.1. Will need to support later versions for some apps. Bug: angleproject:3698 Change-Id: Ic44d07b12a9eeeceb8cd98dd9c44652dca728dc0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1700572 Commit-Queue: Clemen Deng <clemendeng@google.com> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent ce330593
...@@ -4,9 +4,9 @@ ...@@ -4,9 +4,9 @@
"scripts/egl_angle_ext.xml": "scripts/egl_angle_ext.xml":
"fc2e249239fb1365f6d145cdf1a3cfcf", "fc2e249239fb1365f6d145cdf1a3cfcf",
"scripts/entry_point_packed_gl_enums.json": "scripts/entry_point_packed_gl_enums.json":
"359fc5d32a8dcb0ee407ca3ce7c99774", "e5282bdef690f0ec652fed0e0723d1e8",
"scripts/generate_entry_points.py": "scripts/generate_entry_points.py":
"82eb8bd96b46bf0141fbcac17c71a97c", "52114608e1af3d5d12d2985b62168464",
"scripts/gl.xml": "scripts/gl.xml":
"b470cb06b06cbbe7adb2c8129ec85708", "b470cb06b06cbbe7adb2c8129ec85708",
"scripts/gl_angle_ext.xml": "scripts/gl_angle_ext.xml":
...@@ -35,6 +35,24 @@ ...@@ -35,6 +35,24 @@
"46a55343d5ff3d79ac63b8887dc90ce3", "46a55343d5ff3d79ac63b8887dc90ce3",
"src/libANGLE/Context_gl_3_1_autogen.h": "src/libANGLE/Context_gl_3_1_autogen.h":
"391170a24ea544e6de99051e4d8d4aa1", "391170a24ea544e6de99051e4d8d4aa1",
"src/libANGLE/Context_gl_3_2_autogen.h":
"2456650a1edcecbb7b6b42c78e93a01e",
"src/libANGLE/Context_gl_3_3_autogen.h":
"b7b4c2cb4ed98e35b176dca69fdb99e0",
"src/libANGLE/Context_gl_4_0_autogen.h":
"48da9105554e9dbe2153fb641be6ef2f",
"src/libANGLE/Context_gl_4_1_autogen.h":
"e8984624e468a8c171f47c16932f0a90",
"src/libANGLE/Context_gl_4_2_autogen.h":
"bb40b869bffb0091e7238b4295db321d",
"src/libANGLE/Context_gl_4_3_autogen.h":
"fc5351b6a7c8837da9852b9371b37d24",
"src/libANGLE/Context_gl_4_4_autogen.h":
"3621f32c7f3a1398b7195c22c587f9f8",
"src/libANGLE/Context_gl_4_5_autogen.h":
"38daeebef8e127d3b02710560a04657f",
"src/libANGLE/Context_gl_4_6_autogen.h":
"8f94bff5e701e85d98d3b84f6d82f5bf",
"src/libANGLE/Context_gles_1_0_autogen.h": "src/libANGLE/Context_gles_1_0_autogen.h":
"f30ed90e4ec23f886bda9344d82dd529", "f30ed90e4ec23f886bda9344d82dd529",
"src/libANGLE/Context_gles_2_0_autogen.h": "src/libANGLE/Context_gles_2_0_autogen.h":
...@@ -66,11 +84,11 @@ ...@@ -66,11 +84,11 @@
"src/libANGLE/capture_gles_ext_autogen.h": "src/libANGLE/capture_gles_ext_autogen.h":
"39a05d74a0c3561f301382c0aedf4a4d", "39a05d74a0c3561f301382c0aedf4a4d",
"src/libANGLE/entry_points_enum_autogen.h": "src/libANGLE/entry_points_enum_autogen.h":
"0679308533029fdbc9f9844a5760586b", "b98241dd6ce96934cc1d6f8edc0725e1",
"src/libANGLE/frame_capture_utils_autogen.cpp": "src/libANGLE/frame_capture_utils_autogen.cpp":
"4d927f537790aca3ded046fb35732889", "ec6ca9dee86e07a0421721f2bab4fb0b",
"src/libANGLE/frame_capture_utils_autogen.h": "src/libANGLE/frame_capture_utils_autogen.h":
"b88c4983aab4d7cd2555973a8773f4c7", "711de28342aa33478a5be9db420e7528",
"src/libANGLE/validationES1_autogen.h": "src/libANGLE/validationES1_autogen.h":
"8d3131d2bf2e6f521f46b44e64a6bff9", "8d3131d2bf2e6f521f46b44e64a6bff9",
"src/libANGLE/validationES2_autogen.h": "src/libANGLE/validationES2_autogen.h":
...@@ -99,52 +117,106 @@ ...@@ -99,52 +117,106 @@
"bbbdee2a2aaed049bfe243197a633b1b", "bbbdee2a2aaed049bfe243197a633b1b",
"src/libANGLE/validationGL31_autogen.h": "src/libANGLE/validationGL31_autogen.h":
"8eb20c13d38138483d42f898400ef176", "8eb20c13d38138483d42f898400ef176",
"src/libANGLE/validationGL32_autogen.h":
"d660f5b5196e8b1f2d56bb2775edf0f1",
"src/libANGLE/validationGL33_autogen.h":
"77948e5ca0f3d5937583a2e6416f4060",
"src/libANGLE/validationGL3_autogen.h": "src/libANGLE/validationGL3_autogen.h":
"1bd2846baa868d579bc4f619dc59a93c", "1bd2846baa868d579bc4f619dc59a93c",
"src/libANGLE/validationGL41_autogen.h":
"92c54503a0e049b1de7a0212a6921bfe",
"src/libANGLE/validationGL42_autogen.h":
"7644340d97bb8c5e8373dad4b797394d",
"src/libANGLE/validationGL43_autogen.h":
"d0934d58c75948ef32bcf149457fcdb0",
"src/libANGLE/validationGL44_autogen.h":
"225fe286cdd9c097a5b8b74fa3d84111",
"src/libANGLE/validationGL45_autogen.h":
"3a0290e473261e40a862daf54e0bbaa3",
"src/libANGLE/validationGL46_autogen.h":
"08a145cbeb4ea627ce94c65cd881cc5d",
"src/libANGLE/validationGL4_autogen.h":
"ebbde7f5154a4d1736330d1fc53b3af7",
"src/libGL/entry_points_gl_1_0_autogen.cpp": "src/libGL/entry_points_gl_1_0_autogen.cpp":
"65efdf7fcf3d7b12f936db5c6c7f1c32", "65efdf7fcf3d7b12f936db5c6c7f1c32",
"src/libGL/entry_points_gl_1_0_autogen.h": "src/libGL/entry_points_gl_1_0_autogen.h":
"ba9a7d0ce72bca6f11d12b3a8a3e95c1", "a2372719bd7fbc4a6b070ecae7d9247a",
"src/libGL/entry_points_gl_1_1_autogen.cpp": "src/libGL/entry_points_gl_1_1_autogen.cpp":
"7b3230b667a6ff00933f58223d958f89", "7b3230b667a6ff00933f58223d958f89",
"src/libGL/entry_points_gl_1_1_autogen.h": "src/libGL/entry_points_gl_1_1_autogen.h":
"1b675cfae8fa5e5d79032d480b9d098f", "29ff203c0d402f78d020525a5e5ee447",
"src/libGL/entry_points_gl_1_2_autogen.cpp": "src/libGL/entry_points_gl_1_2_autogen.cpp":
"247f0973fb17a46cf02d97fe3647ff86", "247f0973fb17a46cf02d97fe3647ff86",
"src/libGL/entry_points_gl_1_2_autogen.h": "src/libGL/entry_points_gl_1_2_autogen.h":
"55ae51cd45fb87f44479abe7918ccc45", "db041e9b37eaaf1c31a4b4e2e4e987f4",
"src/libGL/entry_points_gl_1_3_autogen.cpp": "src/libGL/entry_points_gl_1_3_autogen.cpp":
"fdbffcd6b9bc4e6765cfa027c0645564", "fdbffcd6b9bc4e6765cfa027c0645564",
"src/libGL/entry_points_gl_1_3_autogen.h": "src/libGL/entry_points_gl_1_3_autogen.h":
"5cd2206947c56f33948eab34a85b9d18", "0c30cbdd3d5b10e9217a049cc2794317",
"src/libGL/entry_points_gl_1_4_autogen.cpp": "src/libGL/entry_points_gl_1_4_autogen.cpp":
"8a4db0a0dd18a3d43bff54d77aa5d56e", "8a4db0a0dd18a3d43bff54d77aa5d56e",
"src/libGL/entry_points_gl_1_4_autogen.h": "src/libGL/entry_points_gl_1_4_autogen.h":
"3a2922db3bd9637a067b61f3099989d2", "6f3dcfd98c18cd53f32e61ee01eabad6",
"src/libGL/entry_points_gl_1_5_autogen.cpp": "src/libGL/entry_points_gl_1_5_autogen.cpp":
"d5964ecec41afd6a0da980e1aedf9abd", "d5964ecec41afd6a0da980e1aedf9abd",
"src/libGL/entry_points_gl_1_5_autogen.h": "src/libGL/entry_points_gl_1_5_autogen.h":
"ba307366eed3707a79e682aba990c2ba", "8caacff247caecb833b065afaf6e90ef",
"src/libGL/entry_points_gl_2_0_autogen.cpp": "src/libGL/entry_points_gl_2_0_autogen.cpp":
"73a6c7a872080b6c0b056159e9bcfcc0", "73a6c7a872080b6c0b056159e9bcfcc0",
"src/libGL/entry_points_gl_2_0_autogen.h": "src/libGL/entry_points_gl_2_0_autogen.h":
"1e9622afa89718fc65d2801848780691", "f0f58f83717148d58b735af5c435f2ef",
"src/libGL/entry_points_gl_2_1_autogen.cpp": "src/libGL/entry_points_gl_2_1_autogen.cpp":
"c1e596d66b764e76cccbd4f726312d9b", "c1e596d66b764e76cccbd4f726312d9b",
"src/libGL/entry_points_gl_2_1_autogen.h": "src/libGL/entry_points_gl_2_1_autogen.h":
"4a368fe42f9b690ccec8a0492e9d0f2d", "87cd6d513a5852c56eed9b58484fbe19",
"src/libGL/entry_points_gl_3_0_autogen.cpp": "src/libGL/entry_points_gl_3_0_autogen.cpp":
"891bb91af9a61dddb10602a8d59392fc", "891bb91af9a61dddb10602a8d59392fc",
"src/libGL/entry_points_gl_3_0_autogen.h": "src/libGL/entry_points_gl_3_0_autogen.h":
"a04b4fe60f275cbb405858498cc3a411", "47396290a846f808e598acdbca56e9b3",
"src/libGL/entry_points_gl_3_1_autogen.cpp": "src/libGL/entry_points_gl_3_1_autogen.cpp":
"3c8d595677596847aa1e8e625d5f0fe2", "3c8d595677596847aa1e8e625d5f0fe2",
"src/libGL/entry_points_gl_3_1_autogen.h": "src/libGL/entry_points_gl_3_1_autogen.h":
"0bd4aaf736f40589f668fdd381b87788", "6ee6613c0206d99c6afdcd3faddb52a3",
"src/libGL/entry_points_gl_3_2_autogen.cpp":
"62789b076f1d2b64946cd4e632103110",
"src/libGL/entry_points_gl_3_2_autogen.h":
"347e40b5c9fd08a693bf4ffe713c61e6",
"src/libGL/entry_points_gl_3_3_autogen.cpp":
"3ecb9acaa912771b07bc0b9f8844dc71",
"src/libGL/entry_points_gl_3_3_autogen.h":
"2151c64b03364111ad1455609243caba",
"src/libGL/entry_points_gl_4_0_autogen.cpp":
"3d4eabc6c81f306ac8e38891f296d29e",
"src/libGL/entry_points_gl_4_0_autogen.h":
"c5a258322ee6de37ffdbb6f40d5703a2",
"src/libGL/entry_points_gl_4_1_autogen.cpp":
"aed491eb49b17ecb4e323fff05732987",
"src/libGL/entry_points_gl_4_1_autogen.h":
"ea1e18bf5ed2bd1063c940bd793cb50c",
"src/libGL/entry_points_gl_4_2_autogen.cpp":
"791b42f35e8c735d3e770d01db50b50f",
"src/libGL/entry_points_gl_4_2_autogen.h":
"e6b93e1c3028230ebf5ba8a09f5f4aca",
"src/libGL/entry_points_gl_4_3_autogen.cpp":
"34f31b64d8a5d868096ea4fb70cb0fbe",
"src/libGL/entry_points_gl_4_3_autogen.h":
"60bf8a8337129670875de694386a0a9d",
"src/libGL/entry_points_gl_4_4_autogen.cpp":
"5b85e74385d49e79fb6ea506fe1ec7af",
"src/libGL/entry_points_gl_4_4_autogen.h":
"d0a8c556ffb1c9d4519a66b2868c68b2",
"src/libGL/entry_points_gl_4_5_autogen.cpp":
"e74de04b613b9aec30e32efe119cf4db",
"src/libGL/entry_points_gl_4_5_autogen.h":
"0cc66bfbe40b1120e38ba977c2c95cc1",
"src/libGL/entry_points_gl_4_6_autogen.cpp":
"680f5e4a356b1801b1f1c52f287c1961",
"src/libGL/entry_points_gl_4_6_autogen.h":
"d659e18d8caffa8d0729fc1a8bdd79f2",
"src/libGL/libGL_autogen.cpp": "src/libGL/libGL_autogen.cpp":
"2ee47347a7d1f3f85944c772398c7ef8", "9dafbdb3d31700b4505f312a91b147fc",
"src/libGL/libGL_autogen.def": "src/libGL/libGL_autogen.def":
"8ff022ce11382a0b4adbd05b559ad59c", "b372327de868ff8eaa4f837b7e434f72",
"src/libGLESv2/entry_points_gles_1_0_autogen.cpp": "src/libGLESv2/entry_points_gles_1_0_autogen.cpp":
"d9882eb5eb7002955c0e6969288dc595", "d9882eb5eb7002955c0e6969288dc595",
"src/libGLESv2/entry_points_gles_1_0_autogen.h": "src/libGLESv2/entry_points_gles_1_0_autogen.h":
......
...@@ -4,7 +4,7 @@ ...@@ -4,7 +4,7 @@
"scripts/egl_angle_ext.xml": "scripts/egl_angle_ext.xml":
"fc2e249239fb1365f6d145cdf1a3cfcf", "fc2e249239fb1365f6d145cdf1a3cfcf",
"scripts/gen_proc_table.py": "scripts/gen_proc_table.py":
"3c988387fd8d368ea3a660b869867660", "02cd0bf313b513b2f2966cd6ef7a1c24",
"scripts/gl.xml": "scripts/gl.xml":
"b470cb06b06cbbe7adb2c8129ec85708", "b470cb06b06cbbe7adb2c8129ec85708",
"scripts/gl_angle_ext.xml": "scripts/gl_angle_ext.xml":
...@@ -14,7 +14,7 @@ ...@@ -14,7 +14,7 @@
"scripts/wgl.xml": "scripts/wgl.xml":
"aa96419c582af2f6673430e2847693f4", "aa96419c582af2f6673430e2847693f4",
"src/libGL/proc_table_wgl_autogen.cpp": "src/libGL/proc_table_wgl_autogen.cpp":
"62d8f224776d738d5ee259a5f84528e1", "6844abf06aa6fb7a26878acb0d69df07",
"src/libGLESv2/proc_table_egl_autogen.cpp": "src/libGLESv2/proc_table_egl_autogen.cpp":
"73e54da783ff8d5058e9dadcc6e90322" "73e54da783ff8d5058e9dadcc6e90322"
} }
\ No newline at end of file
...@@ -380,9 +380,15 @@ ...@@ -380,9 +380,15 @@
"glPointSizePointerOES": { "glPointSizePointerOES": {
"type" : "VertexAttribType" "type" : "VertexAttribType"
}, },
"glProvokingVertex": {
"mode": "ProvokingVertexConvention"
},
"glProvokingVertexANGLE": { "glProvokingVertexANGLE": {
"mode": "ProvokingVertexConvention" "mode": "ProvokingVertexConvention"
}, },
"glQueryCounter": {
"target": "QueryType"
},
"glQueryCounterEXT": { "glQueryCounterEXT": {
"target": "QueryType" "target": "QueryType"
}, },
...@@ -488,6 +494,9 @@ ...@@ -488,6 +494,9 @@
"glTexStorage2DMultisampleANGLE": { "glTexStorage2DMultisampleANGLE": {
"target": "TextureType" "target": "TextureType"
}, },
"glTexStorage3DMultisample": {
"target": "TextureType"
},
"glTexStorage3DMultisampleOES": { "glTexStorage3DMultisampleOES": {
"target": "TextureType" "target": "TextureType"
}, },
......
...@@ -70,6 +70,15 @@ includes_gl = """#include "libGL/proc_table_wgl.h" ...@@ -70,6 +70,15 @@ includes_gl = """#include "libGL/proc_table_wgl.h"
#include "libGL/entry_points_gl_2_1_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_0_autogen.h"
#include "libGL/entry_points_gl_3_1_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 "platform/Platform.h" #include "platform/Platform.h"
""" """
...@@ -163,7 +172,10 @@ def main(): ...@@ -163,7 +172,10 @@ def main():
# libGL proc table # libGL proc table
glxml = registry_xml.RegistryXML('gl.xml') glxml = registry_xml.RegistryXML('gl.xml')
for annotation in ["1_0", "1_1", "1_2", "1_3", "1_4", "1_5", "2_0", "2_1", "3_0", "3_1"]: for annotation in [
"1_0", "1_1", "1_2", "1_3", "1_4", "1_5", "2_0", "2_1", "3_0", "3_1", "3_2", "3_3",
"4_0", "4_1", "4_2", "4_3", "4_4", "4_5", "4_6"
]:
name_prefix = "GL_VERSION_" name_prefix = "GL_VERSION_"
feature_name = "{}{}".format(name_prefix, annotation) feature_name = "{}{}".format(name_prefix, annotation)
......
...@@ -336,8 +336,6 @@ template_sources_includes = """#include "libGLESv2/entry_points_{header_version} ...@@ -336,8 +336,6 @@ template_sources_includes = """#include "libGLESv2/entry_points_{header_version}
template_header_includes_gl32 = """#include <export.h> template_header_includes_gl32 = """#include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
""" """
template_sources_includes_gl32 = """#include "libGL/entry_points_{}_autogen.h" template_sources_includes_gl32 = """#include "libGL/entry_points_{}_autogen.h"
...@@ -1178,6 +1176,15 @@ def main(): ...@@ -1178,6 +1176,15 @@ def main():
'../src/libANGLE/Context_gl_2_1_autogen.h', '../src/libANGLE/Context_gl_2_1_autogen.h',
'../src/libANGLE/Context_gl_3_0_autogen.h', '../src/libANGLE/Context_gl_3_0_autogen.h',
'../src/libANGLE/Context_gl_3_1_autogen.h', '../src/libANGLE/Context_gl_3_1_autogen.h',
'../src/libANGLE/Context_gl_3_2_autogen.h',
'../src/libANGLE/Context_gl_3_3_autogen.h',
'../src/libANGLE/Context_gl_4_0_autogen.h',
'../src/libANGLE/Context_gl_4_1_autogen.h',
'../src/libANGLE/Context_gl_4_2_autogen.h',
'../src/libANGLE/Context_gl_4_3_autogen.h',
'../src/libANGLE/Context_gl_4_4_autogen.h',
'../src/libANGLE/Context_gl_4_5_autogen.h',
'../src/libANGLE/Context_gl_4_6_autogen.h',
'../src/libANGLE/Context_gles_1_0_autogen.h', '../src/libANGLE/Context_gles_1_0_autogen.h',
'../src/libANGLE/Context_gles_2_0_autogen.h', '../src/libANGLE/Context_gles_2_0_autogen.h',
'../src/libANGLE/Context_gles_3_0_autogen.h', '../src/libANGLE/Context_gles_3_0_autogen.h',
...@@ -1204,6 +1211,7 @@ def main(): ...@@ -1204,6 +1211,7 @@ def main():
'../src/libANGLE/validationGL1_autogen.h', '../src/libANGLE/validationGL1_autogen.h',
'../src/libANGLE/validationGL2_autogen.h', '../src/libANGLE/validationGL2_autogen.h',
'../src/libANGLE/validationGL3_autogen.h', '../src/libANGLE/validationGL3_autogen.h',
'../src/libANGLE/validationGL4_autogen.h',
'../src/libANGLE/validationGL11_autogen.h', '../src/libANGLE/validationGL11_autogen.h',
'../src/libANGLE/validationGL12_autogen.h', '../src/libANGLE/validationGL12_autogen.h',
'../src/libANGLE/validationGL13_autogen.h', '../src/libANGLE/validationGL13_autogen.h',
...@@ -1211,6 +1219,14 @@ def main(): ...@@ -1211,6 +1219,14 @@ def main():
'../src/libANGLE/validationGL15_autogen.h', '../src/libANGLE/validationGL15_autogen.h',
'../src/libANGLE/validationGL21_autogen.h', '../src/libANGLE/validationGL21_autogen.h',
'../src/libANGLE/validationGL31_autogen.h', '../src/libANGLE/validationGL31_autogen.h',
'../src/libANGLE/validationGL32_autogen.h',
'../src/libANGLE/validationGL33_autogen.h',
'../src/libANGLE/validationGL41_autogen.h',
'../src/libANGLE/validationGL42_autogen.h',
'../src/libANGLE/validationGL43_autogen.h',
'../src/libANGLE/validationGL44_autogen.h',
'../src/libANGLE/validationGL45_autogen.h',
'../src/libANGLE/validationGL46_autogen.h',
'../src/libGLESv2/entry_points_gles_1_0_autogen.cpp', '../src/libGLESv2/entry_points_gles_1_0_autogen.cpp',
'../src/libGLESv2/entry_points_gles_1_0_autogen.h', '../src/libGLESv2/entry_points_gles_1_0_autogen.h',
'../src/libGLESv2/entry_points_gles_2_0_autogen.cpp', '../src/libGLESv2/entry_points_gles_2_0_autogen.cpp',
...@@ -1244,6 +1260,24 @@ def main(): ...@@ -1244,6 +1260,24 @@ def main():
'../src/libGL/entry_points_gl_3_0_autogen.h', '../src/libGL/entry_points_gl_3_0_autogen.h',
'../src/libGL/entry_points_gl_3_1_autogen.cpp', '../src/libGL/entry_points_gl_3_1_autogen.cpp',
'../src/libGL/entry_points_gl_3_1_autogen.h', '../src/libGL/entry_points_gl_3_1_autogen.h',
'../src/libGL/entry_points_gl_3_2_autogen.cpp',
'../src/libGL/entry_points_gl_3_2_autogen.h',
'../src/libGL/entry_points_gl_3_3_autogen.cpp',
'../src/libGL/entry_points_gl_3_3_autogen.h',
'../src/libGL/entry_points_gl_4_0_autogen.cpp',
'../src/libGL/entry_points_gl_4_0_autogen.h',
'../src/libGL/entry_points_gl_4_1_autogen.cpp',
'../src/libGL/entry_points_gl_4_1_autogen.h',
'../src/libGL/entry_points_gl_4_2_autogen.cpp',
'../src/libGL/entry_points_gl_4_2_autogen.h',
'../src/libGL/entry_points_gl_4_3_autogen.cpp',
'../src/libGL/entry_points_gl_4_3_autogen.h',
'../src/libGL/entry_points_gl_4_4_autogen.cpp',
'../src/libGL/entry_points_gl_4_4_autogen.h',
'../src/libGL/entry_points_gl_4_5_autogen.cpp',
'../src/libGL/entry_points_gl_4_5_autogen.h',
'../src/libGL/entry_points_gl_4_6_autogen.cpp',
'../src/libGL/entry_points_gl_4_6_autogen.h',
'../src/libGL/libGL_autogen.cpp', '../src/libGL/libGL_autogen.cpp',
'../src/libGL/libGL_autogen.def', '../src/libGL/libGL_autogen.def',
] ]
...@@ -1455,7 +1489,8 @@ def main(): ...@@ -1455,7 +1489,8 @@ def main():
# Now we generate entry points for the desktop implementation # Now we generate entry points for the desktop implementation
gldecls = {} gldecls = {}
gldecls['core'] = {} gldecls['core'] = {}
for ver in [(1, 0), (1, 1), (1, 2), (1, 3), (1, 4), (1, 5), (2, 0), (2, 1), (3, 0), (3, 1)]: for ver in [(1, 0), (1, 1), (1, 2), (1, 3), (1, 4), (1, 5), (2, 0), (2, 1), (3, 0), (3, 1),
(3, 2), (3, 3), (4, 0), (4, 1), (4, 2), (4, 3), (4, 4), (4, 5), (4, 6)]:
gldecls['core'][ver] = [] gldecls['core'][ver] = []
libgl_ep_defs = [] libgl_ep_defs = []
...@@ -1464,7 +1499,8 @@ def main(): ...@@ -1464,7 +1499,8 @@ def main():
glxml = registry_xml.RegistryXML('gl.xml') glxml = registry_xml.RegistryXML('gl.xml')
for major_version, minor_version in [[1, 0], [1, 1], [1, 2], [1, 3], [1, 4], [1, 5], [2, 0], for major_version, minor_version in [[1, 0], [1, 1], [1, 2], [1, 3], [1, 4], [1, 5], [2, 0],
[2, 1], [3, 0], [3, 1]]: [2, 1], [3, 0], [3, 1], [3, 2], [3, 3], [4, 0], [4, 1],
[4, 2], [4, 3], [4, 4], [4, 5], [4, 6]]:
version = "{}_{}".format(major_version, minor_version) version = "{}_{}".format(major_version, minor_version)
annotation = "GL_{}".format(version) annotation = "GL_{}".format(version)
name_prefix = "GL_VERSION_" name_prefix = "GL_VERSION_"
...@@ -1475,12 +1511,14 @@ def main(): ...@@ -1475,12 +1511,14 @@ def main():
glxml.AddCommands(feature_name, version) glxml.AddCommands(feature_name, version)
all_libgl_commands = glxml.commands[version] all_libgl_commands = glxml.commands[version]
just_libgl_commands = [ just_libgl_commands = [
cmd for cmd in glxml.commands[version] if cmd not in all_commands_no_suffix cmd for cmd in all_libgl_commands if cmd not in all_commands_no_suffix
] ]
just_libgl_commands_suffix = [ just_libgl_commands_suffix = [
cmd for cmd in glxml.commands[version] if cmd not in all_commands_with_suffix cmd for cmd in all_libgl_commands if cmd not in all_commands_with_suffix
] ]
all_commands32 = glxml.all_commands all_commands32 = glxml.all_commands
# Validation duplicates handled with suffix # Validation duplicates handled with suffix
...@@ -1623,6 +1661,15 @@ def main(): ...@@ -1623,6 +1661,15 @@ def main():
#include "libGL/entry_points_gl_2_1_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_0_autogen.h"
#include "libGL/entry_points_gl_3_1_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 "common/event_tracer.h" #include "common/event_tracer.h"
""" """
......
...@@ -29,6 +29,15 @@ ...@@ -29,6 +29,15 @@
#include "libANGLE/Context_gl_2_1_autogen.h" #include "libANGLE/Context_gl_2_1_autogen.h"
#include "libANGLE/Context_gl_3_0_autogen.h" #include "libANGLE/Context_gl_3_0_autogen.h"
#include "libANGLE/Context_gl_3_1_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_gles_1_0_autogen.h" #include "libANGLE/Context_gles_1_0_autogen.h"
#include "libANGLE/Context_gles_2_0_autogen.h" #include "libANGLE/Context_gles_2_0_autogen.h"
#include "libANGLE/Context_gles_3_0_autogen.h" #include "libANGLE/Context_gles_3_0_autogen.h"
...@@ -399,6 +408,15 @@ class Context final : public egl::LabeledObject, angle::NonCopyable, public angl ...@@ -399,6 +408,15 @@ class Context final : public egl::LabeledObject, angle::NonCopyable, public angl
ANGLE_GL_2_1_CONTEXT_API ANGLE_GL_2_1_CONTEXT_API
ANGLE_GL_3_0_CONTEXT_API ANGLE_GL_3_0_CONTEXT_API
ANGLE_GL_3_1_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 // GLES emulation: Interface to entry points
ANGLE_GLES_1_0_CONTEXT_API ANGLE_GLES_1_0_CONTEXT_API
......
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// 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.
//
// 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 drawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, \
GLint basevertex); \
void drawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, \
const void *indices, GLsizei instancecount, \
GLint basevertex); \
void drawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, \
GLenum type, const void *indices, GLint basevertex); \
void multiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, \
const void *const *indices, GLsizei drawcount, \
const GLint *basevertex); \
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 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.
//
// 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 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.
//
// 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, GLuint id); \
void blendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha); \
void blendEquationi(GLuint buf, GLenum mode); \
void blendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, \
GLenum dstAlpha); \
void blendFunci(GLuint buf, GLenum src, GLenum dst); \
void drawTransformFeedback(GLenum mode, GLuint id); \
void drawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); \
void endQueryIndexed(GLenum target, GLuint index); \
void getActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, \
GLsizei *length, GLchar *name); \
void getActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, \
GLsizei bufsize, GLsizei *length, GLchar *name); \
void getActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, \
GLenum pname, GLint *values); \
void getProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values); \
void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \
GLuint getSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name); \
GLint getSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name); \
void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \
void getUniformdv(GLuint program, GLint location, GLdouble *params); \
void minSampleShading(GLfloat value); \
void patchParameterfv(GLenum pname, const GLfloat *values); \
void patchParameteri(GLenum pname, GLint value); \
void uniform1d(GLint location, GLdouble x); \
void uniform1dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform2d(GLint location, GLdouble x, GLdouble y); \
void uniform2dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); \
void uniform3dv(GLint location, GLsizei count, const GLdouble *value); \
void uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \
void uniform4dv(GLint location, GLsizei count, const GLdouble *value); \
void uniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, \
const GLdouble *value); \
void uniformMatrix4x3dv(GLint location, 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 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.
//
// 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(GLuint program, GLint location, GLdouble v0); \
void programUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); \
void programUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1); \
void programUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); \
void programUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); \
void programUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); \
void programUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, \
GLdouble v3); \
void programUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); \
void programUniformMatrix2dv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLdouble *value); \
void programUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLdouble *value); \
void programUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3dv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLdouble *value); \
void programUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4dv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, \
GLboolean transpose, const GLdouble *value); \
void programUniformMatrix4x3dv(GLuint program, GLint location, 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 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.
//
// 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 drawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, \
GLsizei instancecount, GLuint baseinstance); \
void drawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, \
const void *indices, GLsizei instancecount, \
GLuint baseinstance); \
void drawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, \
const void *indices, GLsizei instancecount, \
GLint basevertex, GLuint baseinstance); \
void drawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount); \
void drawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, \
GLsizei instancecount); \
void getActiveAtomicCounterBufferiv(GLuint program, 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 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.
//
// 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 copyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, \
GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, \
GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, \
GLsizei srcHeight, GLsizei srcDepth); \
void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, \
GLsizei bufSize, GLint64 *params); \
void invalidateBufferData(GLuint buffer); \
void invalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length); \
void invalidateTexImage(GLuint texture, GLint level); \
void invalidateTexSubImage(GLuint texture, 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(GLuint program, GLuint storageBlockIndex, \
GLuint storageBlockBinding); \
void texBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, \
GLsizeiptr size); \
void textureView(GLuint texture, 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 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.
//
// 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 GLuint *buffers); \
void bindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, \
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 GLuint *buffers, \
const GLintptr *offsets, const GLsizei *strides); \
void bufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); \
void clearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); \
void clearTexSubImage(GLuint texture, 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 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.
//
// 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_
...@@ -553,4 +553,8 @@ void WriteParamValueToStream<ParamType::TvoidConstPointer>(std::ostream &os, con ...@@ -553,4 +553,8 @@ void WriteParamValueToStream<ParamType::TvoidConstPointer>(std::ostream &os, con
template <> template <>
void WriteParamValueToStream<ParamType::TGLDEBUGPROCKHR>(std::ostream &os, GLDEBUGPROCKHR value) void WriteParamValueToStream<ParamType::TGLDEBUGPROCKHR>(std::ostream &os, GLDEBUGPROCKHR value)
{} {}
template <>
void WriteParamValueToStream<ParamType::TGLDEBUGPROC>(std::ostream &os, GLDEBUGPROC value)
{}
} // namespace angle } // namespace angle
...@@ -152,6 +152,9 @@ void WriteParamValueToStream<ParamType::TvoidConstPointer>(std::ostream &os, con ...@@ -152,6 +152,9 @@ void WriteParamValueToStream<ParamType::TvoidConstPointer>(std::ostream &os, con
template <> template <>
void WriteParamValueToStream<ParamType::TGLDEBUGPROCKHR>(std::ostream &os, GLDEBUGPROCKHR value); void WriteParamValueToStream<ParamType::TGLDEBUGPROCKHR>(std::ostream &os, GLDEBUGPROCKHR value);
template <>
void WriteParamValueToStream<ParamType::TGLDEBUGPROC>(std::ostream &os, GLDEBUGPROC value);
// General fallback for any unspecific type. // General fallback for any unspecific type.
template <ParamType ParamT, typename T> template <ParamType ParamT, typename T>
void WriteParamValueToStream(std::ostream &os, T value) void WriteParamValueToStream(std::ostream &os, T value)
......
...@@ -38,6 +38,9 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa ...@@ -38,6 +38,9 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa
WriteParamValueToStream<ParamType::TDrawElementsType>(os, WriteParamValueToStream<ParamType::TDrawElementsType>(os,
paramValue.DrawElementsTypeVal); paramValue.DrawElementsTypeVal);
break; break;
case ParamType::TGLDEBUGPROC:
WriteParamValueToStream<ParamType::TGLDEBUGPROC>(os, paramValue.GLDEBUGPROCVal);
break;
case ParamType::TGLDEBUGPROCKHR: case ParamType::TGLDEBUGPROCKHR:
WriteParamValueToStream<ParamType::TGLDEBUGPROCKHR>(os, paramValue.GLDEBUGPROCKHRVal); WriteParamValueToStream<ParamType::TGLDEBUGPROCKHR>(os, paramValue.GLDEBUGPROCKHRVal);
break; break;
...@@ -135,6 +138,10 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa ...@@ -135,6 +138,10 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa
case ParamType::TGLintptr: case ParamType::TGLintptr:
WriteParamValueToStream<ParamType::TGLintptr>(os, paramValue.GLintptrVal); WriteParamValueToStream<ParamType::TGLintptr>(os, paramValue.GLintptrVal);
break; break;
case ParamType::TGLintptrConstPointer:
WriteParamValueToStream<ParamType::TGLintptrConstPointer>(
os, paramValue.GLintptrConstPointerVal);
break;
case ParamType::TGLshort: case ParamType::TGLshort:
WriteParamValueToStream<ParamType::TGLshort>(os, paramValue.GLshortVal); WriteParamValueToStream<ParamType::TGLshort>(os, paramValue.GLshortVal);
break; break;
...@@ -155,6 +162,10 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa ...@@ -155,6 +162,10 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa
case ParamType::TGLsizeiptr: case ParamType::TGLsizeiptr:
WriteParamValueToStream<ParamType::TGLsizeiptr>(os, paramValue.GLsizeiptrVal); WriteParamValueToStream<ParamType::TGLsizeiptr>(os, paramValue.GLsizeiptrVal);
break; break;
case ParamType::TGLsizeiptrConstPointer:
WriteParamValueToStream<ParamType::TGLsizeiptrConstPointer>(
os, paramValue.GLsizeiptrConstPointerVal);
break;
case ParamType::TGLsync: case ParamType::TGLsync:
WriteParamValueToStream<ParamType::TGLsync>(os, paramValue.GLsyncVal); WriteParamValueToStream<ParamType::TGLsync>(os, paramValue.GLsyncVal);
break; break;
...@@ -301,6 +312,8 @@ const char *ParamTypeToString(ParamType paramType) ...@@ -301,6 +312,8 @@ const char *ParamTypeToString(ParamType paramType)
return "gl::CullFaceMode"; return "gl::CullFaceMode";
case ParamType::TDrawElementsType: case ParamType::TDrawElementsType:
return "gl::DrawElementsType"; return "gl::DrawElementsType";
case ParamType::TGLDEBUGPROC:
return "GLDEBUGPROC";
case ParamType::TGLDEBUGPROCKHR: case ParamType::TGLDEBUGPROCKHR:
return "GLDEBUGPROCKHR"; return "GLDEBUGPROCKHR";
case ParamType::TGLbitfield: case ParamType::TGLbitfield:
...@@ -359,6 +372,8 @@ const char *ParamTypeToString(ParamType paramType) ...@@ -359,6 +372,8 @@ const char *ParamTypeToString(ParamType paramType)
return "GLint *"; return "GLint *";
case ParamType::TGLintptr: case ParamType::TGLintptr:
return "GLintptr"; return "GLintptr";
case ParamType::TGLintptrConstPointer:
return "const GLintptr *";
case ParamType::TGLshort: case ParamType::TGLshort:
return "GLshort"; return "GLshort";
case ParamType::TGLshortConstPointer: case ParamType::TGLshortConstPointer:
...@@ -371,6 +386,8 @@ const char *ParamTypeToString(ParamType paramType) ...@@ -371,6 +386,8 @@ const char *ParamTypeToString(ParamType paramType)
return "GLsizei *"; return "GLsizei *";
case ParamType::TGLsizeiptr: case ParamType::TGLsizeiptr:
return "GLsizeiptr"; return "GLsizeiptr";
case ParamType::TGLsizeiptrConstPointer:
return "const GLsizeiptr *";
case ParamType::TGLsync: case ParamType::TGLsync:
return "GLsync"; return "GLsync";
case ParamType::TGLubyte: case ParamType::TGLubyte:
......
...@@ -23,6 +23,7 @@ enum class ParamType ...@@ -23,6 +23,7 @@ enum class ParamType
TClientVertexArrayType, TClientVertexArrayType,
TCullFaceMode, TCullFaceMode,
TDrawElementsType, TDrawElementsType,
TGLDEBUGPROC,
TGLDEBUGPROCKHR, TGLDEBUGPROCKHR,
TGLbitfield, TGLbitfield,
TGLboolean, TGLboolean,
...@@ -52,12 +53,14 @@ enum class ParamType ...@@ -52,12 +53,14 @@ enum class ParamType
TGLintConstPointer, TGLintConstPointer,
TGLintPointer, TGLintPointer,
TGLintptr, TGLintptr,
TGLintptrConstPointer,
TGLshort, TGLshort,
TGLshortConstPointer, TGLshortConstPointer,
TGLsizei, TGLsizei,
TGLsizeiConstPointer, TGLsizeiConstPointer,
TGLsizeiPointer, TGLsizeiPointer,
TGLsizeiptr, TGLsizeiptr,
TGLsizeiptrConstPointer,
TGLsync, TGLsync,
TGLubyte, TGLubyte,
TGLubyteConstPointer, TGLubyteConstPointer,
...@@ -104,6 +107,7 @@ union ParamValue ...@@ -104,6 +107,7 @@ union ParamValue
gl::ClientVertexArrayType ClientVertexArrayTypeVal; gl::ClientVertexArrayType ClientVertexArrayTypeVal;
gl::CullFaceMode CullFaceModeVal; gl::CullFaceMode CullFaceModeVal;
gl::DrawElementsType DrawElementsTypeVal; gl::DrawElementsType DrawElementsTypeVal;
GLDEBUGPROC GLDEBUGPROCVal;
GLDEBUGPROCKHR GLDEBUGPROCKHRVal; GLDEBUGPROCKHR GLDEBUGPROCKHRVal;
GLbitfield GLbitfieldVal; GLbitfield GLbitfieldVal;
GLboolean GLbooleanVal; GLboolean GLbooleanVal;
...@@ -133,12 +137,14 @@ union ParamValue ...@@ -133,12 +137,14 @@ union ParamValue
const GLint *GLintConstPointerVal; const GLint *GLintConstPointerVal;
GLint *GLintPointerVal; GLint *GLintPointerVal;
GLintptr GLintptrVal; GLintptr GLintptrVal;
const GLintptr *GLintptrConstPointerVal;
GLshort GLshortVal; GLshort GLshortVal;
const GLshort *GLshortConstPointerVal; const GLshort *GLshortConstPointerVal;
GLsizei GLsizeiVal; GLsizei GLsizeiVal;
const GLsizei *GLsizeiConstPointerVal; const GLsizei *GLsizeiConstPointerVal;
GLsizei *GLsizeiPointerVal; GLsizei *GLsizeiPointerVal;
GLsizeiptr GLsizeiptrVal; GLsizeiptr GLsizeiptrVal;
const GLsizeiptr *GLsizeiptrConstPointerVal;
GLsync GLsyncVal; GLsync GLsyncVal;
GLubyte GLubyteVal; GLubyte GLubyteVal;
const GLubyte *GLubyteConstPointerVal; const GLubyte *GLubyteConstPointerVal;
...@@ -219,6 +225,12 @@ inline void SetParamVal<ParamType::TDrawElementsType>(gl::DrawElementsType value ...@@ -219,6 +225,12 @@ inline void SetParamVal<ParamType::TDrawElementsType>(gl::DrawElementsType value
} }
template <> template <>
inline void SetParamVal<ParamType::TGLDEBUGPROC>(GLDEBUGPROC valueIn, ParamValue *valueOut)
{
valueOut->GLDEBUGPROCVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLDEBUGPROCKHR>(GLDEBUGPROCKHR valueIn, ParamValue *valueOut) inline void SetParamVal<ParamType::TGLDEBUGPROCKHR>(GLDEBUGPROCKHR valueIn, ParamValue *valueOut)
{ {
valueOut->GLDEBUGPROCKHRVal = valueIn; valueOut->GLDEBUGPROCKHRVal = valueIn;
...@@ -398,6 +410,13 @@ inline void SetParamVal<ParamType::TGLintptr>(GLintptr valueIn, ParamValue *valu ...@@ -398,6 +410,13 @@ inline void SetParamVal<ParamType::TGLintptr>(GLintptr valueIn, ParamValue *valu
} }
template <> template <>
inline void SetParamVal<ParamType::TGLintptrConstPointer>(const GLintptr *valueIn,
ParamValue *valueOut)
{
valueOut->GLintptrConstPointerVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLshort>(GLshort valueIn, ParamValue *valueOut) inline void SetParamVal<ParamType::TGLshort>(GLshort valueIn, ParamValue *valueOut)
{ {
valueOut->GLshortVal = valueIn; valueOut->GLshortVal = valueIn;
...@@ -436,6 +455,13 @@ inline void SetParamVal<ParamType::TGLsizeiptr>(GLsizeiptr valueIn, ParamValue * ...@@ -436,6 +455,13 @@ inline void SetParamVal<ParamType::TGLsizeiptr>(GLsizeiptr valueIn, ParamValue *
} }
template <> template <>
inline void SetParamVal<ParamType::TGLsizeiptrConstPointer>(const GLsizeiptr *valueIn,
ParamValue *valueOut)
{
valueOut->GLsizeiptrConstPointerVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLsync>(GLsync valueIn, ParamValue *valueOut) inline void SetParamVal<ParamType::TGLsync>(GLsync valueIn, ParamValue *valueOut)
{ {
valueOut->GLsyncVal = valueIn; valueOut->GLsyncVal = valueIn;
...@@ -695,6 +721,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut) ...@@ -695,6 +721,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut)
case ParamType::TDrawElementsType: case ParamType::TDrawElementsType:
SetParamVal<ParamType::TDrawElementsType>(valueIn, valueOut); SetParamVal<ParamType::TDrawElementsType>(valueIn, valueOut);
break; break;
case ParamType::TGLDEBUGPROC:
SetParamVal<ParamType::TGLDEBUGPROC>(valueIn, valueOut);
break;
case ParamType::TGLDEBUGPROCKHR: case ParamType::TGLDEBUGPROCKHR:
SetParamVal<ParamType::TGLDEBUGPROCKHR>(valueIn, valueOut); SetParamVal<ParamType::TGLDEBUGPROCKHR>(valueIn, valueOut);
break; break;
...@@ -782,6 +811,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut) ...@@ -782,6 +811,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut)
case ParamType::TGLintptr: case ParamType::TGLintptr:
SetParamVal<ParamType::TGLintptr>(valueIn, valueOut); SetParamVal<ParamType::TGLintptr>(valueIn, valueOut);
break; break;
case ParamType::TGLintptrConstPointer:
SetParamVal<ParamType::TGLintptrConstPointer>(valueIn, valueOut);
break;
case ParamType::TGLshort: case ParamType::TGLshort:
SetParamVal<ParamType::TGLshort>(valueIn, valueOut); SetParamVal<ParamType::TGLshort>(valueIn, valueOut);
break; break;
...@@ -800,6 +832,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut) ...@@ -800,6 +832,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut)
case ParamType::TGLsizeiptr: case ParamType::TGLsizeiptr:
SetParamVal<ParamType::TGLsizeiptr>(valueIn, valueOut); SetParamVal<ParamType::TGLsizeiptr>(valueIn, valueOut);
break; break;
case ParamType::TGLsizeiptrConstPointer:
SetParamVal<ParamType::TGLsizeiptrConstPointer>(valueIn, valueOut);
break;
case ParamType::TGLsync: case ParamType::TGLsync:
SetParamVal<ParamType::TGLsync>(valueIn, valueOut); SetParamVal<ParamType::TGLsync>(valueIn, valueOut);
break; break;
......
//
// 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 ValidateDrawElementsBaseVertex(Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex)
{
return true;
}
bool ValidateDrawElementsInstancedBaseVertex(Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex)
{
return true;
}
bool ValidateDrawRangeElementsBaseVertex(Context *context,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex)
{
return true;
}
bool ValidateFramebufferTexture(Context *context,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level)
{
return true;
}
bool ValidateMultiDrawElementsBaseVertex(Context *context,
GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex)
{
return true;
}
bool ValidateProvokingVertex(Context *context, ProvokingVertexConvention modePacked)
{
return true;
}
bool ValidateTexImage2DMultisample(Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTexImage3DMultisample(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.
//
// 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_autogen.h:
// Validation functions for the OpenGL 3.2 entry points.
#ifndef LIBANGLE_VALIDATION_GL32_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL32_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateDrawElementsBaseVertex(Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
bool ValidateDrawElementsInstancedBaseVertex(Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex);
bool ValidateDrawRangeElementsBaseVertex(Context *context,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex);
bool ValidateFramebufferTexture(Context *context,
GLenum target,
GLenum attachment,
GLuint texture,
GLint level);
bool ValidateMultiDrawElementsBaseVertex(Context *context,
GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex);
bool ValidateProvokingVertex(Context *context, ProvokingVertexConvention modePacked);
bool ValidateTexImage2DMultisample(Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateTexImage3DMultisample(Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL32_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.
//
// validationGL33.cpp: Validation functions for OpenGL 3.3 entry point parameters
#include "libANGLE/validationGL33_autogen.h"
namespace gl
{
bool ValidateBindFragDataLocationIndexed(Context *context,
GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name)
{
return true;
}
bool ValidateColorP3ui(Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateColorP3uiv(Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateColorP4ui(Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateColorP4uiv(Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateGetFragDataIndex(Context *context, GLuint program, const GLchar *name)
{
return true;
}
bool ValidateGetQueryObjecti64v(Context *context, GLuint id, GLenum pname, GLint64 *params)
{
return true;
}
bool ValidateGetQueryObjectui64v(Context *context, GLuint id, GLenum pname, GLuint64 *params)
{
return true;
}
bool ValidateGetSamplerParameterIiv(Context *context, GLuint sampler, GLenum pname, GLint *params)
{
return true;
}
bool ValidateGetSamplerParameterIuiv(Context *context, GLuint sampler, GLenum pname, GLuint *params)
{
return true;
}
bool ValidateMultiTexCoordP1ui(Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP1uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP2ui(Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP2uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP3ui(Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP3uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP4ui(Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP4uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateNormalP3ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateNormalP3uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateQueryCounter(Context *context, GLuint id, QueryType targetPacked)
{
return true;
}
bool ValidateSamplerParameterIiv(Context *context, GLuint sampler, GLenum pname, const GLint *param)
{
return true;
}
bool ValidateSamplerParameterIuiv(Context *context,
GLuint sampler,
GLenum pname,
const GLuint *param)
{
return true;
}
bool ValidateSecondaryColorP3ui(Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateSecondaryColorP3uiv(Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateTexCoordP1ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP1uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP2ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP2uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP3ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP3uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP4ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP4uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateVertexAttribP1ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP1uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP2ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP2uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP3ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP3uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP4ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP4uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexP2ui(Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP2uiv(Context *context, GLenum type, const GLuint *value)
{
return true;
}
bool ValidateVertexP3ui(Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP3uiv(Context *context, GLenum type, const GLuint *value)
{
return true;
}
bool ValidateVertexP4ui(Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP4uiv(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.
//
// 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_autogen.h:
// Validation functions for the OpenGL 3.3 entry points.
#ifndef LIBANGLE_VALIDATION_GL33_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL33_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBindFragDataLocationIndexed(Context *context,
GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name);
bool ValidateColorP3ui(Context *context, GLenum type, GLuint color);
bool ValidateColorP3uiv(Context *context, GLenum type, const GLuint *color);
bool ValidateColorP4ui(Context *context, GLenum type, GLuint color);
bool ValidateColorP4uiv(Context *context, GLenum type, const GLuint *color);
bool ValidateGetFragDataIndex(Context *context, GLuint program, const GLchar *name);
bool ValidateGetQueryObjecti64v(Context *context, GLuint id, GLenum pname, GLint64 *params);
bool ValidateGetQueryObjectui64v(Context *context, GLuint id, GLenum pname, GLuint64 *params);
bool ValidateGetSamplerParameterIiv(Context *context, GLuint sampler, GLenum pname, GLint *params);
bool ValidateGetSamplerParameterIuiv(Context *context,
GLuint sampler,
GLenum pname,
GLuint *params);
bool ValidateMultiTexCoordP1ui(Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP1uiv(Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP2ui(Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP2uiv(Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP3ui(Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP3uiv(Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP4ui(Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP4uiv(Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateNormalP3ui(Context *context, GLenum type, GLuint coords);
bool ValidateNormalP3uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateQueryCounter(Context *context, GLuint id, QueryType targetPacked);
bool ValidateSamplerParameterIiv(Context *context,
GLuint sampler,
GLenum pname,
const GLint *param);
bool ValidateSamplerParameterIuiv(Context *context,
GLuint sampler,
GLenum pname,
const GLuint *param);
bool ValidateSecondaryColorP3ui(Context *context, GLenum type, GLuint color);
bool ValidateSecondaryColorP3uiv(Context *context, GLenum type, const GLuint *color);
bool ValidateTexCoordP1ui(Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP1uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP2ui(Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP2uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP3ui(Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP3uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP4ui(Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP4uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateVertexAttribP1ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP1uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP2ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP2uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP3ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP3uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP4ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP4uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexP2ui(Context *context, GLenum type, GLuint value);
bool ValidateVertexP2uiv(Context *context, GLenum type, const GLuint *value);
bool ValidateVertexP3ui(Context *context, GLenum type, GLuint value);
bool ValidateVertexP3uiv(Context *context, GLenum type, const GLuint *value);
bool ValidateVertexP4ui(Context *context, GLenum type, GLuint value);
bool ValidateVertexP4uiv(Context *context, GLenum type, const GLuint *value);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL33_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.
//
// validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters
#include "libANGLE/validationGL4_autogen.h"
namespace gl
{
bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, GLuint id)
{
return true;
}
bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
return true;
}
bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode)
{
return true;
}
bool ValidateBlendFuncSeparatei(Context *context,
GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha)
{
return true;
}
bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst)
{
return true;
}
bool ValidateDrawTransformFeedback(Context *context, GLenum mode, GLuint id)
{
return true;
}
bool ValidateDrawTransformFeedbackStream(Context *context, GLenum mode, GLuint id, GLuint stream)
{
return true;
}
bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index)
{
return true;
}
bool ValidateGetActiveSubroutineName(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformName(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformiv(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values)
{
return true;
}
bool ValidateGetProgramStageiv(Context *context,
GLuint program,
GLenum shadertype,
GLenum pname,
GLint *values)
{
return true;
}
bool ValidateGetQueryIndexediv(Context *context,
GLenum target,
GLuint index,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetSubroutineIndex(Context *context,
GLuint program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetSubroutineUniformLocation(Context *context,
GLuint program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetUniformSubroutineuiv(Context *context,
GLenum shadertype,
GLint location,
GLuint *params)
{
return true;
}
bool ValidateGetUniformdv(Context *context, GLuint program, GLint location, GLdouble *params)
{
return true;
}
bool ValidateMinSampleShading(Context *context, GLfloat value)
{
return true;
}
bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values)
{
return true;
}
bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value)
{
return true;
}
bool ValidateUniform1d(Context *context, GLint location, GLdouble x)
{
return true;
}
bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z)
{
return true;
}
bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform4d(Context *context,
GLint location,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformSubroutinesuiv(Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices)
{
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.
//
// validationGL41.cpp: Validation functions for OpenGL 4.1 entry point parameters
#include "libANGLE/validationGL41_autogen.h"
namespace gl
{
bool ValidateDepthRangeArrayv(Context *context, GLuint first, GLsizei count, const GLdouble *v)
{
return true;
}
bool ValidateDepthRangeIndexed(Context *context, GLuint index, GLdouble n, GLdouble f)
{
return true;
}
bool ValidateGetDoublei_v(Context *context, GLenum target, GLuint index, GLdouble *data)
{
return true;
}
bool ValidateGetFloati_v(Context *context, GLenum target, GLuint index, GLfloat *data)
{
return true;
}
bool ValidateGetVertexAttribLdv(Context *context, GLuint index, GLenum pname, GLdouble *params)
{
return true;
}
bool ValidateProgramUniform1d(Context *context, GLuint program, GLint location, GLdouble v0)
{
return true;
}
bool ValidateProgramUniform1dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform2d(Context *context,
GLuint program,
GLint location,
GLdouble v0,
GLdouble v1)
{
return true;
}
bool ValidateProgramUniform2dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform3d(Context *context,
GLuint program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2)
{
return true;
}
bool ValidateProgramUniform3dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform4d(Context *context,
GLuint program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3)
{
return true;
}
bool ValidateProgramUniform4dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x3dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x4dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x2dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x4dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x2dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x3dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateScissorArrayv(Context *context, GLuint first, GLsizei count, const GLint *v)
{
return true;
}
bool ValidateScissorIndexed(Context *context,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateScissorIndexedv(Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribL1d(Context *context, GLuint index, GLdouble x)
{
return true;
}
bool ValidateVertexAttribL1dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL2d(Context *context, GLuint index, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateVertexAttribL2dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
return true;
}
bool ValidateVertexAttribL3dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL4d(Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateVertexAttribL4dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribLPointer(Context *context,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateViewportArrayv(Context *context, GLuint first, GLsizei count, const GLfloat *v)
{
return true;
}
bool ValidateViewportIndexedf(Context *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h)
{
return true;
}
bool ValidateViewportIndexedfv(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.
//
// 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_autogen.h:
// Validation functions for the OpenGL 4.1 entry points.
#ifndef LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateDepthRangeArrayv(Context *context, GLuint first, GLsizei count, const GLdouble *v);
bool ValidateDepthRangeIndexed(Context *context, GLuint index, GLdouble n, GLdouble f);
bool ValidateGetDoublei_v(Context *context, GLenum target, GLuint index, GLdouble *data);
bool ValidateGetFloati_v(Context *context, GLenum target, GLuint index, GLfloat *data);
bool ValidateGetVertexAttribLdv(Context *context, GLuint index, GLenum pname, GLdouble *params);
bool ValidateProgramUniform1d(Context *context, GLuint program, GLint location, GLdouble v0);
bool ValidateProgramUniform1dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform2d(Context *context,
GLuint program,
GLint location,
GLdouble v0,
GLdouble v1);
bool ValidateProgramUniform2dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform3d(Context *context,
GLuint program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2);
bool ValidateProgramUniform3dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform4d(Context *context,
GLuint program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3);
bool ValidateProgramUniform4dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniformMatrix2dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix2x3dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix2x4dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3x2dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3x4dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4x2dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4x3dv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateScissorArrayv(Context *context, GLuint first, GLsizei count, const GLint *v);
bool ValidateScissorIndexed(Context *context,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height);
bool ValidateScissorIndexedv(Context *context, GLuint index, const GLint *v);
bool ValidateVertexAttribL1d(Context *context, GLuint index, GLdouble x);
bool ValidateVertexAttribL1dv(Context *context, GLuint index, const GLdouble *v);
bool ValidateVertexAttribL2d(Context *context, GLuint index, GLdouble x, GLdouble y);
bool ValidateVertexAttribL2dv(Context *context, GLuint index, const GLdouble *v);
bool ValidateVertexAttribL3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z);
bool ValidateVertexAttribL3dv(Context *context, GLuint index, const GLdouble *v);
bool ValidateVertexAttribL4d(Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateVertexAttribL4dv(Context *context, GLuint index, const GLdouble *v);
bool ValidateVertexAttribLPointer(Context *context,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
bool ValidateViewportArrayv(Context *context, GLuint first, GLsizei count, const GLfloat *v);
bool ValidateViewportIndexedf(Context *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h);
bool ValidateViewportIndexedfv(Context *context, GLuint index, const GLfloat *v);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL41_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.
//
// validationGL42.cpp: Validation functions for OpenGL 4.2 entry point parameters
#include "libANGLE/validationGL42_autogen.h"
namespace gl
{
bool ValidateDrawArraysInstancedBaseInstance(Context *context,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawElementsInstancedBaseInstance(Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawElementsInstancedBaseVertexBaseInstance(Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawTransformFeedbackInstanced(Context *context,
GLenum mode,
GLuint id,
GLsizei instancecount)
{
return true;
}
bool ValidateDrawTransformFeedbackStreamInstanced(Context *context,
GLenum mode,
GLuint id,
GLuint stream,
GLsizei instancecount)
{
return true;
}
bool ValidateGetActiveAtomicCounterBufferiv(Context *context,
GLuint program,
GLuint bufferIndex,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateTexStorage1D(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.
//
// 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_autogen.h:
// Validation functions for the OpenGL 4.2 entry points.
#ifndef LIBANGLE_VALIDATION_GL42_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL42_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateDrawArraysInstancedBaseInstance(Context *context,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance);
bool ValidateDrawElementsInstancedBaseInstance(Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLuint baseinstance);
bool ValidateDrawElementsInstancedBaseVertexBaseInstance(Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance);
bool ValidateDrawTransformFeedbackInstanced(Context *context,
GLenum mode,
GLuint id,
GLsizei instancecount);
bool ValidateDrawTransformFeedbackStreamInstanced(Context *context,
GLenum mode,
GLuint id,
GLuint stream,
GLsizei instancecount);
bool ValidateGetActiveAtomicCounterBufferiv(Context *context,
GLuint program,
GLuint bufferIndex,
GLenum pname,
GLint *params);
bool ValidateTexStorage1D(Context *context,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL42_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.
//
// validationGL43.cpp: Validation functions for OpenGL 4.3 entry point parameters
#include "libANGLE/validationGL43_autogen.h"
namespace gl
{
bool ValidateClearBufferData(Context *context,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearBufferSubData(Context *context,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateCopyImageSubData(Context *context,
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth)
{
return true;
}
bool ValidateDebugMessageCallback(Context *context, GLDEBUGPROC callback, const void *userParam)
{
return true;
}
bool ValidateDebugMessageControl(Context *context,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled)
{
return true;
}
bool ValidateDebugMessageInsert(Context *context,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf)
{
return true;
}
bool ValidateGetDebugMessageLog(Context *context,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog)
{
return true;
}
bool ValidateGetInternalformati64v(Context *context,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint64 *params)
{
return true;
}
bool ValidateGetObjectLabel(Context *context,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label)
{
return true;
}
bool ValidateGetObjectPtrLabel(Context *context,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label)
{
return true;
}
bool ValidateGetProgramResourceLocationIndex(Context *context,
GLuint program,
GLenum programInterface,
const GLchar *name)
{
return true;
}
bool ValidateInvalidateBufferData(Context *context, GLuint buffer)
{
return true;
}
bool ValidateInvalidateBufferSubData(Context *context,
GLuint buffer,
GLintptr offset,
GLsizeiptr length)
{
return true;
}
bool ValidateInvalidateTexImage(Context *context, GLuint texture, GLint level)
{
return true;
}
bool ValidateInvalidateTexSubImage(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return true;
}
bool ValidateMultiDrawArraysIndirect(Context *context,
GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateMultiDrawElementsIndirect(Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateObjectLabel(Context *context,
GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label)
{
return true;
}
bool ValidateObjectPtrLabel(Context *context, const void *ptr, GLsizei length, const GLchar *label)
{
return true;
}
bool ValidatePopDebugGroup(Context *context)
{
return true;
}
bool ValidatePushDebugGroup(Context *context,
GLenum source,
GLuint id,
GLsizei length,
const GLchar *message)
{
return true;
}
bool ValidateShaderStorageBlockBinding(Context *context,
GLuint program,
GLuint storageBlockIndex,
GLuint storageBlockBinding)
{
return true;
}
bool ValidateTexBufferRange(Context *context,
GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size)
{
return true;
}
bool ValidateTexStorage3DMultisample(Context *context,
TextureType targetPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTextureView(Context *context,
GLuint texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers)
{
return true;
}
bool ValidateVertexAttribLFormat(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.
//
// 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_autogen.h:
// Validation functions for the OpenGL 4.3 entry points.
#ifndef LIBANGLE_VALIDATION_GL43_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL43_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateClearBufferData(Context *context,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearBufferSubData(Context *context,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
bool ValidateCopyImageSubData(Context *context,
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
bool ValidateDebugMessageCallback(Context *context, GLDEBUGPROC callback, const void *userParam);
bool ValidateDebugMessageControl(Context *context,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
bool ValidateDebugMessageInsert(Context *context,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
bool ValidateGetDebugMessageLog(Context *context,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
bool ValidateGetInternalformati64v(Context *context,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint64 *params);
bool ValidateGetObjectLabel(Context *context,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
bool ValidateGetObjectPtrLabel(Context *context,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
bool ValidateGetProgramResourceLocationIndex(Context *context,
GLuint program,
GLenum programInterface,
const GLchar *name);
bool ValidateInvalidateBufferData(Context *context, GLuint buffer);
bool ValidateInvalidateBufferSubData(Context *context,
GLuint buffer,
GLintptr offset,
GLsizeiptr length);
bool ValidateInvalidateTexImage(Context *context, GLuint texture, GLint level);
bool ValidateInvalidateTexSubImage(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth);
bool ValidateMultiDrawArraysIndirect(Context *context,
GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
bool ValidateMultiDrawElementsIndirect(Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
bool ValidateObjectLabel(Context *context,
GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
bool ValidateObjectPtrLabel(Context *context, const void *ptr, GLsizei length, const GLchar *label);
bool ValidatePopDebugGroup(Context *context);
bool ValidatePushDebugGroup(Context *context,
GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
bool ValidateShaderStorageBlockBinding(Context *context,
GLuint program,
GLuint storageBlockIndex,
GLuint storageBlockBinding);
bool ValidateTexBufferRange(Context *context,
GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
bool ValidateTexStorage3DMultisample(Context *context,
TextureType targetPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
bool ValidateTextureView(Context *context,
GLuint texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers);
bool ValidateVertexAttribLFormat(Context *context,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL43_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.
//
// validationGL44.cpp: Validation functions for OpenGL 4.4 entry point parameters
#include "libANGLE/validationGL44_autogen.h"
namespace gl
{
bool ValidateBindBuffersBase(Context *context,
GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers)
{
return true;
}
bool ValidateBindBuffersRange(Context *context,
GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizeiptr *sizes)
{
return true;
}
bool ValidateBindImageTextures(Context *context,
GLuint first,
GLsizei count,
const GLuint *textures)
{
return true;
}
bool ValidateBindSamplers(Context *context, GLuint first, GLsizei count, const GLuint *samplers)
{
return true;
}
bool ValidateBindTextures(Context *context, GLuint first, GLsizei count, const GLuint *textures)
{
return true;
}
bool ValidateBindVertexBuffers(Context *context,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides)
{
return true;
}
bool ValidateBufferStorage(Context *context,
GLenum target,
GLsizeiptr size,
const void *data,
GLbitfield flags)
{
return true;
}
bool ValidateClearTexImage(Context *context,
GLuint texture,
GLint level,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearTexSubImage(Context *context,
GLuint 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.
//
// 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_autogen.h:
// Validation functions for the OpenGL 4.4 entry points.
#ifndef LIBANGLE_VALIDATION_GL44_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL44_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBindBuffersBase(Context *context,
GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers);
bool ValidateBindBuffersRange(Context *context,
GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizeiptr *sizes);
bool ValidateBindImageTextures(Context *context,
GLuint first,
GLsizei count,
const GLuint *textures);
bool ValidateBindSamplers(Context *context, GLuint first, GLsizei count, const GLuint *samplers);
bool ValidateBindTextures(Context *context, GLuint first, GLsizei count, const GLuint *textures);
bool ValidateBindVertexBuffers(Context *context,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides);
bool ValidateBufferStorage(Context *context,
GLenum target,
GLsizeiptr size,
const void *data,
GLbitfield flags);
bool ValidateClearTexImage(Context *context,
GLuint texture,
GLint level,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearTexSubImage(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL44_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.
//
// validationGL46.cpp: Validation functions for OpenGL 4.6 entry point parameters
#include "libANGLE/validationGL46_autogen.h"
namespace gl
{
bool ValidateMultiDrawArraysIndirectCount(Context *context,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
return true;
}
bool ValidateMultiDrawElementsIndirectCount(Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
return true;
}
bool ValidatePolygonOffsetClamp(Context *context, GLfloat factor, GLfloat units, GLfloat clamp)
{
return true;
}
bool ValidateSpecializeShader(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.
//
// 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_autogen.h:
// Validation functions for the OpenGL 4.6 entry points.
#ifndef LIBANGLE_VALIDATION_GL46_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL46_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateMultiDrawArraysIndirectCount(Context *context,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
bool ValidateMultiDrawElementsIndirectCount(Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
bool ValidatePolygonOffsetClamp(Context *context, GLfloat factor, GLfloat units, GLfloat clamp);
bool ValidateSpecializeShader(Context *context,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL46_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
//
// 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.
//
// validationGL4_autogen.h:
// Validation functions for the OpenGL 4.0 entry points.
#ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, GLuint id);
bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha);
bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode);
bool ValidateBlendFuncSeparatei(Context *context,
GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst);
bool ValidateDrawTransformFeedback(Context *context, GLenum mode, GLuint id);
bool ValidateDrawTransformFeedbackStream(Context *context, GLenum mode, GLuint id, GLuint stream);
bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index);
bool ValidateGetActiveSubroutineName(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name);
bool ValidateGetActiveSubroutineUniformName(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name);
bool ValidateGetActiveSubroutineUniformiv(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values);
bool ValidateGetProgramStageiv(Context *context,
GLuint program,
GLenum shadertype,
GLenum pname,
GLint *values);
bool ValidateGetQueryIndexediv(Context *context,
GLenum target,
GLuint index,
GLenum pname,
GLint *params);
bool ValidateGetSubroutineIndex(Context *context,
GLuint program,
GLenum shadertype,
const GLchar *name);
bool ValidateGetSubroutineUniformLocation(Context *context,
GLuint program,
GLenum shadertype,
const GLchar *name);
bool ValidateGetUniformSubroutineuiv(Context *context,
GLenum shadertype,
GLint location,
GLuint *params);
bool ValidateGetUniformdv(Context *context, GLuint program, GLint location, GLdouble *params);
bool ValidateMinSampleShading(Context *context, GLfloat value);
bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values);
bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value);
bool ValidateUniform1d(Context *context, GLint location, GLdouble x);
bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y);
bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z);
bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
bool ValidateUniform4d(Context *context,
GLint location,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
bool ValidateUniformMatrix2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformSubroutinesuiv(Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY Accum(GLenum op, GLfloat value); ANGLE_EXPORT void GL_APIENTRY Accum(GLenum op, GLfloat value);
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT GLboolean GL_APIENTRY AreTexturesResident(GLsizei n, ANGLE_EXPORT GLboolean GL_APIENTRY AreTexturesResident(GLsizei n,
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target, ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target,
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture); ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture);
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id); ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id);
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader); ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader);
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location, ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location,
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY BeginConditionalRender(GLuint id, GLenum mode); ANGLE_EXPORT void GL_APIENTRY BeginConditionalRender(GLuint id, GLenum mode);
......
...@@ -14,9 +14,6 @@ ...@@ -14,9 +14,6 @@
#include <export.h> #include <export.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl namespace gl
{ {
ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget, ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget,
......
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// 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.
//
// 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 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.
//
// 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 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.
//
// 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 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.
//
// 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_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// 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.
//
// entry_points_gl_4_4_autogen.cpp:
// Defines the GL 4.4 entry points.
#include "libGL/entry_points_gl_4_4_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
#include "libANGLE/entry_points_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/validationESEXT.h"
#include "libANGLE/validationGL44_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY BindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
{
EVENT(
"(GLenum target = 0x%X, GLuint first = %u, GLsizei count = %d, const GLuint *buffers = "
"0x%016" PRIxPTR ")",
target, first, count, (uintptr_t)buffers);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindBuffersBase, context, target, first, count, buffers);
if (context->skipValidation() ||
ValidateBindBuffersBase(context, target, first, count, buffers))
{
context->bindBuffersBase(target, first, count, buffers);
}
}
}
void GL_APIENTRY BindBuffersRange(GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizeiptr *sizes)
{
EVENT(
"(GLenum target = 0x%X, GLuint first = %u, GLsizei count = %d, const GLuint *buffers = "
"0x%016" PRIxPTR ", const GLintptr *offsets = 0x%016" PRIxPTR
", const GLsizeiptr *sizes = 0x%016" PRIxPTR ")",
target, first, count, (uintptr_t)buffers, (uintptr_t)offsets, (uintptr_t)sizes);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindBuffersRange, context, target, first, count, buffers, offsets, sizes);
if (context->skipValidation() ||
ValidateBindBuffersRange(context, target, first, count, buffers, offsets, sizes))
{
context->bindBuffersRange(target, first, count, buffers, offsets, sizes);
}
}
}
void GL_APIENTRY BindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
{
EVENT("(GLuint first = %u, GLsizei count = %d, const GLuint *textures = 0x%016" PRIxPTR ")",
first, count, (uintptr_t)textures);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindImageTextures, context, first, count, textures);
if (context->skipValidation() || ValidateBindImageTextures(context, first, count, textures))
{
context->bindImageTextures(first, count, textures);
}
}
}
void GL_APIENTRY BindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
{
EVENT("(GLuint first = %u, GLsizei count = %d, const GLuint *samplers = 0x%016" PRIxPTR ")",
first, count, (uintptr_t)samplers);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindSamplers, context, first, count, samplers);
if (context->skipValidation() || ValidateBindSamplers(context, first, count, samplers))
{
context->bindSamplers(first, count, samplers);
}
}
}
void GL_APIENTRY BindTextures(GLuint first, GLsizei count, const GLuint *textures)
{
EVENT("(GLuint first = %u, GLsizei count = %d, const GLuint *textures = 0x%016" PRIxPTR ")",
first, count, (uintptr_t)textures);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindTextures, context, first, count, textures);
if (context->skipValidation() || ValidateBindTextures(context, first, count, textures))
{
context->bindTextures(first, count, textures);
}
}
}
void GL_APIENTRY BindVertexBuffers(GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides)
{
EVENT("(GLuint first = %u, GLsizei count = %d, const GLuint *buffers = 0x%016" PRIxPTR
", const GLintptr *offsets = 0x%016" PRIxPTR ", const GLsizei *strides = 0x%016" PRIxPTR
")",
first, count, (uintptr_t)buffers, (uintptr_t)offsets, (uintptr_t)strides);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindVertexBuffers, context, first, count, buffers, offsets, strides);
if (context->skipValidation() ||
ValidateBindVertexBuffers(context, first, count, buffers, offsets, strides))
{
context->bindVertexBuffers(first, count, buffers, offsets, strides);
}
}
}
void GL_APIENTRY BufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
{
EVENT("(GLenum target = 0x%X, GLsizeiptr size = %llu, const void *data = 0x%016" PRIxPTR
", GLbitfield flags = 0x%X)",
target, static_cast<unsigned long long>(size), (uintptr_t)data, flags);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BufferStorage, context, target, size, data, flags);
if (context->skipValidation() || ValidateBufferStorage(context, target, size, data, flags))
{
context->bufferStorage(target, size, data, flags);
}
}
}
void GL_APIENTRY
ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
{
EVENT(
"(GLuint texture = %u, GLint level = %d, GLenum format = 0x%X, GLenum type = 0x%X, const "
"void *data = 0x%016" PRIxPTR ")",
texture, level, format, type, (uintptr_t)data);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ClearTexImage, context, texture, level, format, type, data);
if (context->skipValidation() ||
ValidateClearTexImage(context, texture, level, format, type, data))
{
context->clearTexImage(texture, level, format, type, data);
}
}
}
void GL_APIENTRY ClearTexSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data)
{
EVENT(
"(GLuint texture = %u, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, GLint "
"zoffset = %d, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLenum format "
"= 0x%X, GLenum type = 0x%X, const void *data = 0x%016" PRIxPTR ")",
texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type,
(uintptr_t)data);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ClearTexSubImage, context, texture, level, xoffset, yoffset, zoffset, width,
height, depth, format, type, data);
if (context->skipValidation() ||
ValidateClearTexSubImage(context, texture, level, xoffset, yoffset, zoffset, width,
height, depth, format, type, data))
{
context->clearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height,
depth, format, type, data);
}
}
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// 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.
//
// entry_points_gl_4_4_autogen.h:
// Defines the GL 4.4 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_4_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_4_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BindBuffersBase(GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY BindBuffersRange(GLenum target,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizeiptr *sizes);
ANGLE_EXPORT void GL_APIENTRY BindImageTextures(GLuint first,
GLsizei count,
const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY BindSamplers(GLuint first, GLsizei count, const GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY BindTextures(GLuint first, GLsizei count, const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY BindVertexBuffers(GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides);
ANGLE_EXPORT void GL_APIENTRY BufferStorage(GLenum target,
GLsizeiptr size,
const void *data,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY
ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data);
ANGLE_EXPORT void GL_APIENTRY ClearTexSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_4_AUTOGEN_H_
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// 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.
//
// entry_points_gl_4_6_autogen.cpp:
// Defines the GL 4.6 entry points.
#include "libGL/entry_points_gl_4_6_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
#include "libANGLE/entry_points_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/validationESEXT.h"
#include "libANGLE/validationGL46_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY MultiDrawArraysIndirectCount(GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
EVENT("(GLenum mode = 0x%X, const void *indirect = 0x%016" PRIxPTR
", GLintptr drawcount = %llu, GLsizei maxdrawcount = %d, GLsizei stride = %d)",
mode, (uintptr_t)indirect, static_cast<unsigned long long>(drawcount), maxdrawcount,
stride);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiDrawArraysIndirectCount, context, mode, indirect, drawcount,
maxdrawcount, stride);
if (context->skipValidation() ||
ValidateMultiDrawArraysIndirectCount(context, mode, indirect, drawcount, maxdrawcount,
stride))
{
context->multiDrawArraysIndirectCount(mode, indirect, drawcount, maxdrawcount, stride);
}
}
}
void GL_APIENTRY MultiDrawElementsIndirectCount(GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
EVENT("(GLenum mode = 0x%X, GLenum type = 0x%X, const void *indirect = 0x%016" PRIxPTR
", GLintptr drawcount = %llu, GLsizei maxdrawcount = %d, GLsizei stride = %d)",
mode, type, (uintptr_t)indirect, static_cast<unsigned long long>(drawcount), maxdrawcount,
stride);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiDrawElementsIndirectCount, context, mode, type, indirect, drawcount,
maxdrawcount, stride);
if (context->skipValidation() ||
ValidateMultiDrawElementsIndirectCount(context, mode, type, indirect, drawcount,
maxdrawcount, stride))
{
context->multiDrawElementsIndirectCount(mode, type, indirect, drawcount, maxdrawcount,
stride);
}
}
}
void GL_APIENTRY PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp)
{
EVENT("(GLfloat factor = %f, GLfloat units = %f, GLfloat clamp = %f)", factor, units, clamp);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(PolygonOffsetClamp, context, factor, units, clamp);
if (context->skipValidation() || ValidatePolygonOffsetClamp(context, factor, units, clamp))
{
context->polygonOffsetClamp(factor, units, clamp);
}
}
}
void GL_APIENTRY SpecializeShader(GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue)
{
EVENT("(GLuint shader = %u, const GLchar *pEntryPoint = 0x%016" PRIxPTR
", GLuint numSpecializationConstants = %u, const GLuint *pConstantIndex = 0x%016" PRIxPTR
", const GLuint *pConstantValue = 0x%016" PRIxPTR ")",
shader, (uintptr_t)pEntryPoint, numSpecializationConstants, (uintptr_t)pConstantIndex,
(uintptr_t)pConstantValue);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SpecializeShader, context, shader, pEntryPoint, numSpecializationConstants,
pConstantIndex, pConstantValue);
if (context->skipValidation() ||
ValidateSpecializeShader(context, shader, pEntryPoint, numSpecializationConstants,
pConstantIndex, pConstantValue))
{
context->specializeShader(shader, pEntryPoint, numSpecializationConstants,
pConstantIndex, pConstantValue);
}
}
}
} // namespace gl
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// 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.
//
// entry_points_gl_4_6_autogen.h:
// Defines the GL 4.6 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_6_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_6_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY MultiDrawArraysIndirectCount(GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElementsIndirectCount(GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp);
ANGLE_EXPORT void GL_APIENTRY SpecializeShader(GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_6_AUTOGEN_H_
...@@ -13,7 +13,6 @@ ...@@ -13,7 +13,6 @@
# define _GDI32_ # define _GDI32_
#endif #endif
#include <windows.h>
#include "angle_gl.h" #include "angle_gl.h"
#include "WGL/wgl.h" #include "WGL/wgl.h"
......
...@@ -21,6 +21,11 @@ ...@@ -21,6 +21,11 @@
#include <stddef.h> #include <stddef.h>
#include <utility> #include <utility>
// So that windows file winnt.h doesn't substitute for MemoryBarrier function
#ifdef MemoryBarrier
# undef MemoryBarrier
#endif
namespace wgl namespace wgl
{ {
using ProcEntry = std::pair<const char *, PROC>; using ProcEntry = std::pair<const char *, PROC>;
......
...@@ -185,6 +185,15 @@ libangle_sources = [ ...@@ -185,6 +185,15 @@ libangle_sources = [
"src/libANGLE/Context_gl_2_1_autogen.h", "src/libANGLE/Context_gl_2_1_autogen.h",
"src/libANGLE/Context_gl_3_0_autogen.h", "src/libANGLE/Context_gl_3_0_autogen.h",
"src/libANGLE/Context_gl_3_1_autogen.h", "src/libANGLE/Context_gl_3_1_autogen.h",
"src/libANGLE/Context_gl_3_2_autogen.h",
"src/libANGLE/Context_gl_3_3_autogen.h",
"src/libANGLE/Context_gl_4_0_autogen.h",
"src/libANGLE/Context_gl_4_1_autogen.h",
"src/libANGLE/Context_gl_4_2_autogen.h",
"src/libANGLE/Context_gl_4_3_autogen.h",
"src/libANGLE/Context_gl_4_4_autogen.h",
"src/libANGLE/Context_gl_4_5_autogen.h",
"src/libANGLE/Context_gl_4_6_autogen.h",
"src/libANGLE/Context_gles_1_0_autogen.h", "src/libANGLE/Context_gles_1_0_autogen.h",
"src/libANGLE/Context_gles_2_0_autogen.h", "src/libANGLE/Context_gles_2_0_autogen.h",
"src/libANGLE/Context_gles_3_0_autogen.h", "src/libANGLE/Context_gles_3_0_autogen.h",
...@@ -366,6 +375,8 @@ libangle_sources = [ ...@@ -366,6 +375,8 @@ libangle_sources = [
"src/libANGLE/validationGL2_autogen.h", "src/libANGLE/validationGL2_autogen.h",
"src/libANGLE/validationGL3.cpp", "src/libANGLE/validationGL3.cpp",
"src/libANGLE/validationGL3_autogen.h", "src/libANGLE/validationGL3_autogen.h",
"src/libANGLE/validationGL4.cpp",
"src/libANGLE/validationGL4_autogen.h",
"src/libANGLE/validationGL11.cpp", "src/libANGLE/validationGL11.cpp",
"src/libANGLE/validationGL11_autogen.h", "src/libANGLE/validationGL11_autogen.h",
"src/libANGLE/validationGL12.cpp", "src/libANGLE/validationGL12.cpp",
...@@ -380,6 +391,22 @@ libangle_sources = [ ...@@ -380,6 +391,22 @@ libangle_sources = [
"src/libANGLE/validationGL21_autogen.h", "src/libANGLE/validationGL21_autogen.h",
"src/libANGLE/validationGL31.cpp", "src/libANGLE/validationGL31.cpp",
"src/libANGLE/validationGL31_autogen.h", "src/libANGLE/validationGL31_autogen.h",
"src/libANGLE/validationGL32.cpp",
"src/libANGLE/validationGL32_autogen.h",
"src/libANGLE/validationGL33.cpp",
"src/libANGLE/validationGL33_autogen.h",
"src/libANGLE/validationGL41.cpp",
"src/libANGLE/validationGL41_autogen.h",
"src/libANGLE/validationGL42.cpp",
"src/libANGLE/validationGL42_autogen.h",
"src/libANGLE/validationGL43.cpp",
"src/libANGLE/validationGL43_autogen.h",
"src/libANGLE/validationGL44.cpp",
"src/libANGLE/validationGL44_autogen.h",
"src/libANGLE/validationGL45.cpp",
"src/libANGLE/validationGL45_autogen.h",
"src/libANGLE/validationGL46.cpp",
"src/libANGLE/validationGL46_autogen.h",
"src/third_party/trace_event/trace_event.h", "src/third_party/trace_event/trace_event.h",
] ]
...@@ -1002,6 +1029,24 @@ libgl_sources = [ ...@@ -1002,6 +1029,24 @@ libgl_sources = [
"src/libGL/entry_points_gl_3_0_autogen.h", "src/libGL/entry_points_gl_3_0_autogen.h",
"src/libGL/entry_points_gl_3_1_autogen.cpp", "src/libGL/entry_points_gl_3_1_autogen.cpp",
"src/libGL/entry_points_gl_3_1_autogen.h", "src/libGL/entry_points_gl_3_1_autogen.h",
"src/libGL/entry_points_gl_3_2_autogen.cpp",
"src/libGL/entry_points_gl_3_2_autogen.h",
"src/libGL/entry_points_gl_3_3_autogen.cpp",
"src/libGL/entry_points_gl_3_3_autogen.h",
"src/libGL/entry_points_gl_4_0_autogen.cpp",
"src/libGL/entry_points_gl_4_0_autogen.h",
"src/libGL/entry_points_gl_4_1_autogen.cpp",
"src/libGL/entry_points_gl_4_1_autogen.h",
"src/libGL/entry_points_gl_4_2_autogen.cpp",
"src/libGL/entry_points_gl_4_2_autogen.h",
"src/libGL/entry_points_gl_4_3_autogen.cpp",
"src/libGL/entry_points_gl_4_3_autogen.h",
"src/libGL/entry_points_gl_4_4_autogen.cpp",
"src/libGL/entry_points_gl_4_6_autogen.cpp",
"src/libGL/entry_points_gl_4_4_autogen.h",
"src/libGL/entry_points_gl_4_5_autogen.cpp",
"src/libGL/entry_points_gl_4_5_autogen.h",
"src/libGL/entry_points_gl_4_6_autogen.h",
"src/libGL/entry_points_wgl.cpp", "src/libGL/entry_points_wgl.cpp",
"src/libGL/entry_points_wgl.h", "src/libGL/entry_points_wgl.h",
"src/libGL/libGL_autogen.cpp", "src/libGL/libGL_autogen.cpp",
......
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