1 // GENERATED FILE - DO NOT EDIT.
2 // Generated by generate_entry_points.py using data from gl.xml.
3 //
4 // Copyright 2020 The ANGLE Project Authors. All rights reserved.
5 // Use of this source code is governed by a BSD-style license that can be
6 // found in the LICENSE file.
7 //
8 // Context_gles_2_0_autogen.h: Creates a macro for interfaces in Context.
9 
10 #ifndef ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_
11 #define ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_
12 
13 #define ANGLE_GLES_2_0_CONTEXT_API                                                                 \
14     void activeTexture(GLenum texture);                                                            \
15     void attachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked);                \
16     void bindAttribLocation(ShaderProgramID programPacked, GLuint index, const GLchar *name);      \
17     void bindBuffer(BufferBinding targetPacked, BufferID bufferPacked);                            \
18     void bindFramebuffer(GLenum target, FramebufferID framebufferPacked);                          \
19     void bindRenderbuffer(GLenum target, RenderbufferID renderbufferPacked);                       \
20     void bindTexture(TextureType targetPacked, TextureID texturePacked);                           \
21     void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);                      \
22     void blendEquation(GLenum mode);                                                               \
23     void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);                                  \
24     void blendFunc(GLenum sfactor, GLenum dfactor);                                                \
25     void blendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha,              \
26                            GLenum dfactorAlpha);                                                   \
27     void bufferData(BufferBinding targetPacked, GLsizeiptr size, const void *data,                 \
28                     BufferUsage usagePacked);                                                      \
29     void bufferSubData(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size,               \
30                        const void *data);                                                          \
31     GLenum checkFramebufferStatus(GLenum target);                                                  \
32     void clear(GLbitfield mask);                                                                   \
33     void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);                      \
34     void clearDepthf(GLfloat d);                                                                   \
35     void clearStencil(GLint s);                                                                    \
36     void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);               \
37     void compileShader(ShaderProgramID shaderPacked);                                              \
38     void compressedTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat,      \
39                               GLsizei width, GLsizei height, GLint border, GLsizei imageSize,      \
40                               const void *data);                                                   \
41     void compressedTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset,           \
42                                  GLint yoffset, GLsizei width, GLsizei height, GLenum format,      \
43                                  GLsizei imageSize, const void *data);                             \
44     void copyTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, GLint x,   \
45                         GLint y, GLsizei width, GLsizei height, GLint border);                     \
46     void copyTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,  \
47                            GLint x, GLint y, GLsizei width, GLsizei height);                       \
48     GLuint createProgram();                                                                        \
49     GLuint createShader(ShaderType typePacked);                                                    \
50     void cullFace(CullFaceMode modePacked);                                                        \
51     void deleteBuffers(GLsizei n, const BufferID *buffersPacked);                                  \
52     void deleteFramebuffers(GLsizei n, const FramebufferID *framebuffersPacked);                   \
53     void deleteProgram(ShaderProgramID programPacked);                                             \
54     void deleteRenderbuffers(GLsizei n, const RenderbufferID *renderbuffersPacked);                \
55     void deleteShader(ShaderProgramID shaderPacked);                                               \
56     void deleteTextures(GLsizei n, const TextureID *texturesPacked);                               \
57     void depthFunc(GLenum func);                                                                   \
58     void depthMask(GLboolean flag);                                                                \
59     void depthRangef(GLfloat n, GLfloat f);                                                        \
60     void detachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked);                \
61     void disable(GLenum cap);                                                                      \
62     void disableVertexAttribArray(GLuint index);                                                   \
63     void drawArrays(PrimitiveMode modePacked, GLint first, GLsizei count);                         \
64     void drawElements(PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked,        \
65                       const void *indices);                                                        \
66     void enable(GLenum cap);                                                                       \
67     void enableVertexAttribArray(GLuint index);                                                    \
68     void finish();                                                                                 \
69     void flush();                                                                                  \
70     void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget,      \
71                                  RenderbufferID renderbufferPacked);                               \
72     void framebufferTexture2D(GLenum target, GLenum attachment, TextureTarget textargetPacked,     \
73                               TextureID texturePacked, GLint level);                               \
74     void frontFace(GLenum mode);                                                                   \
75     void genBuffers(GLsizei n, BufferID *buffersPacked);                                           \
76     void genFramebuffers(GLsizei n, FramebufferID *framebuffersPacked);                            \
77     void genRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked);                         \
78     void genTextures(GLsizei n, TextureID *texturesPacked);                                        \
79     void generateMipmap(TextureType targetPacked);                                                 \
80     void getActiveAttrib(ShaderProgramID programPacked, GLuint index, GLsizei bufSize,             \
81                          GLsizei *length, GLint *size, GLenum *type, GLchar *name);                \
82     void getActiveUniform(ShaderProgramID programPacked, GLuint index, GLsizei bufSize,            \
83                           GLsizei *length, GLint *size, GLenum *type, GLchar *name);               \
84     void getAttachedShaders(ShaderProgramID programPacked, GLsizei maxCount, GLsizei *count,       \
85                             ShaderProgramID *shadersPacked);                                       \
86     GLint getAttribLocation(ShaderProgramID programPacked, const GLchar *name);                    \
87     void getBooleanv(GLenum pname, GLboolean *data);                                               \
88     void getBufferParameteriv(BufferBinding targetPacked, GLenum pname, GLint *params);            \
89     GLenum getError();                                                                             \
90     void getFloatv(GLenum pname, GLfloat *data);                                                   \
91     void getFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname,       \
92                                              GLint *params);                                       \
93     void getIntegerv(GLenum pname, GLint *data);                                                   \
94     void getProgramInfoLog(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length,        \
95                            GLchar *infoLog);                                                       \
96     void getProgramiv(ShaderProgramID programPacked, GLenum pname, GLint *params);                 \
97     void getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);                   \
98     void getShaderInfoLog(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length,          \
99                           GLchar *infoLog);                                                        \
100     void getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range,           \
101                                   GLint *precision);                                               \
102     void getShaderSource(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length,           \
103                          GLchar *source);                                                          \
104     void getShaderiv(ShaderProgramID shaderPacked, GLenum pname, GLint *params);                   \
105     const GLubyte *getString(GLenum name);                                                         \
106     void getTexParameterfv(TextureType targetPacked, GLenum pname, GLfloat *params);               \
107     void getTexParameteriv(TextureType targetPacked, GLenum pname, GLint *params);                 \
108     GLint getUniformLocation(ShaderProgramID programPacked, const GLchar *name);                   \
109     void getUniformfv(ShaderProgramID programPacked, UniformLocation locationPacked,               \
110                       GLfloat *params);                                                            \
111     void getUniformiv(ShaderProgramID programPacked, UniformLocation locationPacked,               \
112                       GLint *params);                                                              \
113     void getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);                      \
114     void getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);                           \
115     void getVertexAttribiv(GLuint index, GLenum pname, GLint *params);                             \
116     void hint(GLenum target, GLenum mode);                                                         \
117     GLboolean isBuffer(BufferID bufferPacked) const;                                               \
118     GLboolean isEnabled(GLenum cap) const;                                                         \
119     GLboolean isFramebuffer(FramebufferID framebufferPacked) const;                                \
120     GLboolean isProgram(ShaderProgramID programPacked) const;                                      \
121     GLboolean isRenderbuffer(RenderbufferID renderbufferPacked) const;                             \
122     GLboolean isShader(ShaderProgramID shaderPacked) const;                                        \
123     GLboolean isTexture(TextureID texturePacked) const;                                            \
124     void lineWidth(GLfloat width);                                                                 \
125     void linkProgram(ShaderProgramID programPacked);                                               \
126     void pixelStorei(GLenum pname, GLint param);                                                   \
127     void polygonOffset(GLfloat factor, GLfloat units);                                             \
128     void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,   \
129                     void *pixels);                                                                 \
130     void releaseShaderCompiler();                                                                  \
131     void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); \
132     void sampleCoverage(GLfloat value, GLboolean invert);                                          \
133     void scissor(GLint x, GLint y, GLsizei width, GLsizei height);                                 \
134     void shaderBinary(GLsizei count, const ShaderProgramID *shadersPacked, GLenum binaryformat,    \
135                       const void *binary, GLsizei length);                                         \
136     void shaderSource(ShaderProgramID shaderPacked, GLsizei count, const GLchar *const *string,    \
137                       const GLint *length);                                                        \
138     void stencilFunc(GLenum func, GLint ref, GLuint mask);                                         \
139     void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);                    \
140     void stencilMask(GLuint mask);                                                                 \
141     void stencilMaskSeparate(GLenum face, GLuint mask);                                            \
142     void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);                                       \
143     void stencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);               \
144     void texImage2D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width,  \
145                     GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); \
146     void texParameterf(TextureType targetPacked, GLenum pname, GLfloat param);                     \
147     void texParameterfv(TextureType targetPacked, GLenum pname, const GLfloat *params);            \
148     void texParameteri(TextureType targetPacked, GLenum pname, GLint param);                       \
149     void texParameteriv(TextureType targetPacked, GLenum pname, const GLint *params);              \
150     void texSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,      \
151                        GLsizei width, GLsizei height, GLenum format, GLenum type,                  \
152                        const void *pixels);                                                        \
153     void uniform1f(UniformLocation locationPacked, GLfloat v0);                                    \
154     void uniform1fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
155     void uniform1i(UniformLocation locationPacked, GLint v0);                                      \
156     void uniform1iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
157     void uniform2f(UniformLocation locationPacked, GLfloat v0, GLfloat v1);                        \
158     void uniform2fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
159     void uniform2i(UniformLocation locationPacked, GLint v0, GLint v1);                            \
160     void uniform2iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
161     void uniform3f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2);            \
162     void uniform3fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
163     void uniform3i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2);                  \
164     void uniform3iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
165     void uniform4f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2,             \
166                    GLfloat v3);                                                                    \
167     void uniform4fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
168     void uniform4i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2, GLint v3);        \
169     void uniform4iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
170     void uniformMatrix2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
171                           const GLfloat *value);                                                   \
172     void uniformMatrix3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
173                           const GLfloat *value);                                                   \
174     void uniformMatrix4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
175                           const GLfloat *value);                                                   \
176     void useProgram(ShaderProgramID programPacked);                                                \
177     void validateProgram(ShaderProgramID programPacked);                                           \
178     void vertexAttrib1f(GLuint index, GLfloat x);                                                  \
179     void vertexAttrib1fv(GLuint index, const GLfloat *v);                                          \
180     void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);                                       \
181     void vertexAttrib2fv(GLuint index, const GLfloat *v);                                          \
182     void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);                            \
183     void vertexAttrib3fv(GLuint index, const GLfloat *v);                                          \
184     void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);                 \
185     void vertexAttrib4fv(GLuint index, const GLfloat *v);                                          \
186     void vertexAttribPointer(GLuint index, GLint size, VertexAttribType typePacked,                \
187                              GLboolean normalized, GLsizei stride, const void *pointer);           \
188     void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
189 
190 #endif  // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_
191