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