xref: /aosp_15_r20/external/angle/src/libANGLE/Context_gles_2_0_autogen.h (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
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 attachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked);                \
15     void bindAttribLocation(ShaderProgramID programPacked, GLuint index, const GLchar *name);      \
16     void bindBuffer(BufferBinding targetPacked, BufferID bufferPacked);                            \
17     void bindFramebuffer(GLenum target, FramebufferID framebufferPacked);                          \
18     void bindRenderbuffer(GLenum target, RenderbufferID renderbufferPacked);                       \
19     void bindTexture(TextureType targetPacked, TextureID texturePacked);                           \
20     void bufferData(BufferBinding targetPacked, GLsizeiptr size, const void *data,                 \
21                     BufferUsage usagePacked);                                                      \
22     void bufferSubData(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size,               \
23                        const void *data);                                                          \
24     GLenum checkFramebufferStatus(GLenum target);                                                  \
25     void clear(GLbitfield mask);                                                                   \
26     void compileShader(ShaderProgramID shaderPacked);                                              \
27     void compressedTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat,      \
28                               GLsizei width, GLsizei height, GLint border, GLsizei imageSize,      \
29                               const void *data);                                                   \
30     void compressedTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset,           \
31                                  GLint yoffset, GLsizei width, GLsizei height, GLenum format,      \
32                                  GLsizei imageSize, const void *data);                             \
33     void copyTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, GLint x,   \
34                         GLint y, GLsizei width, GLsizei height, GLint border);                     \
35     void copyTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,  \
36                            GLint x, GLint y, GLsizei width, GLsizei height);                       \
37     GLuint createProgram();                                                                        \
38     GLuint createShader(ShaderType typePacked);                                                    \
39     void deleteBuffers(GLsizei n, const BufferID *buffersPacked);                                  \
40     void deleteFramebuffers(GLsizei n, const FramebufferID *framebuffersPacked);                   \
41     void deleteProgram(ShaderProgramID programPacked);                                             \
42     void deleteRenderbuffers(GLsizei n, const RenderbufferID *renderbuffersPacked);                \
43     void deleteShader(ShaderProgramID shaderPacked);                                               \
44     void deleteTextures(GLsizei n, const TextureID *texturesPacked);                               \
45     void detachShader(ShaderProgramID programPacked, ShaderProgramID shaderPacked);                \
46     void disableVertexAttribArray(GLuint index);                                                   \
47     void drawArrays(PrimitiveMode modePacked, GLint first, GLsizei count);                         \
48     void drawElements(PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked,        \
49                       const void *indices);                                                        \
50     void enableVertexAttribArray(GLuint index);                                                    \
51     void finish();                                                                                 \
52     void flush();                                                                                  \
53     void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget,      \
54                                  RenderbufferID renderbufferPacked);                               \
55     void framebufferTexture2D(GLenum target, GLenum attachment, TextureTarget textargetPacked,     \
56                               TextureID texturePacked, GLint level);                               \
57     void genBuffers(GLsizei n, BufferID *buffersPacked);                                           \
58     void genFramebuffers(GLsizei n, FramebufferID *framebuffersPacked);                            \
59     void genRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked);                         \
60     void genTextures(GLsizei n, TextureID *texturesPacked);                                        \
61     void generateMipmap(TextureType targetPacked);                                                 \
62     void getActiveAttrib(ShaderProgramID programPacked, GLuint index, GLsizei bufSize,             \
63                          GLsizei *length, GLint *size, GLenum *type, GLchar *name);                \
64     void getActiveUniform(ShaderProgramID programPacked, GLuint index, GLsizei bufSize,            \
65                           GLsizei *length, GLint *size, GLenum *type, GLchar *name);               \
66     void getAttachedShaders(ShaderProgramID programPacked, GLsizei maxCount, GLsizei *count,       \
67                             ShaderProgramID *shadersPacked);                                       \
68     GLint getAttribLocation(ShaderProgramID programPacked, const GLchar *name);                    \
69     void getBooleanv(GLenum pname, GLboolean *data);                                               \
70     void getBufferParameteriv(BufferBinding targetPacked, GLenum pname, GLint *params);            \
71     GLenum getError();                                                                             \
72     void getFloatv(GLenum pname, GLfloat *data);                                                   \
73     void getFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname,       \
74                                              GLint *params);                                       \
75     void getIntegerv(GLenum pname, GLint *data);                                                   \
76     void getProgramInfoLog(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length,        \
77                            GLchar *infoLog);                                                       \
78     void getProgramiv(ShaderProgramID programPacked, GLenum pname, GLint *params);                 \
79     void getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);                   \
80     void getShaderInfoLog(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length,          \
81                           GLchar *infoLog);                                                        \
82     void getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range,           \
83                                   GLint *precision);                                               \
84     void getShaderSource(ShaderProgramID shaderPacked, GLsizei bufSize, GLsizei *length,           \
85                          GLchar *source);                                                          \
86     void getShaderiv(ShaderProgramID shaderPacked, GLenum pname, GLint *params);                   \
87     const GLubyte *getString(GLenum name);                                                         \
88     void getTexParameterfv(TextureType targetPacked, GLenum pname, GLfloat *params);               \
89     void getTexParameteriv(TextureType targetPacked, GLenum pname, GLint *params);                 \
90     GLint getUniformLocation(ShaderProgramID programPacked, const GLchar *name);                   \
91     void getUniformfv(ShaderProgramID programPacked, UniformLocation locationPacked,               \
92                       GLfloat *params);                                                            \
93     void getUniformiv(ShaderProgramID programPacked, UniformLocation locationPacked,               \
94                       GLint *params);                                                              \
95     void getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);                      \
96     void getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);                           \
97     void getVertexAttribiv(GLuint index, GLenum pname, GLint *params);                             \
98     GLboolean isBuffer(BufferID bufferPacked) const;                                               \
99     GLboolean isFramebuffer(FramebufferID framebufferPacked) const;                                \
100     GLboolean isProgram(ShaderProgramID programPacked) const;                                      \
101     GLboolean isRenderbuffer(RenderbufferID renderbufferPacked) const;                             \
102     GLboolean isShader(ShaderProgramID shaderPacked) const;                                        \
103     GLboolean isTexture(TextureID texturePacked) const;                                            \
104     void linkProgram(ShaderProgramID programPacked);                                               \
105     void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,   \
106                     void *pixels);                                                                 \
107     void releaseShaderCompiler();                                                                  \
108     void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); \
109     void shaderBinary(GLsizei count, const ShaderProgramID *shadersPacked, GLenum binaryFormat,    \
110                       const void *binary, GLsizei length);                                         \
111     void shaderSource(ShaderProgramID shaderPacked, GLsizei count, const GLchar *const *string,    \
112                       const GLint *length);                                                        \
113     void texImage2D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width,  \
114                     GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); \
115     void texParameterf(TextureType targetPacked, GLenum pname, GLfloat param);                     \
116     void texParameterfv(TextureType targetPacked, GLenum pname, const GLfloat *params);            \
117     void texParameteri(TextureType targetPacked, GLenum pname, GLint param);                       \
118     void texParameteriv(TextureType targetPacked, GLenum pname, const GLint *params);              \
119     void texSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset,      \
120                        GLsizei width, GLsizei height, GLenum format, GLenum type,                  \
121                        const void *pixels);                                                        \
122     void uniform1f(UniformLocation locationPacked, GLfloat v0);                                    \
123     void uniform1fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
124     void uniform1i(UniformLocation locationPacked, GLint v0);                                      \
125     void uniform1iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
126     void uniform2f(UniformLocation locationPacked, GLfloat v0, GLfloat v1);                        \
127     void uniform2fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
128     void uniform2i(UniformLocation locationPacked, GLint v0, GLint v1);                            \
129     void uniform2iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
130     void uniform3f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2);            \
131     void uniform3fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
132     void uniform3i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2);                  \
133     void uniform3iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
134     void uniform4f(UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2,             \
135                    GLfloat v3);                                                                    \
136     void uniform4fv(UniformLocation locationPacked, GLsizei count, const GLfloat *value);          \
137     void uniform4i(UniformLocation locationPacked, GLint v0, GLint v1, GLint v2, GLint v3);        \
138     void uniform4iv(UniformLocation locationPacked, GLsizei count, const GLint *value);            \
139     void uniformMatrix2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
140                           const GLfloat *value);                                                   \
141     void uniformMatrix3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
142                           const GLfloat *value);                                                   \
143     void uniformMatrix4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose,      \
144                           const GLfloat *value);                                                   \
145     void useProgram(ShaderProgramID programPacked);                                                \
146     void validateProgram(ShaderProgramID programPacked);                                           \
147     void vertexAttribPointer(GLuint index, GLint size, VertexAttribType typePacked,                \
148                              GLboolean normalized, GLsizei stride, const void *pointer);
149 
150 #endif  // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_
151