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