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: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
This commit is contained in:
Clemen Deng 2019-07-15 10:56:26 -04:00 коммит произвёл Commit Bot
Родитель ce33059365
Коммит 523dbf4070
73 изменённых файлов: 19976 добавлений и 58 удалений

Просмотреть файл

@ -4,9 +4,9 @@
"scripts/egl_angle_ext.xml":
"fc2e249239fb1365f6d145cdf1a3cfcf",
"scripts/entry_point_packed_gl_enums.json":
"359fc5d32a8dcb0ee407ca3ce7c99774",
"e5282bdef690f0ec652fed0e0723d1e8",
"scripts/generate_entry_points.py":
"82eb8bd96b46bf0141fbcac17c71a97c",
"52114608e1af3d5d12d2985b62168464",
"scripts/gl.xml":
"b470cb06b06cbbe7adb2c8129ec85708",
"scripts/gl_angle_ext.xml":
@ -35,6 +35,24 @@
"46a55343d5ff3d79ac63b8887dc90ce3",
"src/libANGLE/Context_gl_3_1_autogen.h":
"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":
"f30ed90e4ec23f886bda9344d82dd529",
"src/libANGLE/Context_gles_2_0_autogen.h":
@ -66,11 +84,11 @@
"src/libANGLE/capture_gles_ext_autogen.h":
"39a05d74a0c3561f301382c0aedf4a4d",
"src/libANGLE/entry_points_enum_autogen.h":
"0679308533029fdbc9f9844a5760586b",
"b98241dd6ce96934cc1d6f8edc0725e1",
"src/libANGLE/frame_capture_utils_autogen.cpp":
"4d927f537790aca3ded046fb35732889",
"ec6ca9dee86e07a0421721f2bab4fb0b",
"src/libANGLE/frame_capture_utils_autogen.h":
"b88c4983aab4d7cd2555973a8773f4c7",
"711de28342aa33478a5be9db420e7528",
"src/libANGLE/validationES1_autogen.h":
"8d3131d2bf2e6f521f46b44e64a6bff9",
"src/libANGLE/validationES2_autogen.h":
@ -99,52 +117,106 @@
"bbbdee2a2aaed049bfe243197a633b1b",
"src/libANGLE/validationGL31_autogen.h":
"8eb20c13d38138483d42f898400ef176",
"src/libANGLE/validationGL32_autogen.h":
"d660f5b5196e8b1f2d56bb2775edf0f1",
"src/libANGLE/validationGL33_autogen.h":
"77948e5ca0f3d5937583a2e6416f4060",
"src/libANGLE/validationGL3_autogen.h":
"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":
"65efdf7fcf3d7b12f936db5c6c7f1c32",
"src/libGL/entry_points_gl_1_0_autogen.h":
"ba9a7d0ce72bca6f11d12b3a8a3e95c1",
"a2372719bd7fbc4a6b070ecae7d9247a",
"src/libGL/entry_points_gl_1_1_autogen.cpp":
"7b3230b667a6ff00933f58223d958f89",
"src/libGL/entry_points_gl_1_1_autogen.h":
"1b675cfae8fa5e5d79032d480b9d098f",
"29ff203c0d402f78d020525a5e5ee447",
"src/libGL/entry_points_gl_1_2_autogen.cpp":
"247f0973fb17a46cf02d97fe3647ff86",
"src/libGL/entry_points_gl_1_2_autogen.h":
"55ae51cd45fb87f44479abe7918ccc45",
"db041e9b37eaaf1c31a4b4e2e4e987f4",
"src/libGL/entry_points_gl_1_3_autogen.cpp":
"fdbffcd6b9bc4e6765cfa027c0645564",
"src/libGL/entry_points_gl_1_3_autogen.h":
"5cd2206947c56f33948eab34a85b9d18",
"0c30cbdd3d5b10e9217a049cc2794317",
"src/libGL/entry_points_gl_1_4_autogen.cpp":
"8a4db0a0dd18a3d43bff54d77aa5d56e",
"src/libGL/entry_points_gl_1_4_autogen.h":
"3a2922db3bd9637a067b61f3099989d2",
"6f3dcfd98c18cd53f32e61ee01eabad6",
"src/libGL/entry_points_gl_1_5_autogen.cpp":
"d5964ecec41afd6a0da980e1aedf9abd",
"src/libGL/entry_points_gl_1_5_autogen.h":
"ba307366eed3707a79e682aba990c2ba",
"8caacff247caecb833b065afaf6e90ef",
"src/libGL/entry_points_gl_2_0_autogen.cpp":
"73a6c7a872080b6c0b056159e9bcfcc0",
"src/libGL/entry_points_gl_2_0_autogen.h":
"1e9622afa89718fc65d2801848780691",
"f0f58f83717148d58b735af5c435f2ef",
"src/libGL/entry_points_gl_2_1_autogen.cpp":
"c1e596d66b764e76cccbd4f726312d9b",
"src/libGL/entry_points_gl_2_1_autogen.h":
"4a368fe42f9b690ccec8a0492e9d0f2d",
"87cd6d513a5852c56eed9b58484fbe19",
"src/libGL/entry_points_gl_3_0_autogen.cpp":
"891bb91af9a61dddb10602a8d59392fc",
"src/libGL/entry_points_gl_3_0_autogen.h":
"a04b4fe60f275cbb405858498cc3a411",
"47396290a846f808e598acdbca56e9b3",
"src/libGL/entry_points_gl_3_1_autogen.cpp":
"3c8d595677596847aa1e8e625d5f0fe2",
"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":
"2ee47347a7d1f3f85944c772398c7ef8",
"9dafbdb3d31700b4505f312a91b147fc",
"src/libGL/libGL_autogen.def":
"8ff022ce11382a0b4adbd05b559ad59c",
"b372327de868ff8eaa4f837b7e434f72",
"src/libGLESv2/entry_points_gles_1_0_autogen.cpp":
"d9882eb5eb7002955c0e6969288dc595",
"src/libGLESv2/entry_points_gles_1_0_autogen.h":

Просмотреть файл

@ -4,7 +4,7 @@
"scripts/egl_angle_ext.xml":
"fc2e249239fb1365f6d145cdf1a3cfcf",
"scripts/gen_proc_table.py":
"3c988387fd8d368ea3a660b869867660",
"02cd0bf313b513b2f2966cd6ef7a1c24",
"scripts/gl.xml":
"b470cb06b06cbbe7adb2c8129ec85708",
"scripts/gl_angle_ext.xml":
@ -14,7 +14,7 @@
"scripts/wgl.xml":
"aa96419c582af2f6673430e2847693f4",
"src/libGL/proc_table_wgl_autogen.cpp":
"62d8f224776d738d5ee259a5f84528e1",
"6844abf06aa6fb7a26878acb0d69df07",
"src/libGLESv2/proc_table_egl_autogen.cpp":
"73e54da783ff8d5058e9dadcc6e90322"
}

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@ -380,9 +380,15 @@
"glPointSizePointerOES": {
"type" : "VertexAttribType"
},
"glProvokingVertex": {
"mode": "ProvokingVertexConvention"
},
"glProvokingVertexANGLE": {
"mode": "ProvokingVertexConvention"
},
"glQueryCounter": {
"target": "QueryType"
},
"glQueryCounterEXT": {
"target": "QueryType"
},
@ -488,6 +494,9 @@
"glTexStorage2DMultisampleANGLE": {
"target": "TextureType"
},
"glTexStorage3DMultisample": {
"target": "TextureType"
},
"glTexStorage3DMultisampleOES": {
"target": "TextureType"
},

Просмотреть файл

@ -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_3_0_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"
"""
@ -163,7 +172,10 @@ def main():
# libGL proc table
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_"
feature_name = "{}{}".format(name_prefix, annotation)

Просмотреть файл

@ -336,8 +336,6 @@ template_sources_includes = """#include "libGLESv2/entry_points_{header_version}
template_header_includes_gl32 = """#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
"""
template_sources_includes_gl32 = """#include "libGL/entry_points_{}_autogen.h"
@ -1178,6 +1176,15 @@ def main():
'../src/libANGLE/Context_gl_2_1_autogen.h',
'../src/libANGLE/Context_gl_3_0_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_2_0_autogen.h',
'../src/libANGLE/Context_gles_3_0_autogen.h',
@ -1204,6 +1211,7 @@ def main():
'../src/libANGLE/validationGL1_autogen.h',
'../src/libANGLE/validationGL2_autogen.h',
'../src/libANGLE/validationGL3_autogen.h',
'../src/libANGLE/validationGL4_autogen.h',
'../src/libANGLE/validationGL11_autogen.h',
'../src/libANGLE/validationGL12_autogen.h',
'../src/libANGLE/validationGL13_autogen.h',
@ -1211,6 +1219,14 @@ def main():
'../src/libANGLE/validationGL15_autogen.h',
'../src/libANGLE/validationGL21_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.h',
'../src/libGLESv2/entry_points_gles_2_0_autogen.cpp',
@ -1244,6 +1260,24 @@ def main():
'../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.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.def',
]
@ -1455,7 +1489,8 @@ def main():
# Now we generate entry points for the desktop implementation
gldecls = {}
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] = []
libgl_ep_defs = []
@ -1464,7 +1499,8 @@ def main():
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],
[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)
annotation = "GL_{}".format(version)
name_prefix = "GL_VERSION_"
@ -1475,12 +1511,14 @@ def main():
glxml.AddCommands(feature_name, version)
all_libgl_commands = glxml.commands[version]
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 = [
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
# Validation duplicates handled with suffix
@ -1623,6 +1661,15 @@ def main():
#include "libGL/entry_points_gl_2_1_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_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"
"""

Просмотреть файл

@ -29,6 +29,15 @@
#include "libANGLE/Context_gl_2_1_autogen.h"
#include "libANGLE/Context_gl_3_0_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_2_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
ANGLE_GL_2_1_CONTEXT_API
ANGLE_GL_3_0_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
ANGLE_GLES_1_0_CONTEXT_API

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// 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_

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// 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_

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// 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_

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// 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_

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// 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_

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// 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_

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// 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_

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// 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_5_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_5_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_5_AUTOGEN_H_
#define ANGLE_GL_4_5_CONTEXT_API \
void bindTextureUnit(GLuint unit, GLuint texture); \
void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, \
GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, \
GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \
GLenum checkNamedFramebufferStatus(GLuint framebuffer, GLenum target); \
void clearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, \
const void *data); \
void clearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, \
GLsizeiptr size, GLenum format, GLenum type, const void *data); \
void clearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLint drawbuffer, \
GLfloat depth, GLint stencil); \
void clearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, \
const GLfloat *value); \
void clearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, \
const GLint *value); \
void clearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, \
const GLuint *value); \
void clipControl(GLenum origin, GLenum depth); \
void compressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, \
GLenum format, GLsizei imageSize, const void *data); \
void compressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \
GLsizei width, GLsizei height, GLenum format, \
GLsizei imageSize, const void *data); \
void compressedTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \
GLenum format, GLsizei imageSize, const void *data); \
void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, \
GLintptr writeOffset, GLsizeiptr size); \
void copyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, \
GLsizei width); \
void copyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, \
GLint y, GLsizei width, GLsizei height); \
void copyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \
void createBuffers(GLsizei n, GLuint *buffers); \
void createFramebuffers(GLsizei n, GLuint *framebuffers); \
void createProgramPipelines(GLsizei n, GLuint *pipelines); \
void createQueries(GLenum target, GLsizei n, GLuint *ids); \
void createRenderbuffers(GLsizei n, GLuint *renderbuffers); \
void createSamplers(GLsizei n, GLuint *samplers); \
void createTextures(GLenum target, GLsizei n, GLuint *textures); \
void createTransformFeedbacks(GLsizei n, GLuint *ids); \
void createVertexArrays(GLsizei n, GLuint *arrays); \
void disableVertexArrayAttrib(GLuint vaobj, GLuint index); \
void enableVertexArrayAttrib(GLuint vaobj, GLuint index); \
void flushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length); \
void generateTextureMipmap(GLuint texture); \
void getCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels); \
void getCompressedTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \
GLsizei bufSize, void *pixels); \
void getNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params); \
void getNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params); \
void getNamedBufferPointerv(GLuint buffer, GLenum pname, void **params); \
void getNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); \
void getNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, \
GLenum pname, GLint *params); \
void getNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param); \
void getNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params); \
void getQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); \
void getQueryBufferObjectiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); \
void getQueryBufferObjectui64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); \
void getQueryBufferObjectuiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); \
void getTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, \
void *pixels); \
void getTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params); \
void getTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params); \
void getTextureParameterIiv(GLuint texture, GLenum pname, GLint *params); \
void getTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params); \
void getTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params); \
void getTextureParameteriv(GLuint texture, GLenum pname, GLint *params); \
void getTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \
GLenum format, GLenum type, GLsizei bufSize, void *pixels); \
void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); \
void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); \
void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); \
void getVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); \
void getVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param); \
void getVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param); \
void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); \
void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); \
void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, \
void *image); \
void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, \
GLsizei bufSize, void *values); \
void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); \
void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); \
void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); \
void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, \
void *values); \
void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); \
void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); \
void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); \
void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern); \
void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, \
void *row, GLsizei columnBufSize, void *column, void *span); \
void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, \
void *pixels); \
void getnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params); \
void getnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params); \
void invalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, \
const GLenum *attachments); \
void invalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, \
const GLenum *attachments, GLint x, GLint y, \
GLsizei width, GLsizei height); \
void *mapNamedBuffer(GLuint buffer, GLenum access); \
void *mapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length, \
GLbitfield access); \
void namedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); \
void namedBufferStorage(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); \
void namedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); \
void namedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf); \
void namedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs); \
void namedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param); \
void namedFramebufferReadBuffer(GLuint framebuffer, GLenum src); \
void namedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, \
GLenum renderbuffertarget, GLuint renderbuffer); \
void namedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, \
GLint level); \
void namedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, \
GLint level, GLint layer); \
void namedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, \
GLsizei height); \
void namedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, \
GLenum internalformat, GLsizei width, \
GLsizei height); \
void textureBarrier(); \
void textureBuffer(GLuint texture, GLenum internalformat, GLuint buffer); \
void textureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, \
GLsizeiptr size); \
void textureParameterIiv(GLuint texture, GLenum pname, const GLint *params); \
void textureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params); \
void textureParameterf(GLuint texture, GLenum pname, GLfloat param); \
void textureParameterfv(GLuint texture, GLenum pname, const GLfloat *param); \
void textureParameteri(GLuint texture, GLenum pname, GLint param); \
void textureParameteriv(GLuint texture, GLenum pname, const GLint *param); \
void textureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); \
void textureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, \
GLsizei height); \
void textureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, \
GLboolean fixedsamplelocations); \
void textureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, \
GLsizei height, GLsizei depth); \
void textureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, \
GLsizei width, GLsizei height, GLsizei depth, \
GLboolean fixedsamplelocations); \
void textureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, \
GLenum format, GLenum type, const void *pixels); \
void textureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \
GLsizei width, GLsizei height, GLenum format, GLenum type, \
const void *pixels); \
void textureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \
GLenum format, GLenum type, const void *pixels); \
void transformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer); \
void transformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, \
GLsizeiptr size); \
GLboolean unmapNamedBuffer(GLuint buffer); \
void vertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex); \
void vertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, \
GLboolean normalized, GLuint relativeoffset); \
void vertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, \
GLuint relativeoffset); \
void vertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, \
GLuint relativeoffset); \
void vertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor); \
void vertexArrayElementBuffer(GLuint vaobj, GLuint buffer); \
void vertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, \
GLintptr offset, GLsizei stride); \
void vertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, \
const GLuint *buffers, const GLintptr *offsets, \
const GLsizei *strides);
#endif // ANGLE_CONTEXT_API_4_5_AUTOGEN_H_

Просмотреть файл

@ -0,0 +1,23 @@
// 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_

Просмотреть файл

@ -553,4 +553,8 @@ void WriteParamValueToStream<ParamType::TvoidConstPointer>(std::ostream &os, con
template <>
void WriteParamValueToStream<ParamType::TGLDEBUGPROCKHR>(std::ostream &os, GLDEBUGPROCKHR value)
{}
template <>
void WriteParamValueToStream<ParamType::TGLDEBUGPROC>(std::ostream &os, GLDEBUGPROC value)
{}
} // namespace angle

Просмотреть файл

@ -152,6 +152,9 @@ void WriteParamValueToStream<ParamType::TvoidConstPointer>(std::ostream &os, con
template <>
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.
template <ParamType ParamT, typename T>
void WriteParamValueToStream(std::ostream &os, T value)

Просмотреть файл

@ -27,46 +27,64 @@ enum class EntryPoint
BeginConditionalRender,
BeginQuery,
BeginQueryEXT,
BeginQueryIndexed,
BeginTransformFeedback,
BindAttribLocation,
BindBuffer,
BindBufferBase,
BindBufferRange,
BindBuffersBase,
BindBuffersRange,
BindFragDataLocation,
BindFragDataLocationEXT,
BindFragDataLocationIndexed,
BindFragDataLocationIndexedEXT,
BindFragmentInputLocationCHROMIUM,
BindFramebuffer,
BindFramebufferOES,
BindImageTexture,
BindImageTextures,
BindProgramPipeline,
BindRenderbuffer,
BindRenderbufferOES,
BindSampler,
BindSamplers,
BindTexture,
BindTextureUnit,
BindTextures,
BindTransformFeedback,
BindUniformLocationCHROMIUM,
BindVertexArray,
BindVertexArrayOES,
BindVertexBuffer,
BindVertexBuffers,
Bitmap,
BlendColor,
BlendEquation,
BlendEquationSeparate,
BlendEquationSeparatei,
BlendEquationi,
BlendFunc,
BlendFuncSeparate,
BlendFuncSeparatei,
BlendFunci,
BlitFramebuffer,
BlitFramebufferANGLE,
BlitNamedFramebuffer,
BufferData,
BufferStorage,
BufferStorageMemEXT,
BufferSubData,
CallList,
CallLists,
CheckFramebufferStatus,
CheckFramebufferStatusOES,
CheckNamedFramebufferStatus,
ClampColor,
Clear,
ClearAccum,
ClearBufferData,
ClearBufferSubData,
ClearBufferfi,
ClearBufferfv,
ClearBufferiv,
@ -77,9 +95,18 @@ enum class EntryPoint
ClearDepthf,
ClearDepthx,
ClearIndex,
ClearNamedBufferData,
ClearNamedBufferSubData,
ClearNamedFramebufferfi,
ClearNamedFramebufferfv,
ClearNamedFramebufferiv,
ClearNamedFramebufferuiv,
ClearStencil,
ClearTexImage,
ClearTexSubImage,
ClientActiveTexture,
ClientWaitSync,
ClipControl,
ClipPlane,
ClipPlanef,
ClipPlanex,
@ -119,6 +146,10 @@ enum class EntryPoint
ColorMask,
ColorMaski,
ColorMaterial,
ColorP3ui,
ColorP3uiv,
ColorP4ui,
ColorP4uiv,
ColorPointer,
CompileShader,
CompressedCopyTextureCHROMIUM,
@ -134,7 +165,12 @@ enum class EntryPoint
CompressedTexSubImage3D,
CompressedTexSubImage3DOES,
CompressedTexSubImage3DRobustANGLE,
CompressedTextureSubImage1D,
CompressedTextureSubImage2D,
CompressedTextureSubImage3D,
CopyBufferSubData,
CopyImageSubData,
CopyNamedBufferSubData,
CopyPixels,
CopySubTexture3DANGLE,
CopySubTextureCHROMIUM,
@ -146,19 +182,34 @@ enum class EntryPoint
CopyTexSubImage3DOES,
CopyTexture3DANGLE,
CopyTextureCHROMIUM,
CopyTextureSubImage1D,
CopyTextureSubImage2D,
CopyTextureSubImage3D,
CoverFillPathCHROMIUM,
CoverFillPathInstancedCHROMIUM,
CoverStrokePathCHROMIUM,
CoverStrokePathInstancedCHROMIUM,
CoverageModulationCHROMIUM,
CreateBuffers,
CreateFramebuffers,
CreateMemoryObjectsEXT,
CreateProgram,
CreateProgramPipelines,
CreateQueries,
CreateRenderbuffers,
CreateSamplers,
CreateShader,
CreateShaderProgramv,
CreateTextures,
CreateTransformFeedbacks,
CreateVertexArrays,
CullFace,
CurrentPaletteMatrixOES,
DebugMessageCallback,
DebugMessageCallbackKHR,
DebugMessageControl,
DebugMessageControlKHR,
DebugMessageInsert,
DebugMessageInsertKHR,
DeleteBuffers,
DeleteFencesNV,
@ -184,11 +235,14 @@ enum class EntryPoint
DepthFunc,
DepthMask,
DepthRange,
DepthRangeArrayv,
DepthRangeIndexed,
DepthRangef,
DepthRangex,
DetachShader,
Disable,
DisableClientState,
DisableVertexArrayAttrib,
DisableVertexAttribArray,
Disablei,
DiscardFramebufferEXT,
@ -198,17 +252,23 @@ enum class EntryPoint
DrawArraysIndirect,
DrawArraysInstanced,
DrawArraysInstancedANGLE,
DrawArraysInstancedBaseInstance,
DrawArraysInstancedEXT,
DrawBuffer,
DrawBuffers,
DrawBuffersEXT,
DrawElements,
DrawElementsBaseVertex,
DrawElementsIndirect,
DrawElementsInstanced,
DrawElementsInstancedANGLE,
DrawElementsInstancedBaseInstance,
DrawElementsInstancedBaseVertex,
DrawElementsInstancedBaseVertexBaseInstance,
DrawElementsInstancedEXT,
DrawPixels,
DrawRangeElements,
DrawRangeElementsBaseVertex,
DrawTexfOES,
DrawTexfvOES,
DrawTexiOES,
@ -217,6 +277,10 @@ enum class EntryPoint
DrawTexsvOES,
DrawTexxOES,
DrawTexxvOES,
DrawTransformFeedback,
DrawTransformFeedbackInstanced,
DrawTransformFeedbackStream,
DrawTransformFeedbackStreamInstanced,
EGLImageTargetRenderbufferStorageOES,
EGLImageTargetTexture2DOES,
EdgeFlag,
@ -224,6 +288,7 @@ enum class EntryPoint
EdgeFlagv,
Enable,
EnableClientState,
EnableVertexArrayAttrib,
EnableVertexAttribArray,
Enablei,
End,
@ -231,6 +296,7 @@ enum class EntryPoint
EndList,
EndQuery,
EndQueryEXT,
EndQueryIndexed,
EndTransformFeedback,
EvalCoord1d,
EvalCoord1dv,
@ -251,6 +317,7 @@ enum class EntryPoint
Flush,
FlushMappedBufferRange,
FlushMappedBufferRangeEXT,
FlushMappedNamedBufferRange,
FogCoordPointer,
FogCoordd,
FogCoorddv,
@ -265,6 +332,7 @@ enum class EntryPoint
FramebufferParameteri,
FramebufferRenderbuffer,
FramebufferRenderbufferOES,
FramebufferTexture,
FramebufferTexture1D,
FramebufferTexture2D,
FramebufferTexture2DOES,
@ -296,7 +364,12 @@ enum class EntryPoint
GenVertexArraysOES,
GenerateMipmap,
GenerateMipmapOES,
GenerateTextureMipmap,
GetActiveAtomicCounterBufferiv,
GetActiveAttrib,
GetActiveSubroutineName,
GetActiveSubroutineUniformName,
GetActiveSubroutineUniformiv,
GetActiveUniform,
GetActiveUniformBlockName,
GetActiveUniformBlockiv,
@ -321,13 +394,19 @@ enum class EntryPoint
GetClipPlanef,
GetClipPlanex,
GetCompressedTexImage,
GetCompressedTextureImage,
GetCompressedTextureSubImage,
GetDebugMessageLog,
GetDebugMessageLogKHR,
GetDoublei_v,
GetDoublev,
GetError,
GetFenceivNV,
GetFixedv,
GetFloati_v,
GetFloatv,
GetFloatvRobustANGLE,
GetFragDataIndex,
GetFragDataIndexEXT,
GetFragDataLocation,
GetFramebufferAttachmentParameteriv,
@ -335,6 +414,7 @@ enum class EntryPoint
GetFramebufferAttachmentParameterivRobustANGLE,
GetFramebufferParameteriv,
GetFramebufferParameterivRobustANGLE,
GetGraphicsResetStatus,
GetGraphicsResetStatusEXT,
GetInteger64i_v,
GetInteger64i_vRobustANGLE,
@ -344,6 +424,7 @@ enum class EntryPoint
GetIntegeri_vRobustANGLE,
GetIntegerv,
GetIntegervRobustANGLE,
GetInternalformati64v,
GetInternalformativ,
GetInternalformativRobustANGLE,
GetLightfv,
@ -359,7 +440,16 @@ enum class EntryPoint
GetMultisamplefv,
GetMultisamplefvANGLE,
GetMultisamplefvRobustANGLE,
GetNamedBufferParameteri64v,
GetNamedBufferParameteriv,
GetNamedBufferPointerv,
GetNamedBufferSubData,
GetNamedFramebufferAttachmentParameteriv,
GetNamedFramebufferParameteriv,
GetNamedRenderbufferParameteriv,
GetObjectLabel,
GetObjectLabelKHR,
GetObjectPtrLabel,
GetObjectPtrLabelKHR,
GetPathParameterfvCHROMIUM,
GetPathParameterivCHROMIUM,
@ -379,16 +469,25 @@ enum class EntryPoint
GetProgramPipelineiv,
GetProgramResourceIndex,
GetProgramResourceLocation,
GetProgramResourceLocationIndex,
GetProgramResourceLocationIndexEXT,
GetProgramResourceName,
GetProgramResourceiv,
GetProgramStageiv,
GetProgramiv,
GetProgramivRobustANGLE,
GetQueryBufferObjecti64v,
GetQueryBufferObjectiv,
GetQueryBufferObjectui64v,
GetQueryBufferObjectuiv,
GetQueryIndexediv,
GetQueryObjecti64v,
GetQueryObjecti64vEXT,
GetQueryObjecti64vRobustANGLE,
GetQueryObjectiv,
GetQueryObjectivEXT,
GetQueryObjectivRobustANGLE,
GetQueryObjectui64v,
GetQueryObjectui64vEXT,
GetQueryObjectui64vRobustANGLE,
GetQueryObjectuiv,
@ -400,8 +499,10 @@ enum class EntryPoint
GetRenderbufferParameteriv,
GetRenderbufferParameterivOES,
GetRenderbufferParameterivRobustANGLE,
GetSamplerParameterIiv,
GetSamplerParameterIivOES,
GetSamplerParameterIivRobustANGLE,
GetSamplerParameterIuiv,
GetSamplerParameterIuivOES,
GetSamplerParameterIuivRobustANGLE,
GetSamplerParameterfv,
@ -416,6 +517,8 @@ enum class EntryPoint
GetShaderivRobustANGLE,
GetString,
GetStringi,
GetSubroutineIndex,
GetSubroutineUniformLocation,
GetSynciv,
GetTexEnvfv,
GetTexEnviv,
@ -444,11 +547,24 @@ enum class EntryPoint
GetTexParameteriv,
GetTexParameterivRobustANGLE,
GetTexParameterxv,
GetTextureImage,
GetTextureLevelParameterfv,
GetTextureLevelParameteriv,
GetTextureParameterIiv,
GetTextureParameterIuiv,
GetTextureParameterfv,
GetTextureParameteriv,
GetTextureSubImage,
GetTransformFeedbackVarying,
GetTransformFeedbacki64_v,
GetTransformFeedbacki_v,
GetTransformFeedbackiv,
GetTranslatedShaderSourceANGLE,
GetUniformBlockIndex,
GetUniformIndices,
GetUniformLocation,
GetUniformSubroutineuiv,
GetUniformdv,
GetUniformfv,
GetUniformfvRobustANGLE,
GetUniformiv,
@ -457,10 +573,14 @@ enum class EntryPoint
GetUniformuivRobustANGLE,
GetUnsignedBytei_vEXT,
GetUnsignedBytevEXT,
GetVertexArrayIndexed64iv,
GetVertexArrayIndexediv,
GetVertexArrayiv,
GetVertexAttribIiv,
GetVertexAttribIivRobustANGLE,
GetVertexAttribIuiv,
GetVertexAttribIuivRobustANGLE,
GetVertexAttribLdv,
GetVertexAttribPointerv,
GetVertexAttribPointervRobustANGLE,
GetVertexAttribdv,
@ -468,10 +588,28 @@ enum class EntryPoint
GetVertexAttribfvRobustANGLE,
GetVertexAttribiv,
GetVertexAttribivRobustANGLE,
GetnColorTable,
GetnCompressedTexImage,
GetnConvolutionFilter,
GetnHistogram,
GetnMapdv,
GetnMapfv,
GetnMapiv,
GetnMinmax,
GetnPixelMapfv,
GetnPixelMapuiv,
GetnPixelMapusv,
GetnPolygonStipple,
GetnSeparableFilter,
GetnTexImage,
GetnUniformdv,
GetnUniformfv,
GetnUniformfvEXT,
GetnUniformfvRobustANGLE,
GetnUniformiv,
GetnUniformivEXT,
GetnUniformivRobustANGLE,
GetnUniformuiv,
GetnUniformuivRobustANGLE,
Hint,
ImportMemoryFdEXT,
@ -492,8 +630,14 @@ enum class EntryPoint
InsertEventMarkerEXT,
InterleavedArrays,
Invalid,
InvalidateBufferData,
InvalidateBufferSubData,
InvalidateFramebuffer,
InvalidateNamedFramebufferData,
InvalidateNamedFramebufferSubData,
InvalidateSubFramebuffer,
InvalidateTexImage,
InvalidateTexSubImage,
InvalidateTextureANGLE,
IsBuffer,
IsEnabled,
@ -557,6 +701,8 @@ enum class EntryPoint
MapGrid1f,
MapGrid2d,
MapGrid2f,
MapNamedBuffer,
MapNamedBufferRange,
Materialf,
Materialfv,
Materiali,
@ -571,6 +717,7 @@ enum class EntryPoint
MemoryBarrier,
MemoryBarrierByRegion,
MemoryObjectParameterivEXT,
MinSampleShading,
MultMatrixd,
MultMatrixf,
MultMatrixx,
@ -578,9 +725,14 @@ enum class EntryPoint
MultTransposeMatrixf,
MultiDrawArrays,
MultiDrawArraysANGLE,
MultiDrawArraysIndirect,
MultiDrawArraysIndirectCount,
MultiDrawArraysInstancedANGLE,
MultiDrawElements,
MultiDrawElementsANGLE,
MultiDrawElementsBaseVertex,
MultiDrawElementsIndirect,
MultiDrawElementsIndirectCount,
MultiDrawElementsInstancedANGLE,
MultiTexCoord1d,
MultiTexCoord1dv,
@ -615,6 +767,26 @@ enum class EntryPoint
MultiTexCoord4s,
MultiTexCoord4sv,
MultiTexCoord4x,
MultiTexCoordP1ui,
MultiTexCoordP1uiv,
MultiTexCoordP2ui,
MultiTexCoordP2uiv,
MultiTexCoordP3ui,
MultiTexCoordP3uiv,
MultiTexCoordP4ui,
MultiTexCoordP4uiv,
NamedBufferData,
NamedBufferStorage,
NamedBufferSubData,
NamedFramebufferDrawBuffer,
NamedFramebufferDrawBuffers,
NamedFramebufferParameteri,
NamedFramebufferReadBuffer,
NamedFramebufferRenderbuffer,
NamedFramebufferTexture,
NamedFramebufferTextureLayer,
NamedRenderbufferStorage,
NamedRenderbufferStorageMultisample,
NewList,
Normal3b,
Normal3bv,
@ -627,13 +799,19 @@ enum class EntryPoint
Normal3s,
Normal3sv,
Normal3x,
NormalP3ui,
NormalP3uiv,
NormalPointer,
ObjectLabel,
ObjectLabelKHR,
ObjectPtrLabel,
ObjectPtrLabelKHR,
Ortho,
Orthof,
Orthox,
PassThrough,
PatchParameterfv,
PatchParameteri,
PathCommandsCHROMIUM,
PathParameterfCHROMIUM,
PathParameteriCHROMIUM,
@ -658,10 +836,12 @@ enum class EntryPoint
PointSizex,
PolygonMode,
PolygonOffset,
PolygonOffsetClamp,
PolygonOffsetx,
PolygonStipple,
PopAttrib,
PopClientAttrib,
PopDebugGroup,
PopDebugGroupKHR,
PopGroupMarkerEXT,
PopMatrix,
@ -672,46 +852,66 @@ enum class EntryPoint
ProgramBinaryOES,
ProgramParameteri,
ProgramPathFragmentInputGenCHROMIUM,
ProgramUniform1d,
ProgramUniform1dv,
ProgramUniform1f,
ProgramUniform1fv,
ProgramUniform1i,
ProgramUniform1iv,
ProgramUniform1ui,
ProgramUniform1uiv,
ProgramUniform2d,
ProgramUniform2dv,
ProgramUniform2f,
ProgramUniform2fv,
ProgramUniform2i,
ProgramUniform2iv,
ProgramUniform2ui,
ProgramUniform2uiv,
ProgramUniform3d,
ProgramUniform3dv,
ProgramUniform3f,
ProgramUniform3fv,
ProgramUniform3i,
ProgramUniform3iv,
ProgramUniform3ui,
ProgramUniform3uiv,
ProgramUniform4d,
ProgramUniform4dv,
ProgramUniform4f,
ProgramUniform4fv,
ProgramUniform4i,
ProgramUniform4iv,
ProgramUniform4ui,
ProgramUniform4uiv,
ProgramUniformMatrix2dv,
ProgramUniformMatrix2fv,
ProgramUniformMatrix2x3dv,
ProgramUniformMatrix2x3fv,
ProgramUniformMatrix2x4dv,
ProgramUniformMatrix2x4fv,
ProgramUniformMatrix3dv,
ProgramUniformMatrix3fv,
ProgramUniformMatrix3x2dv,
ProgramUniformMatrix3x2fv,
ProgramUniformMatrix3x4dv,
ProgramUniformMatrix3x4fv,
ProgramUniformMatrix4dv,
ProgramUniformMatrix4fv,
ProgramUniformMatrix4x2dv,
ProgramUniformMatrix4x2fv,
ProgramUniformMatrix4x3dv,
ProgramUniformMatrix4x3fv,
ProvokingVertex,
ProvokingVertexANGLE,
PushAttrib,
PushClientAttrib,
PushDebugGroup,
PushDebugGroupKHR,
PushGroupMarkerEXT,
PushMatrix,
PushName,
QueryCounter,
QueryCounterEXT,
QueryMatrixxOES,
RasterPos2d,
@ -741,6 +941,7 @@ enum class EntryPoint
ReadBuffer,
ReadPixels,
ReadPixelsRobustANGLE,
ReadnPixels,
ReadnPixelsEXT,
ReadnPixelsRobustANGLE,
Rectd,
@ -766,8 +967,10 @@ enum class EntryPoint
SampleCoveragex,
SampleMaski,
SampleMaskiANGLE,
SamplerParameterIiv,
SamplerParameterIivOES,
SamplerParameterIivRobustANGLE,
SamplerParameterIuiv,
SamplerParameterIuivOES,
SamplerParameterIuivRobustANGLE,
SamplerParameterf,
@ -780,6 +983,9 @@ enum class EntryPoint
Scalef,
Scalex,
Scissor,
ScissorArrayv,
ScissorIndexed,
ScissorIndexedv,
SecondaryColor3b,
SecondaryColor3bv,
SecondaryColor3d,
@ -796,6 +1002,8 @@ enum class EntryPoint
SecondaryColor3uiv,
SecondaryColor3us,
SecondaryColor3usv,
SecondaryColorP3ui,
SecondaryColorP3uiv,
SecondaryColorPointer,
SelectBuffer,
SemaphoreParameterui64vEXT,
@ -803,7 +1011,9 @@ enum class EntryPoint
ShadeModel,
ShaderBinary,
ShaderSource,
ShaderStorageBlockBinding,
SignalSemaphoreEXT,
SpecializeShader,
StencilFillPathCHROMIUM,
StencilFillPathInstancedCHROMIUM,
StencilFunc,
@ -820,6 +1030,7 @@ enum class EntryPoint
StencilThenCoverStrokePathInstancedCHROMIUM,
TestFenceNV,
TexBuffer,
TexBufferRange,
TexCoord1d,
TexCoord1dv,
TexCoord1f,
@ -852,6 +1063,14 @@ enum class EntryPoint
TexCoord4iv,
TexCoord4s,
TexCoord4sv,
TexCoordP1ui,
TexCoordP1uiv,
TexCoordP2ui,
TexCoordP2uiv,
TexCoordP3ui,
TexCoordP3uiv,
TexCoordP4ui,
TexCoordP4uiv,
TexCoordPointer,
TexEnvf,
TexEnvfv,
@ -874,8 +1093,10 @@ enum class EntryPoint
TexImage1D,
TexImage2D,
TexImage2DExternalANGLE,
TexImage2DMultisample,
TexImage2DRobustANGLE,
TexImage3D,
TexImage3DMultisample,
TexImage3DOES,
TexImage3DRobustANGLE,
TexParameterIiv,
@ -892,6 +1113,7 @@ enum class EntryPoint
TexParameterivRobustANGLE,
TexParameterx,
TexParameterxv,
TexStorage1D,
TexStorage1DEXT,
TexStorage2D,
TexStorage2DEXT,
@ -899,6 +1121,7 @@ enum class EntryPoint
TexStorage2DMultisampleANGLE,
TexStorage3D,
TexStorage3DEXT,
TexStorage3DMultisample,
TexStorage3DMultisampleOES,
TexStorageMem2DEXT,
TexStorageMem2DMultisampleEXT,
@ -910,28 +1133,56 @@ enum class EntryPoint
TexSubImage3D,
TexSubImage3DOES,
TexSubImage3DRobustANGLE,
TextureBarrier,
TextureBuffer,
TextureBufferRange,
TextureParameterIiv,
TextureParameterIuiv,
TextureParameterf,
TextureParameterfv,
TextureParameteri,
TextureParameteriv,
TextureStorage1D,
TextureStorage2D,
TextureStorage2DMultisample,
TextureStorage3D,
TextureStorage3DMultisample,
TextureSubImage1D,
TextureSubImage2D,
TextureSubImage3D,
TextureView,
TransformFeedbackBufferBase,
TransformFeedbackBufferRange,
TransformFeedbackVaryings,
Translated,
Translatef,
Translatex,
Uniform1d,
Uniform1dv,
Uniform1f,
Uniform1fv,
Uniform1i,
Uniform1iv,
Uniform1ui,
Uniform1uiv,
Uniform2d,
Uniform2dv,
Uniform2f,
Uniform2fv,
Uniform2i,
Uniform2iv,
Uniform2ui,
Uniform2uiv,
Uniform3d,
Uniform3dv,
Uniform3f,
Uniform3fv,
Uniform3i,
Uniform3iv,
Uniform3ui,
Uniform3uiv,
Uniform4d,
Uniform4dv,
Uniform4f,
Uniform4fv,
Uniform4i,
@ -939,17 +1190,28 @@ enum class EntryPoint
Uniform4ui,
Uniform4uiv,
UniformBlockBinding,
UniformMatrix2dv,
UniformMatrix2fv,
UniformMatrix2x3dv,
UniformMatrix2x3fv,
UniformMatrix2x4dv,
UniformMatrix2x4fv,
UniformMatrix3dv,
UniformMatrix3fv,
UniformMatrix3x2dv,
UniformMatrix3x2fv,
UniformMatrix3x4dv,
UniformMatrix3x4fv,
UniformMatrix4dv,
UniformMatrix4fv,
UniformMatrix4x2dv,
UniformMatrix4x2fv,
UniformMatrix4x3dv,
UniformMatrix4x3fv,
UniformSubroutinesuiv,
UnmapBuffer,
UnmapBufferOES,
UnmapNamedBuffer,
UseProgram,
UseProgramStages,
ValidateProgram,
@ -978,6 +1240,14 @@ enum class EntryPoint
Vertex4iv,
Vertex4s,
Vertex4sv,
VertexArrayAttribBinding,
VertexArrayAttribFormat,
VertexArrayAttribIFormat,
VertexArrayAttribLFormat,
VertexArrayBindingDivisor,
VertexArrayElementBuffer,
VertexArrayVertexBuffer,
VertexArrayVertexBuffers,
VertexAttrib1d,
VertexAttrib1dv,
VertexAttrib1f,
@ -1041,10 +1311,37 @@ enum class EntryPoint
VertexAttribI4usv,
VertexAttribIFormat,
VertexAttribIPointer,
VertexAttribL1d,
VertexAttribL1dv,
VertexAttribL2d,
VertexAttribL2dv,
VertexAttribL3d,
VertexAttribL3dv,
VertexAttribL4d,
VertexAttribL4dv,
VertexAttribLFormat,
VertexAttribLPointer,
VertexAttribP1ui,
VertexAttribP1uiv,
VertexAttribP2ui,
VertexAttribP2uiv,
VertexAttribP3ui,
VertexAttribP3uiv,
VertexAttribP4ui,
VertexAttribP4uiv,
VertexAttribPointer,
VertexBindingDivisor,
VertexP2ui,
VertexP2uiv,
VertexP3ui,
VertexP3uiv,
VertexP4ui,
VertexP4uiv,
VertexPointer,
Viewport,
ViewportArrayv,
ViewportIndexedf,
ViewportIndexedfv,
WaitSemaphoreEXT,
WaitSync,
WeightPointerOES,

Просмотреть файл

@ -38,6 +38,9 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa
WriteParamValueToStream<ParamType::TDrawElementsType>(os,
paramValue.DrawElementsTypeVal);
break;
case ParamType::TGLDEBUGPROC:
WriteParamValueToStream<ParamType::TGLDEBUGPROC>(os, paramValue.GLDEBUGPROCVal);
break;
case ParamType::TGLDEBUGPROCKHR:
WriteParamValueToStream<ParamType::TGLDEBUGPROCKHR>(os, paramValue.GLDEBUGPROCKHRVal);
break;
@ -135,6 +138,10 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa
case ParamType::TGLintptr:
WriteParamValueToStream<ParamType::TGLintptr>(os, paramValue.GLintptrVal);
break;
case ParamType::TGLintptrConstPointer:
WriteParamValueToStream<ParamType::TGLintptrConstPointer>(
os, paramValue.GLintptrConstPointerVal);
break;
case ParamType::TGLshort:
WriteParamValueToStream<ParamType::TGLshort>(os, paramValue.GLshortVal);
break;
@ -155,6 +162,10 @@ void WriteParamTypeToStream(std::ostream &os, ParamType paramType, const ParamVa
case ParamType::TGLsizeiptr:
WriteParamValueToStream<ParamType::TGLsizeiptr>(os, paramValue.GLsizeiptrVal);
break;
case ParamType::TGLsizeiptrConstPointer:
WriteParamValueToStream<ParamType::TGLsizeiptrConstPointer>(
os, paramValue.GLsizeiptrConstPointerVal);
break;
case ParamType::TGLsync:
WriteParamValueToStream<ParamType::TGLsync>(os, paramValue.GLsyncVal);
break;
@ -301,6 +312,8 @@ const char *ParamTypeToString(ParamType paramType)
return "gl::CullFaceMode";
case ParamType::TDrawElementsType:
return "gl::DrawElementsType";
case ParamType::TGLDEBUGPROC:
return "GLDEBUGPROC";
case ParamType::TGLDEBUGPROCKHR:
return "GLDEBUGPROCKHR";
case ParamType::TGLbitfield:
@ -359,6 +372,8 @@ const char *ParamTypeToString(ParamType paramType)
return "GLint *";
case ParamType::TGLintptr:
return "GLintptr";
case ParamType::TGLintptrConstPointer:
return "const GLintptr *";
case ParamType::TGLshort:
return "GLshort";
case ParamType::TGLshortConstPointer:
@ -371,6 +386,8 @@ const char *ParamTypeToString(ParamType paramType)
return "GLsizei *";
case ParamType::TGLsizeiptr:
return "GLsizeiptr";
case ParamType::TGLsizeiptrConstPointer:
return "const GLsizeiptr *";
case ParamType::TGLsync:
return "GLsync";
case ParamType::TGLubyte:

Просмотреть файл

@ -23,6 +23,7 @@ enum class ParamType
TClientVertexArrayType,
TCullFaceMode,
TDrawElementsType,
TGLDEBUGPROC,
TGLDEBUGPROCKHR,
TGLbitfield,
TGLboolean,
@ -52,12 +53,14 @@ enum class ParamType
TGLintConstPointer,
TGLintPointer,
TGLintptr,
TGLintptrConstPointer,
TGLshort,
TGLshortConstPointer,
TGLsizei,
TGLsizeiConstPointer,
TGLsizeiPointer,
TGLsizeiptr,
TGLsizeiptrConstPointer,
TGLsync,
TGLubyte,
TGLubyteConstPointer,
@ -104,6 +107,7 @@ union ParamValue
gl::ClientVertexArrayType ClientVertexArrayTypeVal;
gl::CullFaceMode CullFaceModeVal;
gl::DrawElementsType DrawElementsTypeVal;
GLDEBUGPROC GLDEBUGPROCVal;
GLDEBUGPROCKHR GLDEBUGPROCKHRVal;
GLbitfield GLbitfieldVal;
GLboolean GLbooleanVal;
@ -133,12 +137,14 @@ union ParamValue
const GLint *GLintConstPointerVal;
GLint *GLintPointerVal;
GLintptr GLintptrVal;
const GLintptr *GLintptrConstPointerVal;
GLshort GLshortVal;
const GLshort *GLshortConstPointerVal;
GLsizei GLsizeiVal;
const GLsizei *GLsizeiConstPointerVal;
GLsizei *GLsizeiPointerVal;
GLsizeiptr GLsizeiptrVal;
const GLsizeiptr *GLsizeiptrConstPointerVal;
GLsync GLsyncVal;
GLubyte GLubyteVal;
const GLubyte *GLubyteConstPointerVal;
@ -218,6 +224,12 @@ inline void SetParamVal<ParamType::TDrawElementsType>(gl::DrawElementsType value
valueOut->DrawElementsTypeVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLDEBUGPROC>(GLDEBUGPROC valueIn, ParamValue *valueOut)
{
valueOut->GLDEBUGPROCVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLDEBUGPROCKHR>(GLDEBUGPROCKHR valueIn, ParamValue *valueOut)
{
@ -397,6 +409,13 @@ inline void SetParamVal<ParamType::TGLintptr>(GLintptr valueIn, ParamValue *valu
valueOut->GLintptrVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLintptrConstPointer>(const GLintptr *valueIn,
ParamValue *valueOut)
{
valueOut->GLintptrConstPointerVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLshort>(GLshort valueIn, ParamValue *valueOut)
{
@ -435,6 +454,13 @@ inline void SetParamVal<ParamType::TGLsizeiptr>(GLsizeiptr valueIn, ParamValue *
valueOut->GLsizeiptrVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLsizeiptrConstPointer>(const GLsizeiptr *valueIn,
ParamValue *valueOut)
{
valueOut->GLsizeiptrConstPointerVal = valueIn;
}
template <>
inline void SetParamVal<ParamType::TGLsync>(GLsync valueIn, ParamValue *valueOut)
{
@ -695,6 +721,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut)
case ParamType::TDrawElementsType:
SetParamVal<ParamType::TDrawElementsType>(valueIn, valueOut);
break;
case ParamType::TGLDEBUGPROC:
SetParamVal<ParamType::TGLDEBUGPROC>(valueIn, valueOut);
break;
case ParamType::TGLDEBUGPROCKHR:
SetParamVal<ParamType::TGLDEBUGPROCKHR>(valueIn, valueOut);
break;
@ -782,6 +811,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut)
case ParamType::TGLintptr:
SetParamVal<ParamType::TGLintptr>(valueIn, valueOut);
break;
case ParamType::TGLintptrConstPointer:
SetParamVal<ParamType::TGLintptrConstPointer>(valueIn, valueOut);
break;
case ParamType::TGLshort:
SetParamVal<ParamType::TGLshort>(valueIn, valueOut);
break;
@ -800,6 +832,9 @@ void InitParamValue(ParamType paramType, T valueIn, ParamValue *valueOut)
case ParamType::TGLsizeiptr:
SetParamVal<ParamType::TGLsizeiptr>(valueIn, valueOut);
break;
case ParamType::TGLsizeiptrConstPointer:
SetParamVal<ParamType::TGLsizeiptrConstPointer>(valueIn, valueOut);
break;
case ParamType::TGLsync:
SetParamVal<ParamType::TGLsync>(valueIn, valueOut);
break;

Просмотреть файл

@ -0,0 +1,95 @@
//
// 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

Просмотреть файл

@ -0,0 +1,71 @@
// 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_

Просмотреть файл

@ -0,0 +1,288 @@
//
// 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

Просмотреть файл

@ -0,0 +1,126 @@
// 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_

Просмотреть файл

@ -0,0 +1,287 @@
//
// 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

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//
// 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

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// 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_

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//
// 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

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// 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_

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//
// 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

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// 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_

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//
// 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

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// 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_

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// 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.
//
// validationGL45_autogen.h:
// Validation functions for the OpenGL 4.5 entry points.
#ifndef LIBANGLE_VALIDATION_GL45_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL45_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBindTextureUnit(Context *context, GLuint unit, GLuint texture);
bool ValidateBlitNamedFramebuffer(Context *context,
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
bool ValidateCheckNamedFramebufferStatus(Context *context, GLuint framebuffer, GLenum target);
bool ValidateClearNamedBufferData(Context *context,
GLuint buffer,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearNamedBufferSubData(Context *context,
GLuint buffer,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearNamedFramebufferfi(Context *context,
GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
bool ValidateClearNamedFramebufferfv(Context *context,
GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
bool ValidateClearNamedFramebufferiv(Context *context,
GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
bool ValidateClearNamedFramebufferuiv(Context *context,
GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
bool ValidateClipControl(Context *context, GLenum origin, GLenum depth);
bool ValidateCompressedTextureSubImage1D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTextureSubImage2D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTextureSubImage3D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCopyNamedBufferSubData(Context *context,
GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
bool ValidateCopyTextureSubImage1D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width);
bool ValidateCopyTextureSubImage2D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateCopyTextureSubImage3D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateCreateBuffers(Context *context, GLsizei n, GLuint *buffers);
bool ValidateCreateFramebuffers(Context *context, GLsizei n, GLuint *framebuffers);
bool ValidateCreateProgramPipelines(Context *context, GLsizei n, GLuint *pipelines);
bool ValidateCreateQueries(Context *context, GLenum target, GLsizei n, GLuint *ids);
bool ValidateCreateRenderbuffers(Context *context, GLsizei n, GLuint *renderbuffers);
bool ValidateCreateSamplers(Context *context, GLsizei n, GLuint *samplers);
bool ValidateCreateTextures(Context *context, GLenum target, GLsizei n, GLuint *textures);
bool ValidateCreateTransformFeedbacks(Context *context, GLsizei n, GLuint *ids);
bool ValidateCreateVertexArrays(Context *context, GLsizei n, GLuint *arrays);
bool ValidateDisableVertexArrayAttrib(Context *context, GLuint vaobj, GLuint index);
bool ValidateEnableVertexArrayAttrib(Context *context, GLuint vaobj, GLuint index);
bool ValidateFlushMappedNamedBufferRange(Context *context,
GLuint buffer,
GLintptr offset,
GLsizeiptr length);
bool ValidateGenerateTextureMipmap(Context *context, GLuint texture);
bool ValidateGetCompressedTextureImage(Context *context,
GLuint texture,
GLint level,
GLsizei bufSize,
void *pixels);
bool ValidateGetCompressedTextureSubImage(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels);
bool ValidateGetGraphicsResetStatus(Context *context);
bool ValidateGetNamedBufferParameteri64v(Context *context,
GLuint buffer,
GLenum pname,
GLint64 *params);
bool ValidateGetNamedBufferParameteriv(Context *context,
GLuint buffer,
GLenum pname,
GLint *params);
bool ValidateGetNamedBufferPointerv(Context *context, GLuint buffer, GLenum pname, void **params);
bool ValidateGetNamedBufferSubData(Context *context,
GLuint buffer,
GLintptr offset,
GLsizeiptr size,
void *data);
bool ValidateGetNamedFramebufferAttachmentParameteriv(Context *context,
GLuint framebuffer,
GLenum attachment,
GLenum pname,
GLint *params);
bool ValidateGetNamedFramebufferParameteriv(Context *context,
GLuint framebuffer,
GLenum pname,
GLint *param);
bool ValidateGetNamedRenderbufferParameteriv(Context *context,
GLuint renderbuffer,
GLenum pname,
GLint *params);
bool ValidateGetQueryBufferObjecti64v(Context *context,
GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectiv(Context *context,
GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectui64v(Context *context,
GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectuiv(Context *context,
GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
bool ValidateGetTextureImage(Context *context,
GLuint texture,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
bool ValidateGetTextureLevelParameterfv(Context *context,
GLuint texture,
GLint level,
GLenum pname,
GLfloat *params);
bool ValidateGetTextureLevelParameteriv(Context *context,
GLuint texture,
GLint level,
GLenum pname,
GLint *params);
bool ValidateGetTextureParameterIiv(Context *context, GLuint texture, GLenum pname, GLint *params);
bool ValidateGetTextureParameterIuiv(Context *context,
GLuint texture,
GLenum pname,
GLuint *params);
bool ValidateGetTextureParameterfv(Context *context, GLuint texture, GLenum pname, GLfloat *params);
bool ValidateGetTextureParameteriv(Context *context, GLuint texture, GLenum pname, GLint *params);
bool ValidateGetTextureSubImage(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
bool ValidateGetTransformFeedbacki64_v(Context *context,
GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param);
bool ValidateGetTransformFeedbacki_v(Context *context,
GLuint xfb,
GLenum pname,
GLuint index,
GLint *param);
bool ValidateGetTransformFeedbackiv(Context *context, GLuint xfb, GLenum pname, GLint *param);
bool ValidateGetVertexArrayIndexed64iv(Context *context,
GLuint vaobj,
GLuint index,
GLenum pname,
GLint64 *param);
bool ValidateGetVertexArrayIndexediv(Context *context,
GLuint vaobj,
GLuint index,
GLenum pname,
GLint *param);
bool ValidateGetVertexArrayiv(Context *context, GLuint vaobj, GLenum pname, GLint *param);
bool ValidateGetnColorTable(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *table);
bool ValidateGetnCompressedTexImage(Context *context,
GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels);
bool ValidateGetnConvolutionFilter(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *image);
bool ValidateGetnHistogram(Context *context,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
bool ValidateGetnMapdv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);
bool ValidateGetnMapfv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);
bool ValidateGetnMapiv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLint *v);
bool ValidateGetnMinmax(Context *context,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
bool ValidateGetnPixelMapfv(Context *context, GLenum map, GLsizei bufSize, GLfloat *values);
bool ValidateGetnPixelMapuiv(Context *context, GLenum map, GLsizei bufSize, GLuint *values);
bool ValidateGetnPixelMapusv(Context *context, GLenum map, GLsizei bufSize, GLushort *values);
bool ValidateGetnPolygonStipple(Context *context, GLsizei bufSize, GLubyte *pattern);
bool ValidateGetnSeparableFilter(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span);
bool ValidateGetnTexImage(Context *context,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
bool ValidateGetnUniformdv(Context *context,
GLuint program,
GLint location,
GLsizei bufSize,
GLdouble *params);
bool ValidateGetnUniformfv(Context *context,
GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
bool ValidateGetnUniformiv(Context *context,
GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
bool ValidateGetnUniformuiv(Context *context,
GLuint program,
GLint location,
GLsizei bufSize,
GLuint *params);
bool ValidateInvalidateNamedFramebufferData(Context *context,
GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments);
bool ValidateInvalidateNamedFramebufferSubData(Context *context,
GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateMapNamedBuffer(Context *context, GLuint buffer, GLenum access);
bool ValidateMapNamedBufferRange(Context *context,
GLuint buffer,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
bool ValidateNamedBufferData(Context *context,
GLuint buffer,
GLsizeiptr size,
const void *data,
GLenum usage);
bool ValidateNamedBufferStorage(Context *context,
GLuint buffer,
GLsizeiptr size,
const void *data,
GLbitfield flags);
bool ValidateNamedBufferSubData(Context *context,
GLuint buffer,
GLintptr offset,
GLsizeiptr size,
const void *data);
bool ValidateNamedFramebufferDrawBuffer(Context *context, GLuint framebuffer, GLenum buf);
bool ValidateNamedFramebufferDrawBuffers(Context *context,
GLuint framebuffer,
GLsizei n,
const GLenum *bufs);
bool ValidateNamedFramebufferParameteri(Context *context,
GLuint framebuffer,
GLenum pname,
GLint param);
bool ValidateNamedFramebufferReadBuffer(Context *context, GLuint framebuffer, GLenum src);
bool ValidateNamedFramebufferRenderbuffer(Context *context,
GLuint framebuffer,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
bool ValidateNamedFramebufferTexture(Context *context,
GLuint framebuffer,
GLenum attachment,
GLuint texture,
GLint level);
bool ValidateNamedFramebufferTextureLayer(Context *context,
GLuint framebuffer,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);
bool ValidateNamedRenderbufferStorage(Context *context,
GLuint renderbuffer,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateNamedRenderbufferStorageMultisample(Context *context,
GLuint renderbuffer,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateReadnPixels(Context *context,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
bool ValidateTextureBarrier(Context *context);
bool ValidateTextureBuffer(Context *context, GLuint texture, GLenum internalformat, GLuint buffer);
bool ValidateTextureBufferRange(Context *context,
GLuint texture,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
bool ValidateTextureParameterIiv(Context *context,
GLuint texture,
GLenum pname,
const GLint *params);
bool ValidateTextureParameterIuiv(Context *context,
GLuint texture,
GLenum pname,
const GLuint *params);
bool ValidateTextureParameterf(Context *context, GLuint texture, GLenum pname, GLfloat param);
bool ValidateTextureParameterfv(Context *context,
GLuint texture,
GLenum pname,
const GLfloat *param);
bool ValidateTextureParameteri(Context *context, GLuint texture, GLenum pname, GLint param);
bool ValidateTextureParameteriv(Context *context, GLuint texture, GLenum pname, const GLint *param);
bool ValidateTextureStorage1D(Context *context,
GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width);
bool ValidateTextureStorage2D(Context *context,
GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateTextureStorage2DMultisample(Context *context,
GLuint texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateTextureStorage3D(Context *context,
GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
bool ValidateTextureStorage3DMultisample(Context *context,
GLuint texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
bool ValidateTextureSubImage1D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTextureSubImage2D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTextureSubImage3D(Context *context,
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTransformFeedbackBufferBase(Context *context, GLuint xfb, GLuint index, GLuint buffer);
bool ValidateTransformFeedbackBufferRange(Context *context,
GLuint xfb,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
bool ValidateUnmapNamedBuffer(Context *context, GLuint buffer);
bool ValidateVertexArrayAttribBinding(Context *context,
GLuint vaobj,
GLuint attribindex,
GLuint bindingindex);
bool ValidateVertexArrayAttribFormat(Context *context,
GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
bool ValidateVertexArrayAttribIFormat(Context *context,
GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
bool ValidateVertexArrayAttribLFormat(Context *context,
GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
bool ValidateVertexArrayBindingDivisor(Context *context,
GLuint vaobj,
GLuint bindingindex,
GLuint divisor);
bool ValidateVertexArrayElementBuffer(Context *context, GLuint vaobj, GLuint buffer);
bool ValidateVertexArrayVertexBuffer(Context *context,
GLuint vaobj,
GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride);
bool ValidateVertexArrayVertexBuffers(Context *context,
GLuint vaobj,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL45_AUTOGEN_H_

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//
// 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

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@ -0,0 +1,42 @@
// 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_

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@ -0,0 +1,143 @@
// 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_

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY Accum(GLenum op, GLfloat value);

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT GLboolean GL_APIENTRY AreTexturesResident(GLsizei n,

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage3D(GLenum target,

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture);

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BeginQuery(GLenum target, GLuint id);

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader);

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3fv(GLint location,

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BeginConditionalRender(GLuint id, GLenum mode);

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@ -14,9 +14,6 @@
#include <export.h>
#include "angle_gl.h"
#include "WGL/wgl.h"
#include "windows.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY CopyBufferSubData(GLenum readTarget,

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@ -0,0 +1,402 @@
// 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.cpp:
// Defines the GL 3.2 entry points.
#include "libGL/entry_points_gl_3_2_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/validationGL32_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
GLenum GL_APIENTRY ClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
EVENT("(GLsync sync = 0x%016" PRIxPTR ", GLbitfield flags = 0x%X, GLuint64 timeout = %llu)",
(uintptr_t)sync, flags, static_cast<unsigned long long>(timeout));
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ClientWaitSync, context, sync, flags, timeout);
if (context->skipValidation() || ValidateClientWaitSync(context, sync, flags, timeout))
{
return context->clientWaitSync(sync, flags, timeout);
}
}
return GetDefaultReturnValue<EntryPoint::ClientWaitSync, GLenum>();
}
void GL_APIENTRY DeleteSync(GLsync sync)
{
EVENT("(GLsync sync = 0x%016" PRIxPTR ")", (uintptr_t)sync);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DeleteSync, context, sync);
if (context->skipValidation() || ValidateDeleteSync(context, sync))
{
context->deleteSync(sync);
}
}
}
void GL_APIENTRY DrawElementsBaseVertex(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex)
{
EVENT(
"(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void *indices = "
"0x%016" PRIxPTR ", GLint basevertex = %d)",
mode, count, type, (uintptr_t)indices, basevertex);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawElementsBaseVertex, context, mode, count, type, indices, basevertex);
if (context->skipValidation() ||
ValidateDrawElementsBaseVertex(context, mode, count, type, indices, basevertex))
{
context->drawElementsBaseVertex(mode, count, type, indices, basevertex);
}
}
}
void GL_APIENTRY DrawElementsInstancedBaseVertex(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex)
{
EVENT(
"(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void *indices = "
"0x%016" PRIxPTR ", GLsizei instancecount = %d, GLint basevertex = %d)",
mode, count, type, (uintptr_t)indices, instancecount, basevertex);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawElementsInstancedBaseVertex, context, mode, count, type, indices,
instancecount, basevertex);
if (context->skipValidation() ||
ValidateDrawElementsInstancedBaseVertex(context, mode, count, type, indices,
instancecount, basevertex))
{
context->drawElementsInstancedBaseVertex(mode, count, type, indices, instancecount,
basevertex);
}
}
}
void GL_APIENTRY DrawRangeElementsBaseVertex(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
GLint basevertex)
{
EVENT(
"(GLenum mode = 0x%X, GLuint start = %u, GLuint end = %u, GLsizei count = %d, GLenum type "
"= 0x%X, const void *indices = 0x%016" PRIxPTR ", GLint basevertex = %d)",
mode, start, end, count, type, (uintptr_t)indices, basevertex);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawRangeElementsBaseVertex, context, mode, start, end, count, type, indices,
basevertex);
if (context->skipValidation() ||
ValidateDrawRangeElementsBaseVertex(context, mode, start, end, count, type, indices,
basevertex))
{
context->drawRangeElementsBaseVertex(mode, start, end, count, type, indices,
basevertex);
}
}
}
GLsync GL_APIENTRY FenceSync(GLenum condition, GLbitfield flags)
{
EVENT("(GLenum condition = 0x%X, GLbitfield flags = 0x%X)", condition, flags);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(FenceSync, context, condition, flags);
if (context->skipValidation() || ValidateFenceSync(context, condition, flags))
{
return context->fenceSync(condition, flags);
}
}
return GetDefaultReturnValue<EntryPoint::FenceSync, GLsync>();
}
void GL_APIENTRY FramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
{
EVENT("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLuint texture = %u, GLint level = %d)",
target, attachment, texture, level);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(FramebufferTexture, context, target, attachment, texture, level);
if (context->skipValidation() ||
ValidateFramebufferTexture(context, target, attachment, texture, level))
{
context->framebufferTexture(target, attachment, texture, level);
}
}
}
void GL_APIENTRY GetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
{
EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint64 *params = 0x%016" PRIxPTR ")",
target, pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
BufferBinding targetPacked = FromGLenum<BufferBinding>(target);
ANGLE_CAPTURE(GetBufferParameteri64v, context, targetPacked, pname, params);
if (context->skipValidation() ||
ValidateGetBufferParameteri64v(context, targetPacked, pname, params))
{
context->getBufferParameteri64v(targetPacked, pname, params);
}
}
}
void GL_APIENTRY GetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
EVENT("(GLenum target = 0x%X, GLuint index = %u, GLint64 *data = 0x%016" PRIxPTR ")", target,
index, (uintptr_t)data);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetInteger64i_v, context, target, index, data);
if (context->skipValidation() || ValidateGetInteger64i_v(context, target, index, data))
{
context->getInteger64i_v(target, index, data);
}
}
}
void GL_APIENTRY GetInteger64v(GLenum pname, GLint64 *data)
{
EVENT("(GLenum pname = 0x%X, GLint64 *data = 0x%016" PRIxPTR ")", pname, (uintptr_t)data);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetInteger64v, context, pname, data);
if (context->skipValidation() || ValidateGetInteger64v(context, pname, data))
{
context->getInteger64v(pname, data);
}
}
}
void GL_APIENTRY GetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
EVENT("(GLenum pname = 0x%X, GLuint index = %u, GLfloat *val = 0x%016" PRIxPTR ")", pname,
index, (uintptr_t)val);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetMultisamplefv, context, pname, index, val);
if (context->skipValidation() || ValidateGetMultisamplefv(context, pname, index, val))
{
context->getMultisamplefv(pname, index, val);
}
}
}
void GL_APIENTRY
GetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
{
EVENT("(GLsync sync = 0x%016" PRIxPTR
", GLenum pname = 0x%X, GLsizei bufSize = %d, GLsizei *length = 0x%016" PRIxPTR
", GLint *values = 0x%016" PRIxPTR ")",
(uintptr_t)sync, pname, bufSize, (uintptr_t)length, (uintptr_t)values);
Context *context = GetGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetSynciv, context, sync, pname, bufSize, length, values);
if (context->skipValidation() ||
ValidateGetSynciv(context, sync, pname, bufSize, length, values))
{
context->getSynciv(sync, pname, bufSize, length, values);
}
}
}
GLboolean GL_APIENTRY IsSync(GLsync sync)
{
EVENT("(GLsync sync = 0x%016" PRIxPTR ")", (uintptr_t)sync);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(IsSync, context, sync);
if (context->skipValidation() || ValidateIsSync(context, sync))
{
return context->isSync(sync);
}
}
return GetDefaultReturnValue<EntryPoint::IsSync, GLboolean>();
}
void GL_APIENTRY MultiDrawElementsBaseVertex(GLenum mode,
const GLsizei *count,
GLenum type,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex)
{
EVENT("(GLenum mode = 0x%X, const GLsizei *count = 0x%016" PRIxPTR
", GLenum type = 0x%X, const void *const*indices = 0x%016" PRIxPTR
", GLsizei drawcount = %d, const GLint *basevertex = 0x%016" PRIxPTR ")",
mode, (uintptr_t)count, type, (uintptr_t)indices, drawcount, (uintptr_t)basevertex);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiDrawElementsBaseVertex, context, mode, count, type, indices, drawcount,
basevertex);
if (context->skipValidation() ||
ValidateMultiDrawElementsBaseVertex(context, mode, count, type, indices, drawcount,
basevertex))
{
context->multiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
}
}
}
void GL_APIENTRY ProvokingVertex(GLenum mode)
{
EVENT("(GLenum mode = 0x%X)", mode);
Context *context = GetValidGlobalContext();
if (context)
{
ProvokingVertexConvention modePacked = FromGLenum<ProvokingVertexConvention>(mode);
ANGLE_CAPTURE(ProvokingVertex, context, modePacked);
if (context->skipValidation() || ValidateProvokingVertex(context, modePacked))
{
context->provokingVertex(modePacked);
}
}
}
void GL_APIENTRY SampleMaski(GLuint maskNumber, GLbitfield mask)
{
EVENT("(GLuint maskNumber = %u, GLbitfield mask = 0x%X)", maskNumber, mask);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SampleMaski, context, maskNumber, mask);
if (context->skipValidation() || ValidateSampleMaski(context, maskNumber, mask))
{
context->sampleMaski(maskNumber, mask);
}
}
}
void GL_APIENTRY TexImage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
EVENT(
"(GLenum target = 0x%X, GLsizei samples = %d, GLenum internalformat = 0x%X, GLsizei width "
"= %d, GLsizei height = %d, GLboolean fixedsamplelocations = %u)",
target, samples, internalformat, width, height, fixedsamplelocations);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexImage2DMultisample, context, target, samples, internalformat, width,
height, fixedsamplelocations);
if (context->skipValidation() ||
ValidateTexImage2DMultisample(context, target, samples, internalformat, width, height,
fixedsamplelocations))
{
context->texImage2DMultisample(target, samples, internalformat, width, height,
fixedsamplelocations);
}
}
}
void GL_APIENTRY TexImage3DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
EVENT(
"(GLenum target = 0x%X, GLsizei samples = %d, GLenum internalformat = 0x%X, GLsizei width "
"= %d, GLsizei height = %d, GLsizei depth = %d, GLboolean fixedsamplelocations = %u)",
target, samples, internalformat, width, height, depth, fixedsamplelocations);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexImage3DMultisample, context, target, samples, internalformat, width,
height, depth, fixedsamplelocations);
if (context->skipValidation() ||
ValidateTexImage3DMultisample(context, target, samples, internalformat, width, height,
depth, fixedsamplelocations))
{
context->texImage3DMultisample(target, samples, internalformat, width, height, depth,
fixedsamplelocations);
}
}
}
void GL_APIENTRY WaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
EVENT("(GLsync sync = 0x%016" PRIxPTR ", GLbitfield flags = 0x%X, GLuint64 timeout = %llu)",
(uintptr_t)sync, flags, static_cast<unsigned long long>(timeout));
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(WaitSync, context, sync, flags, timeout);
if (context->skipValidation() || ValidateWaitSync(context, sync, flags, timeout))
{
context->waitSync(sync, flags, timeout);
}
}
}
} // namespace gl

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@ -0,0 +1,75 @@
// 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_

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// 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.cpp:
// Defines the GL 3.3 entry points.
#include "libGL/entry_points_gl_3_3_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/validationGL33_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY BindFragDataLocationIndexed(GLuint program,
GLuint colorNumber,
GLuint index,
const GLchar *name)
{
EVENT(
"(GLuint program = %u, GLuint colorNumber = %u, GLuint index = %u, const GLchar *name = "
"0x%016" PRIxPTR ")",
program, colorNumber, index, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindFragDataLocationIndexed, context, program, colorNumber, index, name);
if (context->skipValidation() ||
ValidateBindFragDataLocationIndexed(context, program, colorNumber, index, name))
{
context->bindFragDataLocationIndexed(program, colorNumber, index, name);
}
}
}
void GL_APIENTRY BindSampler(GLuint unit, GLuint sampler)
{
EVENT("(GLuint unit = %u, GLuint sampler = %u)", unit, sampler);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindSampler, context, unit, sampler);
if (context->skipValidation() || ValidateBindSampler(context, unit, sampler))
{
context->bindSampler(unit, sampler);
}
}
}
void GL_APIENTRY ColorP3ui(GLenum type, GLuint color)
{
EVENT("(GLenum type = 0x%X, GLuint color = %u)", type, color);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ColorP3ui, context, type, color);
if (context->skipValidation() || ValidateColorP3ui(context, type, color))
{
context->colorP3ui(type, color);
}
}
}
void GL_APIENTRY ColorP3uiv(GLenum type, const GLuint *color)
{
EVENT("(GLenum type = 0x%X, const GLuint *color = 0x%016" PRIxPTR ")", type, (uintptr_t)color);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ColorP3uiv, context, type, color);
if (context->skipValidation() || ValidateColorP3uiv(context, type, color))
{
context->colorP3uiv(type, color);
}
}
}
void GL_APIENTRY ColorP4ui(GLenum type, GLuint color)
{
EVENT("(GLenum type = 0x%X, GLuint color = %u)", type, color);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ColorP4ui, context, type, color);
if (context->skipValidation() || ValidateColorP4ui(context, type, color))
{
context->colorP4ui(type, color);
}
}
}
void GL_APIENTRY ColorP4uiv(GLenum type, const GLuint *color)
{
EVENT("(GLenum type = 0x%X, const GLuint *color = 0x%016" PRIxPTR ")", type, (uintptr_t)color);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ColorP4uiv, context, type, color);
if (context->skipValidation() || ValidateColorP4uiv(context, type, color))
{
context->colorP4uiv(type, color);
}
}
}
void GL_APIENTRY DeleteSamplers(GLsizei count, const GLuint *samplers)
{
EVENT("(GLsizei count = %d, const GLuint *samplers = 0x%016" PRIxPTR ")", count,
(uintptr_t)samplers);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DeleteSamplers, context, count, samplers);
if (context->skipValidation() || ValidateDeleteSamplers(context, count, samplers))
{
context->deleteSamplers(count, samplers);
}
}
}
void GL_APIENTRY GenSamplers(GLsizei count, GLuint *samplers)
{
EVENT("(GLsizei count = %d, GLuint *samplers = 0x%016" PRIxPTR ")", count, (uintptr_t)samplers);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GenSamplers, context, count, samplers);
if (context->skipValidation() || ValidateGenSamplers(context, count, samplers))
{
context->genSamplers(count, samplers);
}
}
}
GLint GL_APIENTRY GetFragDataIndex(GLuint program, const GLchar *name)
{
EVENT("(GLuint program = %u, const GLchar *name = 0x%016" PRIxPTR ")", program,
(uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetFragDataIndex, context, program, name);
if (context->skipValidation() || ValidateGetFragDataIndex(context, program, name))
{
return context->getFragDataIndex(program, name);
}
}
return GetDefaultReturnValue<EntryPoint::GetFragDataIndex, GLint>();
}
void GL_APIENTRY GetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
{
EVENT("(GLuint id = %u, GLenum pname = 0x%X, GLint64 *params = 0x%016" PRIxPTR ")", id, pname,
(uintptr_t)params);
Context *context = GetGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetQueryObjecti64v, context, id, pname, params);
if (context->skipValidation() || ValidateGetQueryObjecti64v(context, id, pname, params))
{
context->getQueryObjecti64v(id, pname, params);
}
}
}
void GL_APIENTRY GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
{
EVENT("(GLuint id = %u, GLenum pname = 0x%X, GLuint64 *params = 0x%016" PRIxPTR ")", id, pname,
(uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetQueryObjectui64v, context, id, pname, params);
if (context->skipValidation() || ValidateGetQueryObjectui64v(context, id, pname, params))
{
context->getQueryObjectui64v(id, pname, params);
}
}
}
void GL_APIENTRY GetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, GLint *params = 0x%016" PRIxPTR ")", sampler,
pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetSamplerParameterIiv, context, sampler, pname, params);
if (context->skipValidation() ||
ValidateGetSamplerParameterIiv(context, sampler, pname, params))
{
context->getSamplerParameterIiv(sampler, pname, params);
}
}
}
void GL_APIENTRY GetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, GLuint *params = 0x%016" PRIxPTR ")", sampler,
pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetSamplerParameterIuiv, context, sampler, pname, params);
if (context->skipValidation() ||
ValidateGetSamplerParameterIuiv(context, sampler, pname, params))
{
context->getSamplerParameterIuiv(sampler, pname, params);
}
}
}
void GL_APIENTRY GetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, GLfloat *params = 0x%016" PRIxPTR ")",
sampler, pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetSamplerParameterfv, context, sampler, pname, params);
if (context->skipValidation() ||
ValidateGetSamplerParameterfv(context, sampler, pname, params))
{
context->getSamplerParameterfv(sampler, pname, params);
}
}
}
void GL_APIENTRY GetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, GLint *params = 0x%016" PRIxPTR ")", sampler,
pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetSamplerParameteriv, context, sampler, pname, params);
if (context->skipValidation() ||
ValidateGetSamplerParameteriv(context, sampler, pname, params))
{
context->getSamplerParameteriv(sampler, pname, params);
}
}
}
GLboolean GL_APIENTRY IsSampler(GLuint sampler)
{
EVENT("(GLuint sampler = %u)", sampler);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(IsSampler, context, sampler);
if (context->skipValidation() || ValidateIsSampler(context, sampler))
{
return context->isSampler(sampler);
}
}
return GetDefaultReturnValue<EntryPoint::IsSampler, GLboolean>();
}
void GL_APIENTRY MultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
{
EVENT("(GLenum texture = 0x%X, GLenum type = 0x%X, GLuint coords = %u)", texture, type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiTexCoordP1ui, context, texture, type, coords);
if (context->skipValidation() || ValidateMultiTexCoordP1ui(context, texture, type, coords))
{
context->multiTexCoordP1ui(texture, type, coords);
}
}
}
void GL_APIENTRY MultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
{
EVENT("(GLenum texture = 0x%X, GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")",
texture, type, (uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiTexCoordP1uiv, context, texture, type, coords);
if (context->skipValidation() || ValidateMultiTexCoordP1uiv(context, texture, type, coords))
{
context->multiTexCoordP1uiv(texture, type, coords);
}
}
}
void GL_APIENTRY MultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
{
EVENT("(GLenum texture = 0x%X, GLenum type = 0x%X, GLuint coords = %u)", texture, type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiTexCoordP2ui, context, texture, type, coords);
if (context->skipValidation() || ValidateMultiTexCoordP2ui(context, texture, type, coords))
{
context->multiTexCoordP2ui(texture, type, coords);
}
}
}
void GL_APIENTRY MultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
{
EVENT("(GLenum texture = 0x%X, GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")",
texture, type, (uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiTexCoordP2uiv, context, texture, type, coords);
if (context->skipValidation() || ValidateMultiTexCoordP2uiv(context, texture, type, coords))
{
context->multiTexCoordP2uiv(texture, type, coords);
}
}
}
void GL_APIENTRY MultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
{
EVENT("(GLenum texture = 0x%X, GLenum type = 0x%X, GLuint coords = %u)", texture, type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiTexCoordP3ui, context, texture, type, coords);
if (context->skipValidation() || ValidateMultiTexCoordP3ui(context, texture, type, coords))
{
context->multiTexCoordP3ui(texture, type, coords);
}
}
}
void GL_APIENTRY MultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
{
EVENT("(GLenum texture = 0x%X, GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")",
texture, type, (uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiTexCoordP3uiv, context, texture, type, coords);
if (context->skipValidation() || ValidateMultiTexCoordP3uiv(context, texture, type, coords))
{
context->multiTexCoordP3uiv(texture, type, coords);
}
}
}
void GL_APIENTRY MultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
{
EVENT("(GLenum texture = 0x%X, GLenum type = 0x%X, GLuint coords = %u)", texture, type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiTexCoordP4ui, context, texture, type, coords);
if (context->skipValidation() || ValidateMultiTexCoordP4ui(context, texture, type, coords))
{
context->multiTexCoordP4ui(texture, type, coords);
}
}
}
void GL_APIENTRY MultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
{
EVENT("(GLenum texture = 0x%X, GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")",
texture, type, (uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiTexCoordP4uiv, context, texture, type, coords);
if (context->skipValidation() || ValidateMultiTexCoordP4uiv(context, texture, type, coords))
{
context->multiTexCoordP4uiv(texture, type, coords);
}
}
}
void GL_APIENTRY NormalP3ui(GLenum type, GLuint coords)
{
EVENT("(GLenum type = 0x%X, GLuint coords = %u)", type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(NormalP3ui, context, type, coords);
if (context->skipValidation() || ValidateNormalP3ui(context, type, coords))
{
context->normalP3ui(type, coords);
}
}
}
void GL_APIENTRY NormalP3uiv(GLenum type, const GLuint *coords)
{
EVENT("(GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")", type,
(uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(NormalP3uiv, context, type, coords);
if (context->skipValidation() || ValidateNormalP3uiv(context, type, coords))
{
context->normalP3uiv(type, coords);
}
}
}
void GL_APIENTRY QueryCounter(GLuint id, GLenum target)
{
EVENT("(GLuint id = %u, GLenum target = 0x%X)", id, target);
Context *context = GetValidGlobalContext();
if (context)
{
QueryType targetPacked = FromGLenum<QueryType>(target);
ANGLE_CAPTURE(QueryCounter, context, id, targetPacked);
if (context->skipValidation() || ValidateQueryCounter(context, id, targetPacked))
{
context->queryCounter(id, targetPacked);
}
}
}
void GL_APIENTRY SamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, const GLint *param = 0x%016" PRIxPTR ")",
sampler, pname, (uintptr_t)param);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SamplerParameterIiv, context, sampler, pname, param);
if (context->skipValidation() ||
ValidateSamplerParameterIiv(context, sampler, pname, param))
{
context->samplerParameterIiv(sampler, pname, param);
}
}
}
void GL_APIENTRY SamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, const GLuint *param = 0x%016" PRIxPTR ")",
sampler, pname, (uintptr_t)param);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SamplerParameterIuiv, context, sampler, pname, param);
if (context->skipValidation() ||
ValidateSamplerParameterIuiv(context, sampler, pname, param))
{
context->samplerParameterIuiv(sampler, pname, param);
}
}
}
void GL_APIENTRY SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, GLfloat param = %f)", sampler, pname, param);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SamplerParameterf, context, sampler, pname, param);
if (context->skipValidation() || ValidateSamplerParameterf(context, sampler, pname, param))
{
context->samplerParameterf(sampler, pname, param);
}
}
}
void GL_APIENTRY SamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, const GLfloat *param = 0x%016" PRIxPTR ")",
sampler, pname, (uintptr_t)param);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SamplerParameterfv, context, sampler, pname, param);
if (context->skipValidation() || ValidateSamplerParameterfv(context, sampler, pname, param))
{
context->samplerParameterfv(sampler, pname, param);
}
}
}
void GL_APIENTRY SamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, GLint param = %d)", sampler, pname, param);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SamplerParameteri, context, sampler, pname, param);
if (context->skipValidation() || ValidateSamplerParameteri(context, sampler, pname, param))
{
context->samplerParameteri(sampler, pname, param);
}
}
}
void GL_APIENTRY SamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{
EVENT("(GLuint sampler = %u, GLenum pname = 0x%X, const GLint *param = 0x%016" PRIxPTR ")",
sampler, pname, (uintptr_t)param);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SamplerParameteriv, context, sampler, pname, param);
if (context->skipValidation() || ValidateSamplerParameteriv(context, sampler, pname, param))
{
context->samplerParameteriv(sampler, pname, param);
}
}
}
void GL_APIENTRY SecondaryColorP3ui(GLenum type, GLuint color)
{
EVENT("(GLenum type = 0x%X, GLuint color = %u)", type, color);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SecondaryColorP3ui, context, type, color);
if (context->skipValidation() || ValidateSecondaryColorP3ui(context, type, color))
{
context->secondaryColorP3ui(type, color);
}
}
}
void GL_APIENTRY SecondaryColorP3uiv(GLenum type, const GLuint *color)
{
EVENT("(GLenum type = 0x%X, const GLuint *color = 0x%016" PRIxPTR ")", type, (uintptr_t)color);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(SecondaryColorP3uiv, context, type, color);
if (context->skipValidation() || ValidateSecondaryColorP3uiv(context, type, color))
{
context->secondaryColorP3uiv(type, color);
}
}
}
void GL_APIENTRY TexCoordP1ui(GLenum type, GLuint coords)
{
EVENT("(GLenum type = 0x%X, GLuint coords = %u)", type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexCoordP1ui, context, type, coords);
if (context->skipValidation() || ValidateTexCoordP1ui(context, type, coords))
{
context->texCoordP1ui(type, coords);
}
}
}
void GL_APIENTRY TexCoordP1uiv(GLenum type, const GLuint *coords)
{
EVENT("(GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")", type,
(uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexCoordP1uiv, context, type, coords);
if (context->skipValidation() || ValidateTexCoordP1uiv(context, type, coords))
{
context->texCoordP1uiv(type, coords);
}
}
}
void GL_APIENTRY TexCoordP2ui(GLenum type, GLuint coords)
{
EVENT("(GLenum type = 0x%X, GLuint coords = %u)", type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexCoordP2ui, context, type, coords);
if (context->skipValidation() || ValidateTexCoordP2ui(context, type, coords))
{
context->texCoordP2ui(type, coords);
}
}
}
void GL_APIENTRY TexCoordP2uiv(GLenum type, const GLuint *coords)
{
EVENT("(GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")", type,
(uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexCoordP2uiv, context, type, coords);
if (context->skipValidation() || ValidateTexCoordP2uiv(context, type, coords))
{
context->texCoordP2uiv(type, coords);
}
}
}
void GL_APIENTRY TexCoordP3ui(GLenum type, GLuint coords)
{
EVENT("(GLenum type = 0x%X, GLuint coords = %u)", type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexCoordP3ui, context, type, coords);
if (context->skipValidation() || ValidateTexCoordP3ui(context, type, coords))
{
context->texCoordP3ui(type, coords);
}
}
}
void GL_APIENTRY TexCoordP3uiv(GLenum type, const GLuint *coords)
{
EVENT("(GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")", type,
(uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexCoordP3uiv, context, type, coords);
if (context->skipValidation() || ValidateTexCoordP3uiv(context, type, coords))
{
context->texCoordP3uiv(type, coords);
}
}
}
void GL_APIENTRY TexCoordP4ui(GLenum type, GLuint coords)
{
EVENT("(GLenum type = 0x%X, GLuint coords = %u)", type, coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexCoordP4ui, context, type, coords);
if (context->skipValidation() || ValidateTexCoordP4ui(context, type, coords))
{
context->texCoordP4ui(type, coords);
}
}
}
void GL_APIENTRY TexCoordP4uiv(GLenum type, const GLuint *coords)
{
EVENT("(GLenum type = 0x%X, const GLuint *coords = 0x%016" PRIxPTR ")", type,
(uintptr_t)coords);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexCoordP4uiv, context, type, coords);
if (context->skipValidation() || ValidateTexCoordP4uiv(context, type, coords))
{
context->texCoordP4uiv(type, coords);
}
}
}
void GL_APIENTRY VertexAttribDivisor(GLuint index, GLuint divisor)
{
EVENT("(GLuint index = %u, GLuint divisor = %u)", index, divisor);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribDivisor, context, index, divisor);
if (context->skipValidation() || ValidateVertexAttribDivisor(context, index, divisor))
{
context->vertexAttribDivisor(index, divisor);
}
}
}
void GL_APIENTRY VertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
EVENT("(GLuint index = %u, GLenum type = 0x%X, GLboolean normalized = %u, GLuint value = %u)",
index, type, normalized, value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribP1ui, context, index, type, normalized, value);
if (context->skipValidation() ||
ValidateVertexAttribP1ui(context, index, type, normalized, value))
{
context->vertexAttribP1ui(index, type, normalized, value);
}
}
}
void GL_APIENTRY VertexAttribP1uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
EVENT(
"(GLuint index = %u, GLenum type = 0x%X, GLboolean normalized = %u, const GLuint *value = "
"0x%016" PRIxPTR ")",
index, type, normalized, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribP1uiv, context, index, type, normalized, value);
if (context->skipValidation() ||
ValidateVertexAttribP1uiv(context, index, type, normalized, value))
{
context->vertexAttribP1uiv(index, type, normalized, value);
}
}
}
void GL_APIENTRY VertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
EVENT("(GLuint index = %u, GLenum type = 0x%X, GLboolean normalized = %u, GLuint value = %u)",
index, type, normalized, value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribP2ui, context, index, type, normalized, value);
if (context->skipValidation() ||
ValidateVertexAttribP2ui(context, index, type, normalized, value))
{
context->vertexAttribP2ui(index, type, normalized, value);
}
}
}
void GL_APIENTRY VertexAttribP2uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
EVENT(
"(GLuint index = %u, GLenum type = 0x%X, GLboolean normalized = %u, const GLuint *value = "
"0x%016" PRIxPTR ")",
index, type, normalized, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribP2uiv, context, index, type, normalized, value);
if (context->skipValidation() ||
ValidateVertexAttribP2uiv(context, index, type, normalized, value))
{
context->vertexAttribP2uiv(index, type, normalized, value);
}
}
}
void GL_APIENTRY VertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
EVENT("(GLuint index = %u, GLenum type = 0x%X, GLboolean normalized = %u, GLuint value = %u)",
index, type, normalized, value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribP3ui, context, index, type, normalized, value);
if (context->skipValidation() ||
ValidateVertexAttribP3ui(context, index, type, normalized, value))
{
context->vertexAttribP3ui(index, type, normalized, value);
}
}
}
void GL_APIENTRY VertexAttribP3uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
EVENT(
"(GLuint index = %u, GLenum type = 0x%X, GLboolean normalized = %u, const GLuint *value = "
"0x%016" PRIxPTR ")",
index, type, normalized, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribP3uiv, context, index, type, normalized, value);
if (context->skipValidation() ||
ValidateVertexAttribP3uiv(context, index, type, normalized, value))
{
context->vertexAttribP3uiv(index, type, normalized, value);
}
}
}
void GL_APIENTRY VertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
EVENT("(GLuint index = %u, GLenum type = 0x%X, GLboolean normalized = %u, GLuint value = %u)",
index, type, normalized, value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribP4ui, context, index, type, normalized, value);
if (context->skipValidation() ||
ValidateVertexAttribP4ui(context, index, type, normalized, value))
{
context->vertexAttribP4ui(index, type, normalized, value);
}
}
}
void GL_APIENTRY VertexAttribP4uiv(GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
EVENT(
"(GLuint index = %u, GLenum type = 0x%X, GLboolean normalized = %u, const GLuint *value = "
"0x%016" PRIxPTR ")",
index, type, normalized, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribP4uiv, context, index, type, normalized, value);
if (context->skipValidation() ||
ValidateVertexAttribP4uiv(context, index, type, normalized, value))
{
context->vertexAttribP4uiv(index, type, normalized, value);
}
}
}
void GL_APIENTRY VertexP2ui(GLenum type, GLuint value)
{
EVENT("(GLenum type = 0x%X, GLuint value = %u)", type, value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexP2ui, context, type, value);
if (context->skipValidation() || ValidateVertexP2ui(context, type, value))
{
context->vertexP2ui(type, value);
}
}
}
void GL_APIENTRY VertexP2uiv(GLenum type, const GLuint *value)
{
EVENT("(GLenum type = 0x%X, const GLuint *value = 0x%016" PRIxPTR ")", type, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexP2uiv, context, type, value);
if (context->skipValidation() || ValidateVertexP2uiv(context, type, value))
{
context->vertexP2uiv(type, value);
}
}
}
void GL_APIENTRY VertexP3ui(GLenum type, GLuint value)
{
EVENT("(GLenum type = 0x%X, GLuint value = %u)", type, value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexP3ui, context, type, value);
if (context->skipValidation() || ValidateVertexP3ui(context, type, value))
{
context->vertexP3ui(type, value);
}
}
}
void GL_APIENTRY VertexP3uiv(GLenum type, const GLuint *value)
{
EVENT("(GLenum type = 0x%X, const GLuint *value = 0x%016" PRIxPTR ")", type, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexP3uiv, context, type, value);
if (context->skipValidation() || ValidateVertexP3uiv(context, type, value))
{
context->vertexP3uiv(type, value);
}
}
}
void GL_APIENTRY VertexP4ui(GLenum type, GLuint value)
{
EVENT("(GLenum type = 0x%X, GLuint value = %u)", type, value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexP4ui, context, type, value);
if (context->skipValidation() || ValidateVertexP4ui(context, type, value))
{
context->vertexP4ui(type, value);
}
}
}
void GL_APIENTRY VertexP4uiv(GLenum type, const GLuint *value)
{
EVENT("(GLenum type = 0x%X, const GLuint *value = 0x%016" PRIxPTR ")", type, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexP4uiv, context, type, value);
if (context->skipValidation() || ValidateVertexP4uiv(context, type, value))
{
context->vertexP4uiv(type, value);
}
}
}
} // namespace gl

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@ -0,0 +1,110 @@
// 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_

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@ -0,0 +1,860 @@
// 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.cpp:
// Defines the GL 4.0 entry points.
#include "libGL/entry_points_gl_4_0_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/validationGL4_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY BeginQueryIndexed(GLenum target, GLuint index, GLuint id)
{
EVENT("(GLenum target = 0x%X, GLuint index = %u, GLuint id = %u)", target, index, id);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BeginQueryIndexed, context, target, index, id);
if (context->skipValidation() || ValidateBeginQueryIndexed(context, target, index, id))
{
context->beginQueryIndexed(target, index, id);
}
}
}
void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id)
{
EVENT("(GLenum target = 0x%X, GLuint id = %u)", target, id);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindTransformFeedback, context, target, id);
if (context->skipValidation() || ValidateBindTransformFeedback(context, target, id))
{
context->bindTransformFeedback(target, id);
}
}
}
void GL_APIENTRY BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
EVENT("(GLuint buf = %u, GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", buf, modeRGB,
modeAlpha);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BlendEquationSeparatei, context, buf, modeRGB, modeAlpha);
if (context->skipValidation() ||
ValidateBlendEquationSeparatei(context, buf, modeRGB, modeAlpha))
{
context->blendEquationSeparatei(buf, modeRGB, modeAlpha);
}
}
}
void GL_APIENTRY BlendEquationi(GLuint buf, GLenum mode)
{
EVENT("(GLuint buf = %u, GLenum mode = 0x%X)", buf, mode);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BlendEquationi, context, buf, mode);
if (context->skipValidation() || ValidateBlendEquationi(context, buf, mode))
{
context->blendEquationi(buf, mode);
}
}
}
void GL_APIENTRY
BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
EVENT(
"(GLuint buf = %u, GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, "
"GLenum dstAlpha = 0x%X)",
buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BlendFuncSeparatei, context, buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
if (context->skipValidation() ||
ValidateBlendFuncSeparatei(context, buf, srcRGB, dstRGB, srcAlpha, dstAlpha))
{
context->blendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
}
}
void GL_APIENTRY BlendFunci(GLuint buf, GLenum src, GLenum dst)
{
EVENT("(GLuint buf = %u, GLenum src = 0x%X, GLenum dst = 0x%X)", buf, src, dst);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BlendFunci, context, buf, src, dst);
if (context->skipValidation() || ValidateBlendFunci(context, buf, src, dst))
{
context->blendFunci(buf, src, dst);
}
}
}
void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{
EVENT("(GLsizei n = %d, const GLuint *ids = 0x%016" PRIxPTR ")", n, (uintptr_t)ids);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DeleteTransformFeedbacks, context, n, ids);
if (context->skipValidation() || ValidateDeleteTransformFeedbacks(context, n, ids))
{
context->deleteTransformFeedbacks(n, ids);
}
}
}
void GL_APIENTRY DrawArraysIndirect(GLenum mode, const void *indirect)
{
EVENT("(GLenum mode = 0x%X, const void *indirect = 0x%016" PRIxPTR ")", mode,
(uintptr_t)indirect);
Context *context = GetValidGlobalContext();
if (context)
{
PrimitiveMode modePacked = FromGLenum<PrimitiveMode>(mode);
ANGLE_CAPTURE(DrawArraysIndirect, context, modePacked, indirect);
if (context->skipValidation() || ValidateDrawArraysIndirect(context, modePacked, indirect))
{
context->drawArraysIndirect(modePacked, indirect);
}
}
}
void GL_APIENTRY DrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
{
EVENT("(GLenum mode = 0x%X, GLenum type = 0x%X, const void *indirect = 0x%016" PRIxPTR ")",
mode, type, (uintptr_t)indirect);
Context *context = GetValidGlobalContext();
if (context)
{
PrimitiveMode modePacked = FromGLenum<PrimitiveMode>(mode);
DrawElementsType typePacked = FromGLenum<DrawElementsType>(type);
ANGLE_CAPTURE(DrawElementsIndirect, context, modePacked, typePacked, indirect);
if (context->skipValidation() ||
ValidateDrawElementsIndirect(context, modePacked, typePacked, indirect))
{
context->drawElementsIndirect(modePacked, typePacked, indirect);
}
}
}
void GL_APIENTRY DrawTransformFeedback(GLenum mode, GLuint id)
{
EVENT("(GLenum mode = 0x%X, GLuint id = %u)", mode, id);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawTransformFeedback, context, mode, id);
if (context->skipValidation() || ValidateDrawTransformFeedback(context, mode, id))
{
context->drawTransformFeedback(mode, id);
}
}
}
void GL_APIENTRY DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
{
EVENT("(GLenum mode = 0x%X, GLuint id = %u, GLuint stream = %u)", mode, id, stream);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawTransformFeedbackStream, context, mode, id, stream);
if (context->skipValidation() ||
ValidateDrawTransformFeedbackStream(context, mode, id, stream))
{
context->drawTransformFeedbackStream(mode, id, stream);
}
}
}
void GL_APIENTRY EndQueryIndexed(GLenum target, GLuint index)
{
EVENT("(GLenum target = 0x%X, GLuint index = %u)", target, index);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(EndQueryIndexed, context, target, index);
if (context->skipValidation() || ValidateEndQueryIndexed(context, target, index))
{
context->endQueryIndexed(target, index);
}
}
}
void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids)
{
EVENT("(GLsizei n = %d, GLuint *ids = 0x%016" PRIxPTR ")", n, (uintptr_t)ids);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GenTransformFeedbacks, context, n, ids);
if (context->skipValidation() || ValidateGenTransformFeedbacks(context, n, ids))
{
context->genTransformFeedbacks(n, ids);
}
}
}
void GL_APIENTRY GetActiveSubroutineName(GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name)
{
EVENT(
"(GLuint program = %u, GLenum shadertype = 0x%X, GLuint index = %u, GLsizei bufsize = %d, "
"GLsizei *length = 0x%016" PRIxPTR ", GLchar *name = 0x%016" PRIxPTR ")",
program, shadertype, index, bufsize, (uintptr_t)length, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetActiveSubroutineName, context, program, shadertype, index, bufsize, length,
name);
if (context->skipValidation() ||
ValidateGetActiveSubroutineName(context, program, shadertype, index, bufsize, length,
name))
{
context->getActiveSubroutineName(program, shadertype, index, bufsize, length, name);
}
}
}
void GL_APIENTRY GetActiveSubroutineUniformName(GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name)
{
EVENT(
"(GLuint program = %u, GLenum shadertype = 0x%X, GLuint index = %u, GLsizei bufsize = %d, "
"GLsizei *length = 0x%016" PRIxPTR ", GLchar *name = 0x%016" PRIxPTR ")",
program, shadertype, index, bufsize, (uintptr_t)length, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetActiveSubroutineUniformName, context, program, shadertype, index, bufsize,
length, name);
if (context->skipValidation() ||
ValidateGetActiveSubroutineUniformName(context, program, shadertype, index, bufsize,
length, name))
{
context->getActiveSubroutineUniformName(program, shadertype, index, bufsize, length,
name);
}
}
}
void GL_APIENTRY GetActiveSubroutineUniformiv(GLuint program,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values)
{
EVENT(
"(GLuint program = %u, GLenum shadertype = 0x%X, GLuint index = %u, GLenum pname = 0x%X, "
"GLint *values = 0x%016" PRIxPTR ")",
program, shadertype, index, pname, (uintptr_t)values);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetActiveSubroutineUniformiv, context, program, shadertype, index, pname,
values);
if (context->skipValidation() || ValidateGetActiveSubroutineUniformiv(
context, program, shadertype, index, pname, values))
{
context->getActiveSubroutineUniformiv(program, shadertype, index, pname, values);
}
}
}
void GL_APIENTRY GetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
{
EVENT(
"(GLuint program = %u, GLenum shadertype = 0x%X, GLenum pname = 0x%X, GLint *values = "
"0x%016" PRIxPTR ")",
program, shadertype, pname, (uintptr_t)values);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetProgramStageiv, context, program, shadertype, pname, values);
if (context->skipValidation() ||
ValidateGetProgramStageiv(context, program, shadertype, pname, values))
{
context->getProgramStageiv(program, shadertype, pname, values);
}
}
}
void GL_APIENTRY GetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
{
EVENT(
"(GLenum target = 0x%X, GLuint index = %u, GLenum pname = 0x%X, GLint *params = "
"0x%016" PRIxPTR ")",
target, index, pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetQueryIndexediv, context, target, index, pname, params);
if (context->skipValidation() ||
ValidateGetQueryIndexediv(context, target, index, pname, params))
{
context->getQueryIndexediv(target, index, pname, params);
}
}
}
GLuint GL_APIENTRY GetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
{
EVENT("(GLuint program = %u, GLenum shadertype = 0x%X, const GLchar *name = 0x%016" PRIxPTR ")",
program, shadertype, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetSubroutineIndex, context, program, shadertype, name);
if (context->skipValidation() ||
ValidateGetSubroutineIndex(context, program, shadertype, name))
{
return context->getSubroutineIndex(program, shadertype, name);
}
}
return GetDefaultReturnValue<EntryPoint::GetSubroutineIndex, GLuint>();
}
GLint GL_APIENTRY GetSubroutineUniformLocation(GLuint program,
GLenum shadertype,
const GLchar *name)
{
EVENT("(GLuint program = %u, GLenum shadertype = 0x%X, const GLchar *name = 0x%016" PRIxPTR ")",
program, shadertype, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetSubroutineUniformLocation, context, program, shadertype, name);
if (context->skipValidation() ||
ValidateGetSubroutineUniformLocation(context, program, shadertype, name))
{
return context->getSubroutineUniformLocation(program, shadertype, name);
}
}
return GetDefaultReturnValue<EntryPoint::GetSubroutineUniformLocation, GLint>();
}
void GL_APIENTRY GetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
{
EVENT("(GLenum shadertype = 0x%X, GLint location = %d, GLuint *params = 0x%016" PRIxPTR ")",
shadertype, location, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetUniformSubroutineuiv, context, shadertype, location, params);
if (context->skipValidation() ||
ValidateGetUniformSubroutineuiv(context, shadertype, location, params))
{
context->getUniformSubroutineuiv(shadertype, location, params);
}
}
}
void GL_APIENTRY GetUniformdv(GLuint program, GLint location, GLdouble *params)
{
EVENT("(GLuint program = %u, GLint location = %d, GLdouble *params = 0x%016" PRIxPTR ")",
program, location, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetUniformdv, context, program, location, params);
if (context->skipValidation() || ValidateGetUniformdv(context, program, location, params))
{
context->getUniformdv(program, location, params);
}
}
}
GLboolean GL_APIENTRY IsTransformFeedback(GLuint id)
{
EVENT("(GLuint id = %u)", id);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(IsTransformFeedback, context, id);
if (context->skipValidation() || ValidateIsTransformFeedback(context, id))
{
return context->isTransformFeedback(id);
}
}
return GetDefaultReturnValue<EntryPoint::IsTransformFeedback, GLboolean>();
}
void GL_APIENTRY MinSampleShading(GLfloat value)
{
EVENT("(GLfloat value = %f)", value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MinSampleShading, context, value);
if (context->skipValidation() || ValidateMinSampleShading(context, value))
{
context->minSampleShading(value);
}
}
}
void GL_APIENTRY PatchParameterfv(GLenum pname, const GLfloat *values)
{
EVENT("(GLenum pname = 0x%X, const GLfloat *values = 0x%016" PRIxPTR ")", pname,
(uintptr_t)values);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(PatchParameterfv, context, pname, values);
if (context->skipValidation() || ValidatePatchParameterfv(context, pname, values))
{
context->patchParameterfv(pname, values);
}
}
}
void GL_APIENTRY PatchParameteri(GLenum pname, GLint value)
{
EVENT("(GLenum pname = 0x%X, GLint value = %d)", pname, value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(PatchParameteri, context, pname, value);
if (context->skipValidation() || ValidatePatchParameteri(context, pname, value))
{
context->patchParameteri(pname, value);
}
}
}
void GL_APIENTRY PauseTransformFeedback()
{
EVENT("()");
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(PauseTransformFeedback, context);
if (context->skipValidation() || ValidatePauseTransformFeedback(context))
{
context->pauseTransformFeedback();
}
}
}
void GL_APIENTRY ResumeTransformFeedback()
{
EVENT("()");
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ResumeTransformFeedback, context);
if (context->skipValidation() || ValidateResumeTransformFeedback(context))
{
context->resumeTransformFeedback();
}
}
}
void GL_APIENTRY Uniform1d(GLint location, GLdouble x)
{
EVENT("(GLint location = %d, GLdouble x = %f)", location, x);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(Uniform1d, context, location, x);
if (context->skipValidation() || ValidateUniform1d(context, location, x))
{
context->uniform1d(location, x);
}
}
}
void GL_APIENTRY Uniform1dv(GLint location, GLsizei count, const GLdouble *value)
{
EVENT("(GLint location = %d, GLsizei count = %d, const GLdouble *value = 0x%016" PRIxPTR ")",
location, count, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(Uniform1dv, context, location, count, value);
if (context->skipValidation() || ValidateUniform1dv(context, location, count, value))
{
context->uniform1dv(location, count, value);
}
}
}
void GL_APIENTRY Uniform2d(GLint location, GLdouble x, GLdouble y)
{
EVENT("(GLint location = %d, GLdouble x = %f, GLdouble y = %f)", location, x, y);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(Uniform2d, context, location, x, y);
if (context->skipValidation() || ValidateUniform2d(context, location, x, y))
{
context->uniform2d(location, x, y);
}
}
}
void GL_APIENTRY Uniform2dv(GLint location, GLsizei count, const GLdouble *value)
{
EVENT("(GLint location = %d, GLsizei count = %d, const GLdouble *value = 0x%016" PRIxPTR ")",
location, count, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(Uniform2dv, context, location, count, value);
if (context->skipValidation() || ValidateUniform2dv(context, location, count, value))
{
context->uniform2dv(location, count, value);
}
}
}
void GL_APIENTRY Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
{
EVENT("(GLint location = %d, GLdouble x = %f, GLdouble y = %f, GLdouble z = %f)", location, x,
y, z);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(Uniform3d, context, location, x, y, z);
if (context->skipValidation() || ValidateUniform3d(context, location, x, y, z))
{
context->uniform3d(location, x, y, z);
}
}
}
void GL_APIENTRY Uniform3dv(GLint location, GLsizei count, const GLdouble *value)
{
EVENT("(GLint location = %d, GLsizei count = %d, const GLdouble *value = 0x%016" PRIxPTR ")",
location, count, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(Uniform3dv, context, location, count, value);
if (context->skipValidation() || ValidateUniform3dv(context, location, count, value))
{
context->uniform3dv(location, count, value);
}
}
}
void GL_APIENTRY Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
EVENT(
"(GLint location = %d, GLdouble x = %f, GLdouble y = %f, GLdouble z = %f, GLdouble w = %f)",
location, x, y, z, w);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(Uniform4d, context, location, x, y, z, w);
if (context->skipValidation() || ValidateUniform4d(context, location, x, y, z, w))
{
context->uniform4d(location, x, y, z, w);
}
}
}
void GL_APIENTRY Uniform4dv(GLint location, GLsizei count, const GLdouble *value)
{
EVENT("(GLint location = %d, GLsizei count = %d, const GLdouble *value = 0x%016" PRIxPTR ")",
location, count, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(Uniform4dv, context, location, count, value);
if (context->skipValidation() || ValidateUniform4dv(context, location, count, value))
{
context->uniform4dv(location, count, value);
}
}
}
void GL_APIENTRY UniformMatrix2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix2dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix2dv(context, location, count, transpose, value))
{
context->uniformMatrix2dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix2x3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix2x3dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix2x3dv(context, location, count, transpose, value))
{
context->uniformMatrix2x3dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix2x4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix2x4dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix2x4dv(context, location, count, transpose, value))
{
context->uniformMatrix2x4dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix3dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix3dv(context, location, count, transpose, value))
{
context->uniformMatrix3dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix3x2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix3x2dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix3x2dv(context, location, count, transpose, value))
{
context->uniformMatrix3x2dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix3x4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix3x4dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix3x4dv(context, location, count, transpose, value))
{
context->uniformMatrix3x4dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix4dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix4dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix4dv(context, location, count, transpose, value))
{
context->uniformMatrix4dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix4x2dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix4x2dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix4x2dv(context, location, count, transpose, value))
{
context->uniformMatrix4x2dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformMatrix4x3dv(GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
EVENT(
"(GLint location = %d, GLsizei count = %d, GLboolean transpose = %u, const GLdouble *value "
"= 0x%016" PRIxPTR ")",
location, count, transpose, (uintptr_t)value);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformMatrix4x3dv, context, location, count, transpose, value);
if (context->skipValidation() ||
ValidateUniformMatrix4x3dv(context, location, count, transpose, value))
{
context->uniformMatrix4x3dv(location, count, transpose, value);
}
}
}
void GL_APIENTRY UniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
{
EVENT("(GLenum shadertype = 0x%X, GLsizei count = %d, const GLuint *indices = 0x%016" PRIxPTR
")",
shadertype, count, (uintptr_t)indices);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(UniformSubroutinesuiv, context, shadertype, count, indices);
if (context->skipValidation() ||
ValidateUniformSubroutinesuiv(context, shadertype, count, indices))
{
context->uniformSubroutinesuiv(shadertype, count, indices);
}
}
}
} // namespace gl

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@ -0,0 +1,124 @@
// 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_

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@ -0,0 +1,273 @@
// 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_1_autogen.h:
// Defines the GL 4.1 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_1_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_1_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY ActiveShaderProgram(GLuint pipeline, GLuint program);
ANGLE_EXPORT void GL_APIENTRY BindProgramPipeline(GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat d);
ANGLE_EXPORT GLuint GL_APIENTRY CreateShaderProgramv(GLenum type,
GLsizei count,
const GLchar *const *strings);
ANGLE_EXPORT void GL_APIENTRY DeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
ANGLE_EXPORT void GL_APIENTRY DepthRangef(GLfloat n, GLfloat f);
ANGLE_EXPORT void GL_APIENTRY GenProgramPipelines(GLsizei n, GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY GetDoublei_v(GLenum target, GLuint index, GLdouble *data);
ANGLE_EXPORT void GL_APIENTRY GetFloati_v(GLenum target, GLuint index, GLfloat *data);
ANGLE_EXPORT void GL_APIENTRY GetProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
ANGLE_EXPORT void GL_APIENTRY GetProgramPipelineInfoLog(GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
ANGLE_EXPORT void GL_APIENTRY GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
ANGLE_EXPORT GLboolean GL_APIENTRY IsProgramPipeline(GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY ProgramBinary(GLuint program,
GLenum binaryFormat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY ProgramParameteri(GLuint program, GLenum pname, GLint value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1d(GLuint program, GLint location, GLdouble v0);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1f(GLuint program, GLint location, GLfloat v0);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1i(GLuint program, GLint location, GLint v0);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1ui(GLuint program, GLint location, GLuint v0);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform1uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2d(GLuint program,
GLint location,
GLdouble v0,
GLdouble v1);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2f(GLuint program,
GLint location,
GLfloat v0,
GLfloat v1);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2ui(GLuint program,
GLint location,
GLuint v0,
GLuint v1);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform2uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform3dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform3fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform3iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform3uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4d(GLuint program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4dv(GLuint program,
GLint location,
GLsizei count,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4fv(GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4iv(GLuint program,
GLint location,
GLsizei count,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY
ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
ANGLE_EXPORT void GL_APIENTRY ProgramUniform4uiv(GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2x3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2x4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix2x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3x2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3x4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix3x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4x2dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4x3dv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
ANGLE_EXPORT void GL_APIENTRY ProgramUniformMatrix4x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler();
ANGLE_EXPORT void GL_APIENTRY ScissorArrayv(GLuint first, GLsizei count, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY
ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ScissorIndexedv(GLuint index, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei count,
const GLuint *shaders,
GLenum binaryformat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
ANGLE_EXPORT void GL_APIENTRY ValidateProgramPipeline(GLuint pipeline);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL1d(GLuint index, GLdouble x);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL1dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL2dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL3dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
ANGLE_EXPORT void GL_APIENTRY VertexAttribL4dv(GLuint index, const GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY
VertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
ANGLE_EXPORT void GL_APIENTRY ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY
ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
ANGLE_EXPORT void GL_APIENTRY ViewportIndexedfv(GLuint index, const GLfloat *v);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_1_AUTOGEN_H_

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@ -0,0 +1,299 @@
// 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.cpp:
// Defines the GL 4.2 entry points.
#include "libGL/entry_points_gl_4_2_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/validationGL42_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY BindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format)
{
EVENT(
"(GLuint unit = %u, GLuint texture = %u, GLint level = %d, GLboolean layered = %u, GLint "
"layer = %d, GLenum access = 0x%X, GLenum format = 0x%X)",
unit, texture, level, layered, layer, access, format);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindImageTexture, context, unit, texture, level, layered, layer, access,
format);
if (context->skipValidation() ||
ValidateBindImageTexture(context, unit, texture, level, layered, layer, access, format))
{
context->bindImageTexture(unit, texture, level, layered, layer, access, format);
}
}
}
void GL_APIENTRY DrawArraysInstancedBaseInstance(GLenum mode,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance)
{
EVENT(
"(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d, GLsizei instancecount = %d, "
"GLuint baseinstance = %u)",
mode, first, count, instancecount, baseinstance);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawArraysInstancedBaseInstance, context, mode, first, count, instancecount,
baseinstance);
if (context->skipValidation() ||
ValidateDrawArraysInstancedBaseInstance(context, mode, first, count, instancecount,
baseinstance))
{
context->drawArraysInstancedBaseInstance(mode, first, count, instancecount,
baseinstance);
}
}
}
void GL_APIENTRY DrawElementsInstancedBaseInstance(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLuint baseinstance)
{
EVENT(
"(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void *indices = "
"0x%016" PRIxPTR ", GLsizei instancecount = %d, GLuint baseinstance = %u)",
mode, count, type, (uintptr_t)indices, instancecount, baseinstance);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawElementsInstancedBaseInstance, context, mode, count, type, indices,
instancecount, baseinstance);
if (context->skipValidation() ||
ValidateDrawElementsInstancedBaseInstance(context, mode, count, type, indices,
instancecount, baseinstance))
{
context->drawElementsInstancedBaseInstance(mode, count, type, indices, instancecount,
baseinstance);
}
}
}
void GL_APIENTRY DrawElementsInstancedBaseVertexBaseInstance(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance)
{
EVENT(
"(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void *indices = "
"0x%016" PRIxPTR
", GLsizei instancecount = %d, GLint basevertex = %d, GLuint baseinstance = %u)",
mode, count, type, (uintptr_t)indices, instancecount, basevertex, baseinstance);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawElementsInstancedBaseVertexBaseInstance, context, mode, count, type,
indices, instancecount, basevertex, baseinstance);
if (context->skipValidation() ||
ValidateDrawElementsInstancedBaseVertexBaseInstance(
context, mode, count, type, indices, instancecount, basevertex, baseinstance))
{
context->drawElementsInstancedBaseVertexBaseInstance(
mode, count, type, indices, instancecount, basevertex, baseinstance);
}
}
}
void GL_APIENTRY DrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
{
EVENT("(GLenum mode = 0x%X, GLuint id = %u, GLsizei instancecount = %d)", mode, id,
instancecount);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawTransformFeedbackInstanced, context, mode, id, instancecount);
if (context->skipValidation() ||
ValidateDrawTransformFeedbackInstanced(context, mode, id, instancecount))
{
context->drawTransformFeedbackInstanced(mode, id, instancecount);
}
}
}
void GL_APIENTRY DrawTransformFeedbackStreamInstanced(GLenum mode,
GLuint id,
GLuint stream,
GLsizei instancecount)
{
EVENT("(GLenum mode = 0x%X, GLuint id = %u, GLuint stream = %u, GLsizei instancecount = %d)",
mode, id, stream, instancecount);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DrawTransformFeedbackStreamInstanced, context, mode, id, stream,
instancecount);
if (context->skipValidation() ||
ValidateDrawTransformFeedbackStreamInstanced(context, mode, id, stream, instancecount))
{
context->drawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
}
}
}
void GL_APIENTRY GetActiveAtomicCounterBufferiv(GLuint program,
GLuint bufferIndex,
GLenum pname,
GLint *params)
{
EVENT(
"(GLuint program = %u, GLuint bufferIndex = %u, GLenum pname = 0x%X, GLint *params = "
"0x%016" PRIxPTR ")",
program, bufferIndex, pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetActiveAtomicCounterBufferiv, context, program, bufferIndex, pname, params);
if (context->skipValidation() ||
ValidateGetActiveAtomicCounterBufferiv(context, program, bufferIndex, pname, params))
{
context->getActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
}
}
}
void GL_APIENTRY GetInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params)
{
EVENT(
"(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLenum pname = 0x%X, GLsizei bufSize "
"= %d, GLint *params = 0x%016" PRIxPTR ")",
target, internalformat, pname, bufSize, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetInternalformativ, context, target, internalformat, pname, bufSize, params);
if (context->skipValidation() ||
ValidateGetInternalformativ(context, target, internalformat, pname, bufSize, params))
{
context->getInternalformativ(target, internalformat, pname, bufSize, params);
}
}
}
void GL_APIENTRY MemoryBarrier(GLbitfield barriers)
{
EVENT("(GLbitfield barriers = 0x%X)", barriers);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MemoryBarrier, context, barriers);
if (context->skipValidation() || ValidateMemoryBarrier(context, barriers))
{
context->memoryBarrier(barriers);
}
}
}
void GL_APIENTRY TexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
{
EVENT(
"(GLenum target = 0x%X, GLsizei levels = %d, GLenum internalformat = 0x%X, GLsizei width = "
"%d)",
target, levels, internalformat, width);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexStorage1D, context, target, levels, internalformat, width);
if (context->skipValidation() ||
ValidateTexStorage1D(context, target, levels, internalformat, width))
{
context->texStorage1D(target, levels, internalformat, width);
}
}
}
void GL_APIENTRY
TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
EVENT(
"(GLenum target = 0x%X, GLsizei levels = %d, GLenum internalformat = 0x%X, GLsizei width = "
"%d, GLsizei height = %d)",
target, levels, internalformat, width, height);
Context *context = GetValidGlobalContext();
if (context)
{
TextureType targetPacked = FromGLenum<TextureType>(target);
ANGLE_CAPTURE(TexStorage2D, context, targetPacked, levels, internalformat, width, height);
if (context->skipValidation() ||
ValidateTexStorage2D(context, targetPacked, levels, internalformat, width, height))
{
context->texStorage2D(targetPacked, levels, internalformat, width, height);
}
}
}
void GL_APIENTRY TexStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth)
{
EVENT(
"(GLenum target = 0x%X, GLsizei levels = %d, GLenum internalformat = 0x%X, GLsizei width = "
"%d, GLsizei height = %d, GLsizei depth = %d)",
target, levels, internalformat, width, height, depth);
Context *context = GetValidGlobalContext();
if (context)
{
TextureType targetPacked = FromGLenum<TextureType>(target);
ANGLE_CAPTURE(TexStorage3D, context, targetPacked, levels, internalformat, width, height,
depth);
if (context->skipValidation() || ValidateTexStorage3D(context, targetPacked, levels,
internalformat, width, height, depth))
{
context->texStorage3D(targetPacked, levels, internalformat, width, height, depth);
}
}
}
} // namespace gl

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// 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_

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@ -0,0 +1,988 @@
// 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_3_autogen.cpp:
// Defines the GL 4.3 entry points.
#include "libGL/entry_points_gl_4_3_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/validationGL43_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY BindVertexBuffer(GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride)
{
EVENT(
"(GLuint bindingindex = %u, GLuint buffer = %u, GLintptr offset = %llu, GLsizei stride = "
"%d)",
bindingindex, buffer, static_cast<unsigned long long>(offset), stride);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(BindVertexBuffer, context, bindingindex, buffer, offset, stride);
if (context->skipValidation() ||
ValidateBindVertexBuffer(context, bindingindex, buffer, offset, stride))
{
context->bindVertexBuffer(bindingindex, buffer, offset, stride);
}
}
}
void GL_APIENTRY
ClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
{
EVENT(
"(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLenum format = 0x%X, GLenum type = "
"0x%X, const void *data = 0x%016" PRIxPTR ")",
target, internalformat, format, type, (uintptr_t)data);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ClearBufferData, context, target, internalformat, format, type, data);
if (context->skipValidation() ||
ValidateClearBufferData(context, target, internalformat, format, type, data))
{
context->clearBufferData(target, internalformat, format, type, data);
}
}
}
void GL_APIENTRY ClearBufferSubData(GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{
EVENT(
"(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLintptr offset = %llu, GLsizeiptr "
"size = %llu, GLenum format = 0x%X, GLenum type = 0x%X, const void *data = 0x%016" PRIxPTR
")",
target, internalformat, static_cast<unsigned long long>(offset),
static_cast<unsigned long long>(size), format, type, (uintptr_t)data);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ClearBufferSubData, context, target, internalformat, offset, size, format,
type, data);
if (context->skipValidation() ||
ValidateClearBufferSubData(context, target, internalformat, offset, size, format, type,
data))
{
context->clearBufferSubData(target, internalformat, offset, size, format, type, data);
}
}
}
void GL_APIENTRY 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)
{
EVENT(
"(GLuint srcName = %u, GLenum srcTarget = 0x%X, GLint srcLevel = %d, GLint srcX = %d, "
"GLint srcY = %d, GLint srcZ = %d, GLuint dstName = %u, GLenum dstTarget = 0x%X, GLint "
"dstLevel = %d, GLint dstX = %d, GLint dstY = %d, GLint dstZ = %d, GLsizei srcWidth = %d, "
"GLsizei srcHeight = %d, GLsizei srcDepth = %d)",
srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName, dstTarget, dstLevel, dstX, dstY,
dstZ, srcWidth, srcHeight, srcDepth);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(CopyImageSubData, context, srcName, srcTarget, srcLevel, srcX, srcY, srcZ,
dstName, dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight,
srcDepth);
if (context->skipValidation() ||
ValidateCopyImageSubData(context, srcName, srcTarget, srcLevel, srcX, srcY, srcZ,
dstName, dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth,
srcHeight, srcDepth))
{
context->copyImageSubData(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName,
dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight,
srcDepth);
}
}
}
void GL_APIENTRY DebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
{
EVENT("(GLDEBUGPROC callback = 0x%016" PRIxPTR ", const void *userParam = 0x%016" PRIxPTR ")",
(uintptr_t)callback, (uintptr_t)userParam);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DebugMessageCallback, context, callback, userParam);
if (context->skipValidation() || ValidateDebugMessageCallback(context, callback, userParam))
{
context->debugMessageCallback(callback, userParam);
}
}
}
void GL_APIENTRY DebugMessageControl(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled)
{
EVENT(
"(GLenum source = 0x%X, GLenum type = 0x%X, GLenum severity = 0x%X, GLsizei count = %d, "
"const GLuint *ids = 0x%016" PRIxPTR ", GLboolean enabled = %u)",
source, type, severity, count, (uintptr_t)ids, enabled);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DebugMessageControl, context, source, type, severity, count, ids, enabled);
if (context->skipValidation() ||
ValidateDebugMessageControl(context, source, type, severity, count, ids, enabled))
{
context->debugMessageControl(source, type, severity, count, ids, enabled);
}
}
}
void GL_APIENTRY DebugMessageInsert(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf)
{
EVENT(
"(GLenum source = 0x%X, GLenum type = 0x%X, GLuint id = %u, GLenum severity = 0x%X, "
"GLsizei length = %d, const GLchar *buf = 0x%016" PRIxPTR ")",
source, type, id, severity, length, (uintptr_t)buf);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DebugMessageInsert, context, source, type, id, severity, length, buf);
if (context->skipValidation() ||
ValidateDebugMessageInsert(context, source, type, id, severity, length, buf))
{
context->debugMessageInsert(source, type, id, severity, length, buf);
}
}
}
void GL_APIENTRY DispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
{
EVENT("(GLuint num_groups_x = %u, GLuint num_groups_y = %u, GLuint num_groups_z = %u)",
num_groups_x, num_groups_y, num_groups_z);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DispatchCompute, context, num_groups_x, num_groups_y, num_groups_z);
if (context->skipValidation() ||
ValidateDispatchCompute(context, num_groups_x, num_groups_y, num_groups_z))
{
context->dispatchCompute(num_groups_x, num_groups_y, num_groups_z);
}
}
}
void GL_APIENTRY DispatchComputeIndirect(GLintptr indirect)
{
EVENT("(GLintptr indirect = %llu)", static_cast<unsigned long long>(indirect));
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(DispatchComputeIndirect, context, indirect);
if (context->skipValidation() || ValidateDispatchComputeIndirect(context, indirect))
{
context->dispatchComputeIndirect(indirect);
}
}
}
void GL_APIENTRY FramebufferParameteri(GLenum target, GLenum pname, GLint param)
{
EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint param = %d)", target, pname, param);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(FramebufferParameteri, context, target, pname, param);
if (context->skipValidation() ||
ValidateFramebufferParameteri(context, target, pname, param))
{
context->framebufferParameteri(target, pname, param);
}
}
}
GLuint GL_APIENTRY GetDebugMessageLog(GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog)
{
EVENT("(GLuint count = %u, GLsizei bufSize = %d, GLenum *sources = 0x%016" PRIxPTR
", GLenum *types = 0x%016" PRIxPTR ", GLuint *ids = 0x%016" PRIxPTR
", GLenum *severities = 0x%016" PRIxPTR ", GLsizei *lengths = 0x%016" PRIxPTR
", GLchar *messageLog = 0x%016" PRIxPTR ")",
count, bufSize, (uintptr_t)sources, (uintptr_t)types, (uintptr_t)ids,
(uintptr_t)severities, (uintptr_t)lengths, (uintptr_t)messageLog);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetDebugMessageLog, context, count, bufSize, sources, types, ids, severities,
lengths, messageLog);
if (context->skipValidation() ||
ValidateGetDebugMessageLog(context, count, bufSize, sources, types, ids, severities,
lengths, messageLog))
{
return context->getDebugMessageLog(count, bufSize, sources, types, ids, severities,
lengths, messageLog);
}
}
return GetDefaultReturnValue<EntryPoint::GetDebugMessageLog, GLuint>();
}
void GL_APIENTRY GetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint *params = 0x%016" PRIxPTR ")", target,
pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetFramebufferParameteriv, context, target, pname, params);
if (context->skipValidation() ||
ValidateGetFramebufferParameteriv(context, target, pname, params))
{
context->getFramebufferParameteriv(target, pname, params);
}
}
}
void GL_APIENTRY GetInternalformati64v(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint64 *params)
{
EVENT(
"(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLenum pname = 0x%X, GLsizei bufSize "
"= %d, GLint64 *params = 0x%016" PRIxPTR ")",
target, internalformat, pname, bufSize, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetInternalformati64v, context, target, internalformat, pname, bufSize,
params);
if (context->skipValidation() ||
ValidateGetInternalformati64v(context, target, internalformat, pname, bufSize, params))
{
context->getInternalformati64v(target, internalformat, pname, bufSize, params);
}
}
}
void GL_APIENTRY
GetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
{
EVENT(
"(GLenum identifier = 0x%X, GLuint name = %u, GLsizei bufSize = %d, GLsizei *length = "
"0x%016" PRIxPTR ", GLchar *label = 0x%016" PRIxPTR ")",
identifier, name, bufSize, (uintptr_t)length, (uintptr_t)label);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetObjectLabel, context, identifier, name, bufSize, length, label);
if (context->skipValidation() ||
ValidateGetObjectLabel(context, identifier, name, bufSize, length, label))
{
context->getObjectLabel(identifier, name, bufSize, length, label);
}
}
}
void GL_APIENTRY GetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
{
EVENT("(const void *ptr = 0x%016" PRIxPTR
", GLsizei bufSize = %d, GLsizei *length = 0x%016" PRIxPTR
", GLchar *label = 0x%016" PRIxPTR ")",
(uintptr_t)ptr, bufSize, (uintptr_t)length, (uintptr_t)label);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetObjectPtrLabel, context, ptr, bufSize, length, label);
if (context->skipValidation() ||
ValidateGetObjectPtrLabel(context, ptr, bufSize, length, label))
{
context->getObjectPtrLabel(ptr, bufSize, length, label);
}
}
}
void GL_APIENTRY GetProgramInterfaceiv(GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params)
{
EVENT(
"(GLuint program = %u, GLenum programInterface = 0x%X, GLenum pname = 0x%X, GLint *params "
"= 0x%016" PRIxPTR ")",
program, programInterface, pname, (uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetProgramInterfaceiv, context, program, programInterface, pname, params);
if (context->skipValidation() ||
ValidateGetProgramInterfaceiv(context, program, programInterface, pname, params))
{
context->getProgramInterfaceiv(program, programInterface, pname, params);
}
}
}
GLuint GL_APIENTRY GetProgramResourceIndex(GLuint program,
GLenum programInterface,
const GLchar *name)
{
EVENT(
"(GLuint program = %u, GLenum programInterface = 0x%X, const GLchar *name = 0x%016" PRIxPTR
")",
program, programInterface, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetProgramResourceIndex, context, program, programInterface, name);
if (context->skipValidation() ||
ValidateGetProgramResourceIndex(context, program, programInterface, name))
{
return context->getProgramResourceIndex(program, programInterface, name);
}
}
return GetDefaultReturnValue<EntryPoint::GetProgramResourceIndex, GLuint>();
}
GLint GL_APIENTRY GetProgramResourceLocation(GLuint program,
GLenum programInterface,
const GLchar *name)
{
EVENT(
"(GLuint program = %u, GLenum programInterface = 0x%X, const GLchar *name = 0x%016" PRIxPTR
")",
program, programInterface, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetProgramResourceLocation, context, program, programInterface, name);
if (context->skipValidation() ||
ValidateGetProgramResourceLocation(context, program, programInterface, name))
{
return context->getProgramResourceLocation(program, programInterface, name);
}
}
return GetDefaultReturnValue<EntryPoint::GetProgramResourceLocation, GLint>();
}
GLint GL_APIENTRY GetProgramResourceLocationIndex(GLuint program,
GLenum programInterface,
const GLchar *name)
{
EVENT(
"(GLuint program = %u, GLenum programInterface = 0x%X, const GLchar *name = 0x%016" PRIxPTR
")",
program, programInterface, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetProgramResourceLocationIndex, context, program, programInterface, name);
if (context->skipValidation() ||
ValidateGetProgramResourceLocationIndex(context, program, programInterface, name))
{
return context->getProgramResourceLocationIndex(program, programInterface, name);
}
}
return GetDefaultReturnValue<EntryPoint::GetProgramResourceLocationIndex, GLint>();
}
void GL_APIENTRY GetProgramResourceName(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name)
{
EVENT(
"(GLuint program = %u, GLenum programInterface = 0x%X, GLuint index = %u, GLsizei bufSize "
"= %d, GLsizei *length = 0x%016" PRIxPTR ", GLchar *name = 0x%016" PRIxPTR ")",
program, programInterface, index, bufSize, (uintptr_t)length, (uintptr_t)name);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetProgramResourceName, context, program, programInterface, index, bufSize,
length, name);
if (context->skipValidation() ||
ValidateGetProgramResourceName(context, program, programInterface, index, bufSize,
length, name))
{
context->getProgramResourceName(program, programInterface, index, bufSize, length,
name);
}
}
}
void GL_APIENTRY GetProgramResourceiv(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params)
{
EVENT(
"(GLuint program = %u, GLenum programInterface = 0x%X, GLuint index = %u, GLsizei "
"propCount = %d, const GLenum *props = 0x%016" PRIxPTR
", GLsizei bufSize = %d, GLsizei *length = 0x%016" PRIxPTR
", GLint *params = 0x%016" PRIxPTR ")",
program, programInterface, index, propCount, (uintptr_t)props, bufSize, (uintptr_t)length,
(uintptr_t)params);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(GetProgramResourceiv, context, program, programInterface, index, propCount,
props, bufSize, length, params);
if (context->skipValidation() ||
ValidateGetProgramResourceiv(context, program, programInterface, index, propCount,
props, bufSize, length, params))
{
context->getProgramResourceiv(program, programInterface, index, propCount, props,
bufSize, length, params);
}
}
}
void GL_APIENTRY InvalidateBufferData(GLuint buffer)
{
EVENT("(GLuint buffer = %u)", buffer);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(InvalidateBufferData, context, buffer);
if (context->skipValidation() || ValidateInvalidateBufferData(context, buffer))
{
context->invalidateBufferData(buffer);
}
}
}
void GL_APIENTRY InvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
{
EVENT("(GLuint buffer = %u, GLintptr offset = %llu, GLsizeiptr length = %llu)", buffer,
static_cast<unsigned long long>(offset), static_cast<unsigned long long>(length));
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(InvalidateBufferSubData, context, buffer, offset, length);
if (context->skipValidation() ||
ValidateInvalidateBufferSubData(context, buffer, offset, length))
{
context->invalidateBufferSubData(buffer, offset, length);
}
}
}
void GL_APIENTRY InvalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments)
{
EVENT(
"(GLenum target = 0x%X, GLsizei numAttachments = %d, const GLenum *attachments = "
"0x%016" PRIxPTR ")",
target, numAttachments, (uintptr_t)attachments);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(InvalidateFramebuffer, context, target, numAttachments, attachments);
if (context->skipValidation() ||
ValidateInvalidateFramebuffer(context, target, numAttachments, attachments))
{
context->invalidateFramebuffer(target, numAttachments, attachments);
}
}
}
void GL_APIENTRY InvalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
EVENT(
"(GLenum target = 0x%X, GLsizei numAttachments = %d, const GLenum *attachments = "
"0x%016" PRIxPTR ", GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
target, numAttachments, (uintptr_t)attachments, x, y, width, height);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(InvalidateSubFramebuffer, context, target, numAttachments, attachments, x, y,
width, height);
if (context->skipValidation() ||
ValidateInvalidateSubFramebuffer(context, target, numAttachments, attachments, x, y,
width, height))
{
context->invalidateSubFramebuffer(target, numAttachments, attachments, x, y, width,
height);
}
}
}
void GL_APIENTRY InvalidateTexImage(GLuint texture, GLint level)
{
EVENT("(GLuint texture = %u, GLint level = %d)", texture, level);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(InvalidateTexImage, context, texture, level);
if (context->skipValidation() || ValidateInvalidateTexImage(context, texture, level))
{
context->invalidateTexImage(texture, level);
}
}
}
void GL_APIENTRY InvalidateTexSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth)
{
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)",
texture, level, xoffset, yoffset, zoffset, width, height, depth);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(InvalidateTexSubImage, context, texture, level, xoffset, yoffset, zoffset,
width, height, depth);
if (context->skipValidation() ||
ValidateInvalidateTexSubImage(context, texture, level, xoffset, yoffset, zoffset, width,
height, depth))
{
context->invalidateTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height,
depth);
}
}
}
void GL_APIENTRY MultiDrawArraysIndirect(GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
EVENT("(GLenum mode = 0x%X, const void *indirect = 0x%016" PRIxPTR
", GLsizei drawcount = %d, GLsizei stride = %d)",
mode, (uintptr_t)indirect, drawcount, stride);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiDrawArraysIndirect, context, mode, indirect, drawcount, stride);
if (context->skipValidation() ||
ValidateMultiDrawArraysIndirect(context, mode, indirect, drawcount, stride))
{
context->multiDrawArraysIndirect(mode, indirect, drawcount, stride);
}
}
}
void GL_APIENTRY MultiDrawElementsIndirect(GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
EVENT("(GLenum mode = 0x%X, GLenum type = 0x%X, const void *indirect = 0x%016" PRIxPTR
", GLsizei drawcount = %d, GLsizei stride = %d)",
mode, type, (uintptr_t)indirect, drawcount, stride);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(MultiDrawElementsIndirect, context, mode, type, indirect, drawcount, stride);
if (context->skipValidation() ||
ValidateMultiDrawElementsIndirect(context, mode, type, indirect, drawcount, stride))
{
context->multiDrawElementsIndirect(mode, type, indirect, drawcount, stride);
}
}
}
void GL_APIENTRY ObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
{
EVENT(
"(GLenum identifier = 0x%X, GLuint name = %u, GLsizei length = %d, const GLchar *label = "
"0x%016" PRIxPTR ")",
identifier, name, length, (uintptr_t)label);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ObjectLabel, context, identifier, name, length, label);
if (context->skipValidation() ||
ValidateObjectLabel(context, identifier, name, length, label))
{
context->objectLabel(identifier, name, length, label);
}
}
}
void GL_APIENTRY ObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
{
EVENT("(const void *ptr = 0x%016" PRIxPTR
", GLsizei length = %d, const GLchar *label = 0x%016" PRIxPTR ")",
(uintptr_t)ptr, length, (uintptr_t)label);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ObjectPtrLabel, context, ptr, length, label);
if (context->skipValidation() || ValidateObjectPtrLabel(context, ptr, length, label))
{
context->objectPtrLabel(ptr, length, label);
}
}
}
void GL_APIENTRY PopDebugGroup()
{
EVENT("()");
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(PopDebugGroup, context);
if (context->skipValidation() || ValidatePopDebugGroup(context))
{
context->popDebugGroup();
}
}
}
void GL_APIENTRY PushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
{
EVENT(
"(GLenum source = 0x%X, GLuint id = %u, GLsizei length = %d, const GLchar *message = "
"0x%016" PRIxPTR ")",
source, id, length, (uintptr_t)message);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(PushDebugGroup, context, source, id, length, message);
if (context->skipValidation() ||
ValidatePushDebugGroup(context, source, id, length, message))
{
context->pushDebugGroup(source, id, length, message);
}
}
}
void GL_APIENTRY ShaderStorageBlockBinding(GLuint program,
GLuint storageBlockIndex,
GLuint storageBlockBinding)
{
EVENT("(GLuint program = %u, GLuint storageBlockIndex = %u, GLuint storageBlockBinding = %u)",
program, storageBlockIndex, storageBlockBinding);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(ShaderStorageBlockBinding, context, program, storageBlockIndex,
storageBlockBinding);
if (context->skipValidation() ||
ValidateShaderStorageBlockBinding(context, program, storageBlockIndex,
storageBlockBinding))
{
context->shaderStorageBlockBinding(program, storageBlockIndex, storageBlockBinding);
}
}
}
void GL_APIENTRY TexBufferRange(GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size)
{
EVENT(
"(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLuint buffer = %u, GLintptr offset "
"= %llu, GLsizeiptr size = %llu)",
target, internalformat, buffer, static_cast<unsigned long long>(offset),
static_cast<unsigned long long>(size));
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TexBufferRange, context, target, internalformat, buffer, offset, size);
if (context->skipValidation() ||
ValidateTexBufferRange(context, target, internalformat, buffer, offset, size))
{
context->texBufferRange(target, internalformat, buffer, offset, size);
}
}
}
void GL_APIENTRY TexStorage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
EVENT(
"(GLenum target = 0x%X, GLsizei samples = %d, GLenum internalformat = 0x%X, GLsizei width "
"= %d, GLsizei height = %d, GLboolean fixedsamplelocations = %u)",
target, samples, internalformat, width, height, fixedsamplelocations);
Context *context = GetValidGlobalContext();
if (context)
{
TextureType targetPacked = FromGLenum<TextureType>(target);
ANGLE_CAPTURE(TexStorage2DMultisample, context, targetPacked, samples, internalformat,
width, height, fixedsamplelocations);
if (context->skipValidation() ||
ValidateTexStorage2DMultisample(context, targetPacked, samples, internalformat, width,
height, fixedsamplelocations))
{
context->texStorage2DMultisample(targetPacked, samples, internalformat, width, height,
fixedsamplelocations);
}
}
}
void GL_APIENTRY TexStorage3DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
EVENT(
"(GLenum target = 0x%X, GLsizei samples = %d, GLenum internalformat = 0x%X, GLsizei width "
"= %d, GLsizei height = %d, GLsizei depth = %d, GLboolean fixedsamplelocations = %u)",
target, samples, internalformat, width, height, depth, fixedsamplelocations);
Context *context = GetValidGlobalContext();
if (context)
{
TextureType targetPacked = FromGLenum<TextureType>(target);
ANGLE_CAPTURE(TexStorage3DMultisample, context, targetPacked, samples, internalformat,
width, height, depth, fixedsamplelocations);
if (context->skipValidation() ||
ValidateTexStorage3DMultisample(context, targetPacked, samples, internalformat, width,
height, depth, fixedsamplelocations))
{
context->texStorage3DMultisample(targetPacked, samples, internalformat, width, height,
depth, fixedsamplelocations);
}
}
}
void GL_APIENTRY TextureView(GLuint texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers)
{
EVENT(
"(GLuint texture = %u, GLenum target = 0x%X, GLuint origtexture = %u, GLenum "
"internalformat = 0x%X, GLuint minlevel = %u, GLuint numlevels = %u, GLuint minlayer = %u, "
"GLuint numlayers = %u)",
texture, target, origtexture, internalformat, minlevel, numlevels, minlayer, numlayers);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(TextureView, context, texture, target, origtexture, internalformat, minlevel,
numlevels, minlayer, numlayers);
if (context->skipValidation() ||
ValidateTextureView(context, texture, target, origtexture, internalformat, minlevel,
numlevels, minlayer, numlayers))
{
context->textureView(texture, target, origtexture, internalformat, minlevel, numlevels,
minlayer, numlayers);
}
}
}
void GL_APIENTRY VertexAttribBinding(GLuint attribindex, GLuint bindingindex)
{
EVENT("(GLuint attribindex = %u, GLuint bindingindex = %u)", attribindex, bindingindex);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribBinding, context, attribindex, bindingindex);
if (context->skipValidation() ||
ValidateVertexAttribBinding(context, attribindex, bindingindex))
{
context->vertexAttribBinding(attribindex, bindingindex);
}
}
}
void GL_APIENTRY VertexAttribFormat(GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset)
{
EVENT(
"(GLuint attribindex = %u, GLint size = %d, GLenum type = 0x%X, GLboolean normalized = %u, "
"GLuint relativeoffset = %u)",
attribindex, size, type, normalized, relativeoffset);
Context *context = GetValidGlobalContext();
if (context)
{
VertexAttribType typePacked = FromGLenum<VertexAttribType>(type);
ANGLE_CAPTURE(VertexAttribFormat, context, attribindex, size, typePacked, normalized,
relativeoffset);
if (context->skipValidation() ||
ValidateVertexAttribFormat(context, attribindex, size, typePacked, normalized,
relativeoffset))
{
context->vertexAttribFormat(attribindex, size, typePacked, normalized, relativeoffset);
}
}
}
void GL_APIENTRY VertexAttribIFormat(GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
EVENT(
"(GLuint attribindex = %u, GLint size = %d, GLenum type = 0x%X, GLuint relativeoffset = "
"%u)",
attribindex, size, type, relativeoffset);
Context *context = GetValidGlobalContext();
if (context)
{
VertexAttribType typePacked = FromGLenum<VertexAttribType>(type);
ANGLE_CAPTURE(VertexAttribIFormat, context, attribindex, size, typePacked, relativeoffset);
if (context->skipValidation() ||
ValidateVertexAttribIFormat(context, attribindex, size, typePacked, relativeoffset))
{
context->vertexAttribIFormat(attribindex, size, typePacked, relativeoffset);
}
}
}
void GL_APIENTRY VertexAttribLFormat(GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
EVENT(
"(GLuint attribindex = %u, GLint size = %d, GLenum type = 0x%X, GLuint relativeoffset = "
"%u)",
attribindex, size, type, relativeoffset);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexAttribLFormat, context, attribindex, size, type, relativeoffset);
if (context->skipValidation() ||
ValidateVertexAttribLFormat(context, attribindex, size, type, relativeoffset))
{
context->vertexAttribLFormat(attribindex, size, type, relativeoffset);
}
}
}
void GL_APIENTRY VertexBindingDivisor(GLuint bindingindex, GLuint divisor)
{
EVENT("(GLuint bindingindex = %u, GLuint divisor = %u)", bindingindex, divisor);
Context *context = GetValidGlobalContext();
if (context)
{
ANGLE_CAPTURE(VertexBindingDivisor, context, bindingindex, divisor);
if (context->skipValidation() ||
ValidateVertexBindingDivisor(context, bindingindex, divisor))
{
context->vertexBindingDivisor(bindingindex, divisor);
}
}
}
} // namespace gl

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@ -0,0 +1,200 @@
// 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_3_autogen.h:
// Defines the GL 4.3 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_3_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_3_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BindVertexBuffer(GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY
ClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
ANGLE_EXPORT void GL_APIENTRY ClearBufferSubData(GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY 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);
ANGLE_EXPORT void GL_APIENTRY DebugMessageCallback(GLDEBUGPROC callback, const void *userParam);
ANGLE_EXPORT void GL_APIENTRY DebugMessageControl(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
ANGLE_EXPORT void GL_APIENTRY DebugMessageInsert(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
ANGLE_EXPORT void GL_APIENTRY DispatchCompute(GLuint num_groups_x,
GLuint num_groups_y,
GLuint num_groups_z);
ANGLE_EXPORT void GL_APIENTRY DispatchComputeIndirect(GLintptr indirect);
ANGLE_EXPORT void GL_APIENTRY FramebufferParameteri(GLenum target, GLenum pname, GLint param);
ANGLE_EXPORT GLuint GL_APIENTRY GetDebugMessageLog(GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetInternalformati64v(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY
GetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GetObjectPtrLabel(const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
ANGLE_EXPORT void GL_APIENTRY GetProgramInterfaceiv(GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params);
ANGLE_EXPORT GLuint GL_APIENTRY GetProgramResourceIndex(GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GetProgramResourceLocation(GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT GLint GL_APIENTRY GetProgramResourceLocationIndex(GLuint program,
GLenum programInterface,
const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetProgramResourceName(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetProgramResourceiv(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY InvalidateBufferData(GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY InvalidateBufferSubData(GLuint buffer,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY InvalidateFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY InvalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY InvalidateTexImage(GLuint texture, GLint level);
ANGLE_EXPORT void GL_APIENTRY InvalidateTexSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY MultiDrawArraysIndirect(GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY MultiDrawElementsIndirect(GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY ObjectLabel(GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY ObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label);
ANGLE_EXPORT void GL_APIENTRY PopDebugGroup();
ANGLE_EXPORT void GL_APIENTRY PushDebugGroup(GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
ANGLE_EXPORT void GL_APIENTRY ShaderStorageBlockBinding(GLuint program,
GLuint storageBlockIndex,
GLuint storageBlockBinding);
ANGLE_EXPORT void GL_APIENTRY TexBufferRange(GLenum target,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY TexStorage2DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY TexStorage3DMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY TextureView(GLuint texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers);
ANGLE_EXPORT void GL_APIENTRY VertexAttribBinding(GLuint attribindex, GLuint bindingindex);
ANGLE_EXPORT void GL_APIENTRY VertexAttribFormat(GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexAttribIFormat(GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexAttribLFormat(GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexBindingDivisor(GLuint bindingindex, GLuint divisor);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_3_AUTOGEN_H_

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@ -0,0 +1,213 @@
// 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

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@ -0,0 +1,58 @@
// 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_

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@ -0,0 +1,463 @@
// 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_5_autogen.h:
// Defines the GL 4.5 entry points.
#ifndef LIBGL_ENTRY_POINTS_GL_4_5_AUTOGEN_H_
#define LIBGL_ENTRY_POINTS_GL_4_5_AUTOGEN_H_
#include <export.h>
#include "angle_gl.h"
namespace gl
{
ANGLE_EXPORT void GL_APIENTRY BindTextureUnit(GLuint unit, GLuint texture);
ANGLE_EXPORT void GL_APIENTRY BlitNamedFramebuffer(GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
ANGLE_EXPORT GLenum GL_APIENTRY CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
ANGLE_EXPORT void GL_APIENTRY ClearNamedBufferData(GLuint buffer,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY ClearNamedBufferSubData(GLuint buffer,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
ANGLE_EXPORT void GL_APIENTRY ClearNamedFramebufferfi(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
ANGLE_EXPORT void GL_APIENTRY ClearNamedFramebufferfv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY ClearNamedFramebufferiv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
ANGLE_EXPORT void GL_APIENTRY ClearNamedFramebufferuiv(GLuint framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
ANGLE_EXPORT void GL_APIENTRY ClipControl(GLenum origin, GLenum depth);
ANGLE_EXPORT void GL_APIENTRY CompressedTextureSubImage1D(GLuint texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CompressedTextureSubImage3D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CopyNamedBufferSubData(GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY
CopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
ANGLE_EXPORT void GL_APIENTRY CopyTextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY CopyTextureSubImage3D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY CreateBuffers(GLsizei n, GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY CreateFramebuffers(GLsizei n, GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines);
ANGLE_EXPORT void GL_APIENTRY CreateQueries(GLenum target, GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY CreateRenderbuffers(GLsizei n, GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY CreateSamplers(GLsizei n, GLuint *samplers);
ANGLE_EXPORT void GL_APIENTRY CreateTextures(GLenum target, GLsizei n, GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY CreateTransformFeedbacks(GLsizei n, GLuint *ids);
ANGLE_EXPORT void GL_APIENTRY CreateVertexArrays(GLsizei n, GLuint *arrays);
ANGLE_EXPORT void GL_APIENTRY DisableVertexArrayAttrib(GLuint vaobj, GLuint index);
ANGLE_EXPORT void GL_APIENTRY EnableVertexArrayAttrib(GLuint vaobj, GLuint index);
ANGLE_EXPORT void GL_APIENTRY FlushMappedNamedBufferRange(GLuint buffer,
GLintptr offset,
GLsizeiptr length);
ANGLE_EXPORT void GL_APIENTRY GenerateTextureMipmap(GLuint texture);
ANGLE_EXPORT void GL_APIENTRY GetCompressedTextureImage(GLuint texture,
GLint level,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetCompressedTextureSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT GLenum GL_APIENTRY GetGraphicsResetStatus();
ANGLE_EXPORT void GL_APIENTRY GetNamedBufferParameteri64v(GLuint buffer,
GLenum pname,
GLint64 *params);
ANGLE_EXPORT void GL_APIENTRY GetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params);
ANGLE_EXPORT void GL_APIENTRY GetNamedBufferSubData(GLuint buffer,
GLintptr offset,
GLsizeiptr size,
void *data);
ANGLE_EXPORT void GL_APIENTRY GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetNamedFramebufferParameteriv(GLuint framebuffer,
GLenum pname,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GetNamedRenderbufferParameteriv(GLuint renderbuffer,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetQueryBufferObjecti64v(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GetQueryBufferObjectiv(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GetQueryBufferObjectui64v(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GetQueryBufferObjectuiv(GLuint id,
GLuint buffer,
GLenum pname,
GLintptr offset);
ANGLE_EXPORT void GL_APIENTRY GetTextureImage(GLuint texture,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetTextureLevelParameterfv(GLuint texture,
GLint level,
GLenum pname,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureLevelParameteriv(GLuint texture,
GLint level,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureParameteriv(GLuint texture, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetTextureSubImage(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbacki64_v(GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbacki_v(GLuint xfb,
GLenum pname,
GLuint index,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param);
ANGLE_EXPORT void GL_APIENTRY GetVertexArrayIndexed64iv(GLuint vaobj,
GLuint index,
GLenum pname,
GLint64 *param);
ANGLE_EXPORT void GL_APIENTRY GetVertexArrayIndexediv(GLuint vaobj,
GLuint index,
GLenum pname,
GLint *param);
ANGLE_EXPORT void GL_APIENTRY GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param);
ANGLE_EXPORT void GL_APIENTRY
GetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table);
ANGLE_EXPORT void GL_APIENTRY GetnCompressedTexImage(GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY
GetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image);
ANGLE_EXPORT void GL_APIENTRY GetnHistogram(GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
ANGLE_EXPORT void GL_APIENTRY GetnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);
ANGLE_EXPORT void GL_APIENTRY GetnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY GetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v);
ANGLE_EXPORT void GL_APIENTRY GetnMinmax(GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
ANGLE_EXPORT void GL_APIENTRY GetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY GetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values);
ANGLE_EXPORT void GL_APIENTRY GetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values);
ANGLE_EXPORT void GL_APIENTRY GetnPolygonStipple(GLsizei bufSize, GLubyte *pattern);
ANGLE_EXPORT void GL_APIENTRY GetnSeparableFilter(GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span);
ANGLE_EXPORT void GL_APIENTRY
GetnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
ANGLE_EXPORT void GL_APIENTRY GetnUniformdv(GLuint program,
GLint location,
GLsizei bufSize,
GLdouble *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformfv(GLuint program,
GLint location,
GLsizei bufSize,
GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformiv(GLuint program,
GLint location,
GLsizei bufSize,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetnUniformuiv(GLuint program,
GLint location,
GLsizei bufSize,
GLuint *params);
ANGLE_EXPORT void GL_APIENTRY InvalidateNamedFramebufferData(GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments);
ANGLE_EXPORT void GL_APIENTRY InvalidateNamedFramebufferSubData(GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void *GL_APIENTRY MapNamedBuffer(GLuint buffer, GLenum access);
ANGLE_EXPORT void *GL_APIENTRY MapNamedBufferRange(GLuint buffer,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
ANGLE_EXPORT void GL_APIENTRY MemoryBarrierByRegion(GLbitfield barriers);
ANGLE_EXPORT void GL_APIENTRY NamedBufferData(GLuint buffer,
GLsizeiptr size,
const void *data,
GLenum usage);
ANGLE_EXPORT void GL_APIENTRY NamedBufferStorage(GLuint buffer,
GLsizeiptr size,
const void *data,
GLbitfield flags);
ANGLE_EXPORT void GL_APIENTRY NamedBufferSubData(GLuint buffer,
GLintptr offset,
GLsizeiptr size,
const void *data);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferDrawBuffers(GLuint framebuffer,
GLsizei n,
const GLenum *bufs);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferParameteri(GLuint framebuffer,
GLenum pname,
GLint param);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferRenderbuffer(GLuint framebuffer,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferTexture(GLuint framebuffer,
GLenum attachment,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY NamedFramebufferTextureLayer(GLuint framebuffer,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);
ANGLE_EXPORT void GL_APIENTRY NamedRenderbufferStorage(GLuint renderbuffer,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY NamedRenderbufferStorageMultisample(GLuint renderbuffer,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ReadnPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
ANGLE_EXPORT void GL_APIENTRY TextureBarrier();
ANGLE_EXPORT void GL_APIENTRY TextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY TextureBufferRange(GLuint texture,
GLenum internalformat,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT void GL_APIENTRY TextureParameterIiv(GLuint texture,
GLenum pname,
const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TextureParameterIuiv(GLuint texture,
GLenum pname,
const GLuint *params);
ANGLE_EXPORT void GL_APIENTRY TextureParameterf(GLuint texture, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY TextureParameterfv(GLuint texture,
GLenum pname,
const GLfloat *param);
ANGLE_EXPORT void GL_APIENTRY TextureParameteri(GLuint texture, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY TextureParameteriv(GLuint texture, GLenum pname, const GLint *param);
ANGLE_EXPORT void GL_APIENTRY TextureStorage1D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width);
ANGLE_EXPORT void GL_APIENTRY TextureStorage2D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY TextureStorage2DMultisample(GLuint texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY TextureStorage3D(GLuint texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
ANGLE_EXPORT void GL_APIENTRY TextureStorage3DMultisample(GLuint texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
ANGLE_EXPORT void GL_APIENTRY TextureSubImage1D(GLuint texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TextureSubImage2D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TextureSubImage3D(GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY TransformFeedbackBufferRange(GLuint xfb,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
ANGLE_EXPORT GLboolean GL_APIENTRY UnmapNamedBuffer(GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY VertexArrayAttribBinding(GLuint vaobj,
GLuint attribindex,
GLuint bindingindex);
ANGLE_EXPORT void GL_APIENTRY VertexArrayAttribFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexArrayAttribIFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexArrayAttribLFormat(GLuint vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
ANGLE_EXPORT void GL_APIENTRY VertexArrayBindingDivisor(GLuint vaobj,
GLuint bindingindex,
GLuint divisor);
ANGLE_EXPORT void GL_APIENTRY VertexArrayElementBuffer(GLuint vaobj, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY VertexArrayVertexBuffer(GLuint vaobj,
GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride);
ANGLE_EXPORT void GL_APIENTRY VertexArrayVertexBuffers(GLuint vaobj,
GLuint first,
GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides);
} // namespace gl
#endif // LIBGL_ENTRY_POINTS_GL_4_5_AUTOGEN_H_

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@ -0,0 +1,121 @@
// 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

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@ -0,0 +1,38 @@
// 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_

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@ -13,7 +13,6 @@
# define _GDI32_
#endif
#include <windows.h>
#include "angle_gl.h"
#include "WGL/wgl.h"

Разница между файлами не показана из-за своего большого размера Загрузить разницу

Просмотреть файл

@ -674,6 +674,426 @@ EXPORTS
glTexBuffer
glUniformBlockBinding
; GL 3.2
glClientWaitSync
glDeleteSync
glDrawElementsBaseVertex
glDrawElementsInstancedBaseVertex
glDrawRangeElementsBaseVertex
glFenceSync
glFramebufferTexture
glGetBufferParameteri64v
glGetInteger64i_v
glGetInteger64v
glGetMultisamplefv
glGetSynciv
glIsSync
glMultiDrawElementsBaseVertex
glProvokingVertex
glSampleMaski
glTexImage2DMultisample
glTexImage3DMultisample
glWaitSync
; GL 3.3
glBindFragDataLocationIndexed
glBindSampler
glColorP3ui
glColorP3uiv
glColorP4ui
glColorP4uiv
glDeleteSamplers
glGenSamplers
glGetFragDataIndex
glGetQueryObjecti64v
glGetQueryObjectui64v
glGetSamplerParameterIiv
glGetSamplerParameterIuiv
glGetSamplerParameterfv
glGetSamplerParameteriv
glIsSampler
glMultiTexCoordP1ui
glMultiTexCoordP1uiv
glMultiTexCoordP2ui
glMultiTexCoordP2uiv
glMultiTexCoordP3ui
glMultiTexCoordP3uiv
glMultiTexCoordP4ui
glMultiTexCoordP4uiv
glNormalP3ui
glNormalP3uiv
glQueryCounter
glSamplerParameterIiv
glSamplerParameterIuiv
glSamplerParameterf
glSamplerParameterfv
glSamplerParameteri
glSamplerParameteriv
glSecondaryColorP3ui
glSecondaryColorP3uiv
glTexCoordP1ui
glTexCoordP1uiv
glTexCoordP2ui
glTexCoordP2uiv
glTexCoordP3ui
glTexCoordP3uiv
glTexCoordP4ui
glTexCoordP4uiv
glVertexAttribDivisor
glVertexAttribP1ui
glVertexAttribP1uiv
glVertexAttribP2ui
glVertexAttribP2uiv
glVertexAttribP3ui
glVertexAttribP3uiv
glVertexAttribP4ui
glVertexAttribP4uiv
glVertexP2ui
glVertexP2uiv
glVertexP3ui
glVertexP3uiv
glVertexP4ui
glVertexP4uiv
; GL 4.0
glBeginQueryIndexed
glBindTransformFeedback
glBlendEquationSeparatei
glBlendEquationi
glBlendFuncSeparatei
glBlendFunci
glDeleteTransformFeedbacks
glDrawArraysIndirect
glDrawElementsIndirect
glDrawTransformFeedback
glDrawTransformFeedbackStream
glEndQueryIndexed
glGenTransformFeedbacks
glGetActiveSubroutineName
glGetActiveSubroutineUniformName
glGetActiveSubroutineUniformiv
glGetProgramStageiv
glGetQueryIndexediv
glGetSubroutineIndex
glGetSubroutineUniformLocation
glGetUniformSubroutineuiv
glGetUniformdv
glIsTransformFeedback
glMinSampleShading
glPatchParameterfv
glPatchParameteri
glPauseTransformFeedback
glResumeTransformFeedback
glUniform1d
glUniform1dv
glUniform2d
glUniform2dv
glUniform3d
glUniform3dv
glUniform4d
glUniform4dv
glUniformMatrix2dv
glUniformMatrix2x3dv
glUniformMatrix2x4dv
glUniformMatrix3dv
glUniformMatrix3x2dv
glUniformMatrix3x4dv
glUniformMatrix4dv
glUniformMatrix4x2dv
glUniformMatrix4x3dv
glUniformSubroutinesuiv
; GL 4.1
glActiveShaderProgram
glBindProgramPipeline
glClearDepthf
glCreateShaderProgramv
glDeleteProgramPipelines
glDepthRangeArrayv
glDepthRangeIndexed
glDepthRangef
glGenProgramPipelines
glGetDoublei_v
glGetFloati_v
glGetProgramBinary
glGetProgramPipelineInfoLog
glGetProgramPipelineiv
glGetShaderPrecisionFormat
glGetVertexAttribLdv
glIsProgramPipeline
glProgramBinary
glProgramParameteri
glProgramParameteri
glProgramUniform1d
glProgramUniform1dv
glProgramUniform1f
glProgramUniform1fv
glProgramUniform1i
glProgramUniform1iv
glProgramUniform1ui
glProgramUniform1uiv
glProgramUniform2d
glProgramUniform2dv
glProgramUniform2f
glProgramUniform2fv
glProgramUniform2i
glProgramUniform2iv
glProgramUniform2ui
glProgramUniform2uiv
glProgramUniform3d
glProgramUniform3dv
glProgramUniform3f
glProgramUniform3fv
glProgramUniform3i
glProgramUniform3iv
glProgramUniform3ui
glProgramUniform3uiv
glProgramUniform4d
glProgramUniform4dv
glProgramUniform4f
glProgramUniform4fv
glProgramUniform4i
glProgramUniform4iv
glProgramUniform4ui
glProgramUniform4uiv
glProgramUniformMatrix2dv
glProgramUniformMatrix2fv
glProgramUniformMatrix2x3dv
glProgramUniformMatrix2x3fv
glProgramUniformMatrix2x4dv
glProgramUniformMatrix2x4fv
glProgramUniformMatrix3dv
glProgramUniformMatrix3fv
glProgramUniformMatrix3x2dv
glProgramUniformMatrix3x2fv
glProgramUniformMatrix3x4dv
glProgramUniformMatrix3x4fv
glProgramUniformMatrix4dv
glProgramUniformMatrix4fv
glProgramUniformMatrix4x2dv
glProgramUniformMatrix4x2fv
glProgramUniformMatrix4x3dv
glProgramUniformMatrix4x3fv
glReleaseShaderCompiler
glScissorArrayv
glScissorIndexed
glScissorIndexedv
glShaderBinary
glUseProgramStages
glValidateProgramPipeline
glVertexAttribL1d
glVertexAttribL1dv
glVertexAttribL2d
glVertexAttribL2dv
glVertexAttribL3d
glVertexAttribL3dv
glVertexAttribL4d
glVertexAttribL4dv
glVertexAttribLPointer
glViewportArrayv
glViewportIndexedf
glViewportIndexedfv
; GL 4.2
glBindImageTexture
glDrawArraysInstancedBaseInstance
glDrawElementsInstancedBaseInstance
glDrawElementsInstancedBaseVertexBaseInstance
glDrawTransformFeedbackInstanced
glDrawTransformFeedbackStreamInstanced
glGetActiveAtomicCounterBufferiv
glGetInternalformativ
glMemoryBarrier
glTexStorage1D
glTexStorage2D
glTexStorage3D
; GL 4.3
glBindVertexBuffer
glClearBufferData
glClearBufferSubData
glCopyImageSubData
glDebugMessageCallback
glDebugMessageControl
glDebugMessageInsert
glDispatchCompute
glDispatchComputeIndirect
glFramebufferParameteri
glGetDebugMessageLog
glGetFramebufferParameteriv
glGetInternalformati64v
glGetObjectLabel
glGetObjectPtrLabel
glGetProgramInterfaceiv
glGetProgramResourceIndex
glGetProgramResourceLocation
glGetProgramResourceLocationIndex
glGetProgramResourceName
glGetProgramResourceiv
glInvalidateBufferData
glInvalidateBufferSubData
glInvalidateFramebuffer
glInvalidateSubFramebuffer
glInvalidateTexImage
glInvalidateTexSubImage
glMultiDrawArraysIndirect
glMultiDrawElementsIndirect
glObjectLabel
glObjectPtrLabel
glPopDebugGroup
glPushDebugGroup
glShaderStorageBlockBinding
glTexBufferRange
glTexStorage2DMultisample
glTexStorage3DMultisample
glTextureView
glVertexAttribBinding
glVertexAttribFormat
glVertexAttribIFormat
glVertexAttribLFormat
glVertexBindingDivisor
; GL 4.4
glBindBuffersBase
glBindBuffersRange
glBindImageTextures
glBindSamplers
glBindTextures
glBindVertexBuffers
glBufferStorage
glClearTexImage
glClearTexSubImage
; GL 4.5
glBindTextureUnit
glBlitNamedFramebuffer
glCheckNamedFramebufferStatus
glClearNamedBufferData
glClearNamedBufferSubData
glClearNamedFramebufferfi
glClearNamedFramebufferfv
glClearNamedFramebufferiv
glClearNamedFramebufferuiv
glClipControl
glCompressedTextureSubImage1D
glCompressedTextureSubImage2D
glCompressedTextureSubImage3D
glCopyNamedBufferSubData
glCopyTextureSubImage1D
glCopyTextureSubImage2D
glCopyTextureSubImage3D
glCreateBuffers
glCreateFramebuffers
glCreateProgramPipelines
glCreateQueries
glCreateRenderbuffers
glCreateSamplers
glCreateTextures
glCreateTransformFeedbacks
glCreateVertexArrays
glDisableVertexArrayAttrib
glEnableVertexArrayAttrib
glFlushMappedNamedBufferRange
glGenerateTextureMipmap
glGetCompressedTextureImage
glGetCompressedTextureSubImage
glGetGraphicsResetStatus
glGetNamedBufferParameteri64v
glGetNamedBufferParameteriv
glGetNamedBufferPointerv
glGetNamedBufferSubData
glGetNamedFramebufferAttachmentParameteriv
glGetNamedFramebufferParameteriv
glGetNamedRenderbufferParameteriv
glGetQueryBufferObjecti64v
glGetQueryBufferObjectiv
glGetQueryBufferObjectui64v
glGetQueryBufferObjectuiv
glGetTextureImage
glGetTextureLevelParameterfv
glGetTextureLevelParameteriv
glGetTextureParameterIiv
glGetTextureParameterIuiv
glGetTextureParameterfv
glGetTextureParameteriv
glGetTextureSubImage
glGetTransformFeedbacki64_v
glGetTransformFeedbacki_v
glGetTransformFeedbackiv
glGetVertexArrayIndexed64iv
glGetVertexArrayIndexediv
glGetVertexArrayiv
glGetnColorTable
glGetnCompressedTexImage
glGetnConvolutionFilter
glGetnHistogram
glGetnMapdv
glGetnMapfv
glGetnMapiv
glGetnMinmax
glGetnPixelMapfv
glGetnPixelMapuiv
glGetnPixelMapusv
glGetnPolygonStipple
glGetnSeparableFilter
glGetnTexImage
glGetnUniformdv
glGetnUniformfv
glGetnUniformiv
glGetnUniformuiv
glInvalidateNamedFramebufferData
glInvalidateNamedFramebufferSubData
glMapNamedBuffer
glMapNamedBufferRange
glMemoryBarrierByRegion
glNamedBufferData
glNamedBufferStorage
glNamedBufferSubData
glNamedFramebufferDrawBuffer
glNamedFramebufferDrawBuffers
glNamedFramebufferParameteri
glNamedFramebufferReadBuffer
glNamedFramebufferRenderbuffer
glNamedFramebufferTexture
glNamedFramebufferTextureLayer
glNamedRenderbufferStorage
glNamedRenderbufferStorageMultisample
glReadnPixels
glTextureBarrier
glTextureBuffer
glTextureBufferRange
glTextureParameterIiv
glTextureParameterIuiv
glTextureParameterf
glTextureParameterfv
glTextureParameteri
glTextureParameteriv
glTextureStorage1D
glTextureStorage2D
glTextureStorage2DMultisample
glTextureStorage3D
glTextureStorage3DMultisample
glTextureSubImage1D
glTextureSubImage2D
glTextureSubImage3D
glTransformFeedbackBufferBase
glTransformFeedbackBufferRange
glUnmapNamedBuffer
glVertexArrayAttribBinding
glVertexArrayAttribFormat
glVertexArrayAttribIFormat
glVertexArrayAttribLFormat
glVertexArrayBindingDivisor
glVertexArrayElementBuffer
glVertexArrayVertexBuffer
glVertexArrayVertexBuffers
; GL 4.6
glMultiDrawArraysIndirectCount
glMultiDrawElementsIndirectCount
glPolygonOffsetClamp
glSpecializeShader
; WGL 1.0
wglChoosePixelFormat
wglCopyContext

Просмотреть файл

@ -21,6 +21,11 @@
#include <stddef.h>
#include <utility>
// So that windows file winnt.h doesn't substitute for MemoryBarrier function
#ifdef MemoryBarrier
# undef MemoryBarrier
#endif
namespace wgl
{
using ProcEntry = std::pair<const char *, PROC>;

Просмотреть файл

@ -21,6 +21,15 @@
#include "libGL/entry_points_gl_2_1_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_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 "libGL/entry_points_wgl.h"
#include "platform/Platform.h"
@ -30,6 +39,7 @@ namespace wgl
{
ProcEntry g_procTable[] = {
{"glAccum", P(gl::Accum)},
{"glActiveShaderProgram", P(gl::ActiveShaderProgram)},
{"glActiveTexture", P(gl::ActiveTexture)},
{"glAlphaFunc", P(gl::AlphaFunc)},
{"glAreTexturesResident", P(gl::AreTexturesResident)},
@ -38,40 +48,74 @@ ProcEntry g_procTable[] = {
{"glBegin", P(gl::Begin)},
{"glBeginConditionalRender", P(gl::BeginConditionalRender)},
{"glBeginQuery", P(gl::BeginQuery)},
{"glBeginQueryIndexed", P(gl::BeginQueryIndexed)},
{"glBeginTransformFeedback", P(gl::BeginTransformFeedback)},
{"glBindAttribLocation", P(gl::BindAttribLocation)},
{"glBindBuffer", P(gl::BindBuffer)},
{"glBindBufferBase", P(gl::BindBufferBase)},
{"glBindBufferRange", P(gl::BindBufferRange)},
{"glBindBuffersBase", P(gl::BindBuffersBase)},
{"glBindBuffersRange", P(gl::BindBuffersRange)},
{"glBindFragDataLocation", P(gl::BindFragDataLocation)},
{"glBindFragDataLocationIndexed", P(gl::BindFragDataLocationIndexed)},
{"glBindFramebuffer", P(gl::BindFramebuffer)},
{"glBindImageTexture", P(gl::BindImageTexture)},
{"glBindImageTextures", P(gl::BindImageTextures)},
{"glBindProgramPipeline", P(gl::BindProgramPipeline)},
{"glBindRenderbuffer", P(gl::BindRenderbuffer)},
{"glBindSampler", P(gl::BindSampler)},
{"glBindSamplers", P(gl::BindSamplers)},
{"glBindTexture", P(gl::BindTexture)},
{"glBindTextureUnit", P(gl::BindTextureUnit)},
{"glBindTextures", P(gl::BindTextures)},
{"glBindTransformFeedback", P(gl::BindTransformFeedback)},
{"glBindVertexArray", P(gl::BindVertexArray)},
{"glBindVertexBuffer", P(gl::BindVertexBuffer)},
{"glBindVertexBuffers", P(gl::BindVertexBuffers)},
{"glBitmap", P(gl::Bitmap)},
{"glBlendColor", P(gl::BlendColor)},
{"glBlendEquation", P(gl::BlendEquation)},
{"glBlendEquationSeparate", P(gl::BlendEquationSeparate)},
{"glBlendEquationSeparatei", P(gl::BlendEquationSeparatei)},
{"glBlendEquationi", P(gl::BlendEquationi)},
{"glBlendFunc", P(gl::BlendFunc)},
{"glBlendFuncSeparate", P(gl::BlendFuncSeparate)},
{"glBlendFuncSeparatei", P(gl::BlendFuncSeparatei)},
{"glBlendFunci", P(gl::BlendFunci)},
{"glBlitFramebuffer", P(gl::BlitFramebuffer)},
{"glBlitNamedFramebuffer", P(gl::BlitNamedFramebuffer)},
{"glBufferData", P(gl::BufferData)},
{"glBufferStorage", P(gl::BufferStorage)},
{"glBufferSubData", P(gl::BufferSubData)},
{"glCallList", P(gl::CallList)},
{"glCallLists", P(gl::CallLists)},
{"glCheckFramebufferStatus", P(gl::CheckFramebufferStatus)},
{"glCheckNamedFramebufferStatus", P(gl::CheckNamedFramebufferStatus)},
{"glClampColor", P(gl::ClampColor)},
{"glClear", P(gl::Clear)},
{"glClearAccum", P(gl::ClearAccum)},
{"glClearBufferData", P(gl::ClearBufferData)},
{"glClearBufferSubData", P(gl::ClearBufferSubData)},
{"glClearBufferfi", P(gl::ClearBufferfi)},
{"glClearBufferfv", P(gl::ClearBufferfv)},
{"glClearBufferiv", P(gl::ClearBufferiv)},
{"glClearBufferuiv", P(gl::ClearBufferuiv)},
{"glClearColor", P(gl::ClearColor)},
{"glClearDepth", P(gl::ClearDepth)},
{"glClearDepthf", P(gl::ClearDepthf)},
{"glClearIndex", P(gl::ClearIndex)},
{"glClearNamedBufferData", P(gl::ClearNamedBufferData)},
{"glClearNamedBufferSubData", P(gl::ClearNamedBufferSubData)},
{"glClearNamedFramebufferfi", P(gl::ClearNamedFramebufferfi)},
{"glClearNamedFramebufferfv", P(gl::ClearNamedFramebufferfv)},
{"glClearNamedFramebufferiv", P(gl::ClearNamedFramebufferiv)},
{"glClearNamedFramebufferuiv", P(gl::ClearNamedFramebufferuiv)},
{"glClearStencil", P(gl::ClearStencil)},
{"glClearTexImage", P(gl::ClearTexImage)},
{"glClearTexSubImage", P(gl::ClearTexSubImage)},
{"glClientActiveTexture", P(gl::ClientActiveTexture)},
{"glClientWaitSync", P(gl::ClientWaitSync)},
{"glClipControl", P(gl::ClipControl)},
{"glClipPlane", P(gl::ClipPlane)},
{"glColor3b", P(gl::Color3b)},
{"glColor3bv", P(gl::Color3bv)},
@ -108,6 +152,10 @@ ProcEntry g_procTable[] = {
{"glColorMask", P(gl::ColorMask)},
{"glColorMaski", P(gl::ColorMaski)},
{"glColorMaterial", P(gl::ColorMaterial)},
{"glColorP3ui", P(gl::ColorP3ui)},
{"glColorP3uiv", P(gl::ColorP3uiv)},
{"glColorP4ui", P(gl::ColorP4ui)},
{"glColorP4uiv", P(gl::ColorP4uiv)},
{"glColorPointer", P(gl::ColorPointer)},
{"glCompileShader", P(gl::CompileShader)},
{"glCompressedTexImage1D", P(gl::CompressedTexImage1D)},
@ -116,52 +164,98 @@ ProcEntry g_procTable[] = {
{"glCompressedTexSubImage1D", P(gl::CompressedTexSubImage1D)},
{"glCompressedTexSubImage2D", P(gl::CompressedTexSubImage2D)},
{"glCompressedTexSubImage3D", P(gl::CompressedTexSubImage3D)},
{"glCompressedTextureSubImage1D", P(gl::CompressedTextureSubImage1D)},
{"glCompressedTextureSubImage2D", P(gl::CompressedTextureSubImage2D)},
{"glCompressedTextureSubImage3D", P(gl::CompressedTextureSubImage3D)},
{"glCopyBufferSubData", P(gl::CopyBufferSubData)},
{"glCopyImageSubData", P(gl::CopyImageSubData)},
{"glCopyNamedBufferSubData", P(gl::CopyNamedBufferSubData)},
{"glCopyPixels", P(gl::CopyPixels)},
{"glCopyTexImage1D", P(gl::CopyTexImage1D)},
{"glCopyTexImage2D", P(gl::CopyTexImage2D)},
{"glCopyTexSubImage1D", P(gl::CopyTexSubImage1D)},
{"glCopyTexSubImage2D", P(gl::CopyTexSubImage2D)},
{"glCopyTexSubImage3D", P(gl::CopyTexSubImage3D)},
{"glCopyTextureSubImage1D", P(gl::CopyTextureSubImage1D)},
{"glCopyTextureSubImage2D", P(gl::CopyTextureSubImage2D)},
{"glCopyTextureSubImage3D", P(gl::CopyTextureSubImage3D)},
{"glCreateBuffers", P(gl::CreateBuffers)},
{"glCreateFramebuffers", P(gl::CreateFramebuffers)},
{"glCreateProgram", P(gl::CreateProgram)},
{"glCreateProgramPipelines", P(gl::CreateProgramPipelines)},
{"glCreateQueries", P(gl::CreateQueries)},
{"glCreateRenderbuffers", P(gl::CreateRenderbuffers)},
{"glCreateSamplers", P(gl::CreateSamplers)},
{"glCreateShader", P(gl::CreateShader)},
{"glCreateShaderProgramv", P(gl::CreateShaderProgramv)},
{"glCreateTextures", P(gl::CreateTextures)},
{"glCreateTransformFeedbacks", P(gl::CreateTransformFeedbacks)},
{"glCreateVertexArrays", P(gl::CreateVertexArrays)},
{"glCullFace", P(gl::CullFace)},
{"glDebugMessageCallback", P(gl::DebugMessageCallback)},
{"glDebugMessageControl", P(gl::DebugMessageControl)},
{"glDebugMessageInsert", P(gl::DebugMessageInsert)},
{"glDeleteBuffers", P(gl::DeleteBuffers)},
{"glDeleteFramebuffers", P(gl::DeleteFramebuffers)},
{"glDeleteLists", P(gl::DeleteLists)},
{"glDeleteProgram", P(gl::DeleteProgram)},
{"glDeleteProgramPipelines", P(gl::DeleteProgramPipelines)},
{"glDeleteQueries", P(gl::DeleteQueries)},
{"glDeleteRenderbuffers", P(gl::DeleteRenderbuffers)},
{"glDeleteSamplers", P(gl::DeleteSamplers)},
{"glDeleteShader", P(gl::DeleteShader)},
{"glDeleteSync", P(gl::DeleteSync)},
{"glDeleteTextures", P(gl::DeleteTextures)},
{"glDeleteTransformFeedbacks", P(gl::DeleteTransformFeedbacks)},
{"glDeleteVertexArrays", P(gl::DeleteVertexArrays)},
{"glDepthFunc", P(gl::DepthFunc)},
{"glDepthMask", P(gl::DepthMask)},
{"glDepthRange", P(gl::DepthRange)},
{"glDepthRangeArrayv", P(gl::DepthRangeArrayv)},
{"glDepthRangeIndexed", P(gl::DepthRangeIndexed)},
{"glDepthRangef", P(gl::DepthRangef)},
{"glDetachShader", P(gl::DetachShader)},
{"glDisable", P(gl::Disable)},
{"glDisableClientState", P(gl::DisableClientState)},
{"glDisableVertexArrayAttrib", P(gl::DisableVertexArrayAttrib)},
{"glDisableVertexAttribArray", P(gl::DisableVertexAttribArray)},
{"glDisablei", P(gl::Disablei)},
{"glDispatchCompute", P(gl::DispatchCompute)},
{"glDispatchComputeIndirect", P(gl::DispatchComputeIndirect)},
{"glDrawArrays", P(gl::DrawArrays)},
{"glDrawArraysIndirect", P(gl::DrawArraysIndirect)},
{"glDrawArraysInstanced", P(gl::DrawArraysInstanced)},
{"glDrawArraysInstancedBaseInstance", P(gl::DrawArraysInstancedBaseInstance)},
{"glDrawBuffer", P(gl::DrawBuffer)},
{"glDrawBuffers", P(gl::DrawBuffers)},
{"glDrawElements", P(gl::DrawElements)},
{"glDrawElementsBaseVertex", P(gl::DrawElementsBaseVertex)},
{"glDrawElementsIndirect", P(gl::DrawElementsIndirect)},
{"glDrawElementsInstanced", P(gl::DrawElementsInstanced)},
{"glDrawElementsInstancedBaseInstance", P(gl::DrawElementsInstancedBaseInstance)},
{"glDrawElementsInstancedBaseVertex", P(gl::DrawElementsInstancedBaseVertex)},
{"glDrawElementsInstancedBaseVertexBaseInstance",
P(gl::DrawElementsInstancedBaseVertexBaseInstance)},
{"glDrawPixels", P(gl::DrawPixels)},
{"glDrawRangeElements", P(gl::DrawRangeElements)},
{"glDrawRangeElementsBaseVertex", P(gl::DrawRangeElementsBaseVertex)},
{"glDrawTransformFeedback", P(gl::DrawTransformFeedback)},
{"glDrawTransformFeedbackInstanced", P(gl::DrawTransformFeedbackInstanced)},
{"glDrawTransformFeedbackStream", P(gl::DrawTransformFeedbackStream)},
{"glDrawTransformFeedbackStreamInstanced", P(gl::DrawTransformFeedbackStreamInstanced)},
{"glEdgeFlag", P(gl::EdgeFlag)},
{"glEdgeFlagPointer", P(gl::EdgeFlagPointer)},
{"glEdgeFlagv", P(gl::EdgeFlagv)},
{"glEnable", P(gl::Enable)},
{"glEnableClientState", P(gl::EnableClientState)},
{"glEnableVertexArrayAttrib", P(gl::EnableVertexArrayAttrib)},
{"glEnableVertexAttribArray", P(gl::EnableVertexAttribArray)},
{"glEnablei", P(gl::Enablei)},
{"glEnd", P(gl::End)},
{"glEndConditionalRender", P(gl::EndConditionalRender)},
{"glEndList", P(gl::EndList)},
{"glEndQuery", P(gl::EndQuery)},
{"glEndQueryIndexed", P(gl::EndQueryIndexed)},
{"glEndTransformFeedback", P(gl::EndTransformFeedback)},
{"glEvalCoord1d", P(gl::EvalCoord1d)},
{"glEvalCoord1dv", P(gl::EvalCoord1dv)},
@ -176,9 +270,11 @@ ProcEntry g_procTable[] = {
{"glEvalPoint1", P(gl::EvalPoint1)},
{"glEvalPoint2", P(gl::EvalPoint2)},
{"glFeedbackBuffer", P(gl::FeedbackBuffer)},
{"glFenceSync", P(gl::FenceSync)},
{"glFinish", P(gl::Finish)},
{"glFlush", P(gl::Flush)},
{"glFlushMappedBufferRange", P(gl::FlushMappedBufferRange)},
{"glFlushMappedNamedBufferRange", P(gl::FlushMappedNamedBufferRange)},
{"glFogCoordPointer", P(gl::FogCoordPointer)},
{"glFogCoordd", P(gl::FogCoordd)},
{"glFogCoorddv", P(gl::FogCoorddv)},
@ -188,7 +284,9 @@ ProcEntry g_procTable[] = {
{"glFogfv", P(gl::Fogfv)},
{"glFogi", P(gl::Fogi)},
{"glFogiv", P(gl::Fogiv)},
{"glFramebufferParameteri", P(gl::FramebufferParameteri)},
{"glFramebufferRenderbuffer", P(gl::FramebufferRenderbuffer)},
{"glFramebufferTexture", P(gl::FramebufferTexture)},
{"glFramebufferTexture1D", P(gl::FramebufferTexture1D)},
{"glFramebufferTexture2D", P(gl::FramebufferTexture2D)},
{"glFramebufferTexture3D", P(gl::FramebufferTexture3D)},
@ -198,12 +296,20 @@ ProcEntry g_procTable[] = {
{"glGenBuffers", P(gl::GenBuffers)},
{"glGenFramebuffers", P(gl::GenFramebuffers)},
{"glGenLists", P(gl::GenLists)},
{"glGenProgramPipelines", P(gl::GenProgramPipelines)},
{"glGenQueries", P(gl::GenQueries)},
{"glGenRenderbuffers", P(gl::GenRenderbuffers)},
{"glGenSamplers", P(gl::GenSamplers)},
{"glGenTextures", P(gl::GenTextures)},
{"glGenTransformFeedbacks", P(gl::GenTransformFeedbacks)},
{"glGenVertexArrays", P(gl::GenVertexArrays)},
{"glGenerateMipmap", P(gl::GenerateMipmap)},
{"glGenerateTextureMipmap", P(gl::GenerateTextureMipmap)},
{"glGetActiveAtomicCounterBufferiv", P(gl::GetActiveAtomicCounterBufferiv)},
{"glGetActiveAttrib", P(gl::GetActiveAttrib)},
{"glGetActiveSubroutineName", P(gl::GetActiveSubroutineName)},
{"glGetActiveSubroutineUniformName", P(gl::GetActiveSubroutineUniformName)},
{"glGetActiveSubroutineUniformiv", P(gl::GetActiveSubroutineUniformiv)},
{"glGetActiveUniform", P(gl::GetActiveUniform)},
{"glGetActiveUniformBlockName", P(gl::GetActiveUniformBlockName)},
{"glGetActiveUniformBlockiv", P(gl::GetActiveUniformBlockiv)},
@ -213,18 +319,31 @@ ProcEntry g_procTable[] = {
{"glGetAttribLocation", P(gl::GetAttribLocation)},
{"glGetBooleani_v", P(gl::GetBooleani_v)},
{"glGetBooleanv", P(gl::GetBooleanv)},
{"glGetBufferParameteri64v", P(gl::GetBufferParameteri64v)},
{"glGetBufferParameteriv", P(gl::GetBufferParameteriv)},
{"glGetBufferPointerv", P(gl::GetBufferPointerv)},
{"glGetBufferSubData", P(gl::GetBufferSubData)},
{"glGetClipPlane", P(gl::GetClipPlane)},
{"glGetCompressedTexImage", P(gl::GetCompressedTexImage)},
{"glGetCompressedTextureImage", P(gl::GetCompressedTextureImage)},
{"glGetCompressedTextureSubImage", P(gl::GetCompressedTextureSubImage)},
{"glGetDebugMessageLog", P(gl::GetDebugMessageLog)},
{"glGetDoublei_v", P(gl::GetDoublei_v)},
{"glGetDoublev", P(gl::GetDoublev)},
{"glGetError", P(gl::GetError)},
{"glGetFloati_v", P(gl::GetFloati_v)},
{"glGetFloatv", P(gl::GetFloatv)},
{"glGetFragDataIndex", P(gl::GetFragDataIndex)},
{"glGetFragDataLocation", P(gl::GetFragDataLocation)},
{"glGetFramebufferAttachmentParameteriv", P(gl::GetFramebufferAttachmentParameteriv)},
{"glGetFramebufferParameteriv", P(gl::GetFramebufferParameteriv)},
{"glGetGraphicsResetStatus", P(gl::GetGraphicsResetStatus)},
{"glGetInteger64i_v", P(gl::GetInteger64i_v)},
{"glGetInteger64v", P(gl::GetInteger64v)},
{"glGetIntegeri_v", P(gl::GetIntegeri_v)},
{"glGetIntegerv", P(gl::GetIntegerv)},
{"glGetInternalformati64v", P(gl::GetInternalformati64v)},
{"glGetInternalformativ", P(gl::GetInternalformativ)},
{"glGetLightfv", P(gl::GetLightfv)},
{"glGetLightiv", P(gl::GetLightiv)},
{"glGetMapdv", P(gl::GetMapdv)},
@ -232,22 +351,57 @@ ProcEntry g_procTable[] = {
{"glGetMapiv", P(gl::GetMapiv)},
{"glGetMaterialfv", P(gl::GetMaterialfv)},
{"glGetMaterialiv", P(gl::GetMaterialiv)},
{"glGetMultisamplefv", P(gl::GetMultisamplefv)},
{"glGetNamedBufferParameteri64v", P(gl::GetNamedBufferParameteri64v)},
{"glGetNamedBufferParameteriv", P(gl::GetNamedBufferParameteriv)},
{"glGetNamedBufferPointerv", P(gl::GetNamedBufferPointerv)},
{"glGetNamedBufferSubData", P(gl::GetNamedBufferSubData)},
{"glGetNamedFramebufferAttachmentParameteriv", P(gl::GetNamedFramebufferAttachmentParameteriv)},
{"glGetNamedFramebufferParameteriv", P(gl::GetNamedFramebufferParameteriv)},
{"glGetNamedRenderbufferParameteriv", P(gl::GetNamedRenderbufferParameteriv)},
{"glGetObjectLabel", P(gl::GetObjectLabel)},
{"glGetObjectPtrLabel", P(gl::GetObjectPtrLabel)},
{"glGetPixelMapfv", P(gl::GetPixelMapfv)},
{"glGetPixelMapuiv", P(gl::GetPixelMapuiv)},
{"glGetPixelMapusv", P(gl::GetPixelMapusv)},
{"glGetPointerv", P(gl::GetPointerv)},
{"glGetPolygonStipple", P(gl::GetPolygonStipple)},
{"glGetProgramBinary", P(gl::GetProgramBinary)},
{"glGetProgramInfoLog", P(gl::GetProgramInfoLog)},
{"glGetProgramInterfaceiv", P(gl::GetProgramInterfaceiv)},
{"glGetProgramPipelineInfoLog", P(gl::GetProgramPipelineInfoLog)},
{"glGetProgramPipelineiv", P(gl::GetProgramPipelineiv)},
{"glGetProgramResourceIndex", P(gl::GetProgramResourceIndex)},
{"glGetProgramResourceLocation", P(gl::GetProgramResourceLocation)},
{"glGetProgramResourceLocationIndex", P(gl::GetProgramResourceLocationIndex)},
{"glGetProgramResourceName", P(gl::GetProgramResourceName)},
{"glGetProgramResourceiv", P(gl::GetProgramResourceiv)},
{"glGetProgramStageiv", P(gl::GetProgramStageiv)},
{"glGetProgramiv", P(gl::GetProgramiv)},
{"glGetQueryBufferObjecti64v", P(gl::GetQueryBufferObjecti64v)},
{"glGetQueryBufferObjectiv", P(gl::GetQueryBufferObjectiv)},
{"glGetQueryBufferObjectui64v", P(gl::GetQueryBufferObjectui64v)},
{"glGetQueryBufferObjectuiv", P(gl::GetQueryBufferObjectuiv)},
{"glGetQueryIndexediv", P(gl::GetQueryIndexediv)},
{"glGetQueryObjecti64v", P(gl::GetQueryObjecti64v)},
{"glGetQueryObjectiv", P(gl::GetQueryObjectiv)},
{"glGetQueryObjectui64v", P(gl::GetQueryObjectui64v)},
{"glGetQueryObjectuiv", P(gl::GetQueryObjectuiv)},
{"glGetQueryiv", P(gl::GetQueryiv)},
{"glGetRenderbufferParameteriv", P(gl::GetRenderbufferParameteriv)},
{"glGetSamplerParameterIiv", P(gl::GetSamplerParameterIiv)},
{"glGetSamplerParameterIuiv", P(gl::GetSamplerParameterIuiv)},
{"glGetSamplerParameterfv", P(gl::GetSamplerParameterfv)},
{"glGetSamplerParameteriv", P(gl::GetSamplerParameteriv)},
{"glGetShaderInfoLog", P(gl::GetShaderInfoLog)},
{"glGetShaderPrecisionFormat", P(gl::GetShaderPrecisionFormat)},
{"glGetShaderSource", P(gl::GetShaderSource)},
{"glGetShaderiv", P(gl::GetShaderiv)},
{"glGetString", P(gl::GetString)},
{"glGetStringi", P(gl::GetStringi)},
{"glGetSubroutineIndex", P(gl::GetSubroutineIndex)},
{"glGetSubroutineUniformLocation", P(gl::GetSubroutineUniformLocation)},
{"glGetSynciv", P(gl::GetSynciv)},
{"glGetTexEnvfv", P(gl::GetTexEnvfv)},
{"glGetTexEnviv", P(gl::GetTexEnviv)},
{"glGetTexGendv", P(gl::GetTexGendv)},
@ -260,19 +414,54 @@ ProcEntry g_procTable[] = {
{"glGetTexParameterIuiv", P(gl::GetTexParameterIuiv)},
{"glGetTexParameterfv", P(gl::GetTexParameterfv)},
{"glGetTexParameteriv", P(gl::GetTexParameteriv)},
{"glGetTextureImage", P(gl::GetTextureImage)},
{"glGetTextureLevelParameterfv", P(gl::GetTextureLevelParameterfv)},
{"glGetTextureLevelParameteriv", P(gl::GetTextureLevelParameteriv)},
{"glGetTextureParameterIiv", P(gl::GetTextureParameterIiv)},
{"glGetTextureParameterIuiv", P(gl::GetTextureParameterIuiv)},
{"glGetTextureParameterfv", P(gl::GetTextureParameterfv)},
{"glGetTextureParameteriv", P(gl::GetTextureParameteriv)},
{"glGetTextureSubImage", P(gl::GetTextureSubImage)},
{"glGetTransformFeedbackVarying", P(gl::GetTransformFeedbackVarying)},
{"glGetTransformFeedbacki64_v", P(gl::GetTransformFeedbacki64_v)},
{"glGetTransformFeedbacki_v", P(gl::GetTransformFeedbacki_v)},
{"glGetTransformFeedbackiv", P(gl::GetTransformFeedbackiv)},
{"glGetUniformBlockIndex", P(gl::GetUniformBlockIndex)},
{"glGetUniformIndices", P(gl::GetUniformIndices)},
{"glGetUniformLocation", P(gl::GetUniformLocation)},
{"glGetUniformSubroutineuiv", P(gl::GetUniformSubroutineuiv)},
{"glGetUniformdv", P(gl::GetUniformdv)},
{"glGetUniformfv", P(gl::GetUniformfv)},
{"glGetUniformiv", P(gl::GetUniformiv)},
{"glGetUniformuiv", P(gl::GetUniformuiv)},
{"glGetVertexArrayIndexed64iv", P(gl::GetVertexArrayIndexed64iv)},
{"glGetVertexArrayIndexediv", P(gl::GetVertexArrayIndexediv)},
{"glGetVertexArrayiv", P(gl::GetVertexArrayiv)},
{"glGetVertexAttribIiv", P(gl::GetVertexAttribIiv)},
{"glGetVertexAttribIuiv", P(gl::GetVertexAttribIuiv)},
{"glGetVertexAttribLdv", P(gl::GetVertexAttribLdv)},
{"glGetVertexAttribPointerv", P(gl::GetVertexAttribPointerv)},
{"glGetVertexAttribdv", P(gl::GetVertexAttribdv)},
{"glGetVertexAttribfv", P(gl::GetVertexAttribfv)},
{"glGetVertexAttribiv", P(gl::GetVertexAttribiv)},
{"glGetnColorTable", P(gl::GetnColorTable)},
{"glGetnCompressedTexImage", P(gl::GetnCompressedTexImage)},
{"glGetnConvolutionFilter", P(gl::GetnConvolutionFilter)},
{"glGetnHistogram", P(gl::GetnHistogram)},
{"glGetnMapdv", P(gl::GetnMapdv)},
{"glGetnMapfv", P(gl::GetnMapfv)},
{"glGetnMapiv", P(gl::GetnMapiv)},
{"glGetnMinmax", P(gl::GetnMinmax)},
{"glGetnPixelMapfv", P(gl::GetnPixelMapfv)},
{"glGetnPixelMapuiv", P(gl::GetnPixelMapuiv)},
{"glGetnPixelMapusv", P(gl::GetnPixelMapusv)},
{"glGetnPolygonStipple", P(gl::GetnPolygonStipple)},
{"glGetnSeparableFilter", P(gl::GetnSeparableFilter)},
{"glGetnTexImage", P(gl::GetnTexImage)},
{"glGetnUniformdv", P(gl::GetnUniformdv)},
{"glGetnUniformfv", P(gl::GetnUniformfv)},
{"glGetnUniformiv", P(gl::GetnUniformiv)},
{"glGetnUniformuiv", P(gl::GetnUniformuiv)},
{"glHint", P(gl::Hint)},
{"glIndexMask", P(gl::IndexMask)},
{"glIndexPointer", P(gl::IndexPointer)},
@ -288,16 +477,28 @@ ProcEntry g_procTable[] = {
{"glIndexubv", P(gl::Indexubv)},
{"glInitNames", P(gl::InitNames)},
{"glInterleavedArrays", P(gl::InterleavedArrays)},
{"glInvalidateBufferData", P(gl::InvalidateBufferData)},
{"glInvalidateBufferSubData", P(gl::InvalidateBufferSubData)},
{"glInvalidateFramebuffer", P(gl::InvalidateFramebuffer)},
{"glInvalidateNamedFramebufferData", P(gl::InvalidateNamedFramebufferData)},
{"glInvalidateNamedFramebufferSubData", P(gl::InvalidateNamedFramebufferSubData)},
{"glInvalidateSubFramebuffer", P(gl::InvalidateSubFramebuffer)},
{"glInvalidateTexImage", P(gl::InvalidateTexImage)},
{"glInvalidateTexSubImage", P(gl::InvalidateTexSubImage)},
{"glIsBuffer", P(gl::IsBuffer)},
{"glIsEnabled", P(gl::IsEnabled)},
{"glIsEnabledi", P(gl::IsEnabledi)},
{"glIsFramebuffer", P(gl::IsFramebuffer)},
{"glIsList", P(gl::IsList)},
{"glIsProgram", P(gl::IsProgram)},
{"glIsProgramPipeline", P(gl::IsProgramPipeline)},
{"glIsQuery", P(gl::IsQuery)},
{"glIsRenderbuffer", P(gl::IsRenderbuffer)},
{"glIsSampler", P(gl::IsSampler)},
{"glIsShader", P(gl::IsShader)},
{"glIsSync", P(gl::IsSync)},
{"glIsTexture", P(gl::IsTexture)},
{"glIsTransformFeedback", P(gl::IsTransformFeedback)},
{"glIsVertexArray", P(gl::IsVertexArray)},
{"glLightModelf", P(gl::LightModelf)},
{"glLightModelfv", P(gl::LightModelfv)},
@ -328,17 +529,27 @@ ProcEntry g_procTable[] = {
{"glMapGrid1f", P(gl::MapGrid1f)},
{"glMapGrid2d", P(gl::MapGrid2d)},
{"glMapGrid2f", P(gl::MapGrid2f)},
{"glMapNamedBuffer", P(gl::MapNamedBuffer)},
{"glMapNamedBufferRange", P(gl::MapNamedBufferRange)},
{"glMaterialf", P(gl::Materialf)},
{"glMaterialfv", P(gl::Materialfv)},
{"glMateriali", P(gl::Materiali)},
{"glMaterialiv", P(gl::Materialiv)},
{"glMatrixMode", P(gl::MatrixMode)},
{"glMemoryBarrier", P(gl::MemoryBarrier)},
{"glMemoryBarrierByRegion", P(gl::MemoryBarrierByRegion)},
{"glMinSampleShading", P(gl::MinSampleShading)},
{"glMultMatrixd", P(gl::MultMatrixd)},
{"glMultMatrixf", P(gl::MultMatrixf)},
{"glMultTransposeMatrixd", P(gl::MultTransposeMatrixd)},
{"glMultTransposeMatrixf", P(gl::MultTransposeMatrixf)},
{"glMultiDrawArrays", P(gl::MultiDrawArrays)},
{"glMultiDrawArraysIndirect", P(gl::MultiDrawArraysIndirect)},
{"glMultiDrawArraysIndirectCount", P(gl::MultiDrawArraysIndirectCount)},
{"glMultiDrawElements", P(gl::MultiDrawElements)},
{"glMultiDrawElementsBaseVertex", P(gl::MultiDrawElementsBaseVertex)},
{"glMultiDrawElementsIndirect", P(gl::MultiDrawElementsIndirect)},
{"glMultiDrawElementsIndirectCount", P(gl::MultiDrawElementsIndirectCount)},
{"glMultiTexCoord1d", P(gl::MultiTexCoord1d)},
{"glMultiTexCoord1dv", P(gl::MultiTexCoord1dv)},
{"glMultiTexCoord1f", P(gl::MultiTexCoord1f)},
@ -371,6 +582,26 @@ ProcEntry g_procTable[] = {
{"glMultiTexCoord4iv", P(gl::MultiTexCoord4iv)},
{"glMultiTexCoord4s", P(gl::MultiTexCoord4s)},
{"glMultiTexCoord4sv", P(gl::MultiTexCoord4sv)},
{"glMultiTexCoordP1ui", P(gl::MultiTexCoordP1ui)},
{"glMultiTexCoordP1uiv", P(gl::MultiTexCoordP1uiv)},
{"glMultiTexCoordP2ui", P(gl::MultiTexCoordP2ui)},
{"glMultiTexCoordP2uiv", P(gl::MultiTexCoordP2uiv)},
{"glMultiTexCoordP3ui", P(gl::MultiTexCoordP3ui)},
{"glMultiTexCoordP3uiv", P(gl::MultiTexCoordP3uiv)},
{"glMultiTexCoordP4ui", P(gl::MultiTexCoordP4ui)},
{"glMultiTexCoordP4uiv", P(gl::MultiTexCoordP4uiv)},
{"glNamedBufferData", P(gl::NamedBufferData)},
{"glNamedBufferStorage", P(gl::NamedBufferStorage)},
{"glNamedBufferSubData", P(gl::NamedBufferSubData)},
{"glNamedFramebufferDrawBuffer", P(gl::NamedFramebufferDrawBuffer)},
{"glNamedFramebufferDrawBuffers", P(gl::NamedFramebufferDrawBuffers)},
{"glNamedFramebufferParameteri", P(gl::NamedFramebufferParameteri)},
{"glNamedFramebufferReadBuffer", P(gl::NamedFramebufferReadBuffer)},
{"glNamedFramebufferRenderbuffer", P(gl::NamedFramebufferRenderbuffer)},
{"glNamedFramebufferTexture", P(gl::NamedFramebufferTexture)},
{"glNamedFramebufferTextureLayer", P(gl::NamedFramebufferTextureLayer)},
{"glNamedRenderbufferStorage", P(gl::NamedRenderbufferStorage)},
{"glNamedRenderbufferStorageMultisample", P(gl::NamedRenderbufferStorageMultisample)},
{"glNewList", P(gl::NewList)},
{"glNormal3b", P(gl::Normal3b)},
{"glNormal3bv", P(gl::Normal3bv)},
@ -382,9 +613,16 @@ ProcEntry g_procTable[] = {
{"glNormal3iv", P(gl::Normal3iv)},
{"glNormal3s", P(gl::Normal3s)},
{"glNormal3sv", P(gl::Normal3sv)},
{"glNormalP3ui", P(gl::NormalP3ui)},
{"glNormalP3uiv", P(gl::NormalP3uiv)},
{"glNormalPointer", P(gl::NormalPointer)},
{"glObjectLabel", P(gl::ObjectLabel)},
{"glObjectPtrLabel", P(gl::ObjectPtrLabel)},
{"glOrtho", P(gl::Ortho)},
{"glPassThrough", P(gl::PassThrough)},
{"glPatchParameterfv", P(gl::PatchParameterfv)},
{"glPatchParameteri", P(gl::PatchParameteri)},
{"glPauseTransformFeedback", P(gl::PauseTransformFeedback)},
{"glPixelMapfv", P(gl::PixelMapfv)},
{"glPixelMapuiv", P(gl::PixelMapuiv)},
{"glPixelMapusv", P(gl::PixelMapusv)},
@ -400,17 +638,74 @@ ProcEntry g_procTable[] = {
{"glPointSize", P(gl::PointSize)},
{"glPolygonMode", P(gl::PolygonMode)},
{"glPolygonOffset", P(gl::PolygonOffset)},
{"glPolygonOffsetClamp", P(gl::PolygonOffsetClamp)},
{"glPolygonStipple", P(gl::PolygonStipple)},
{"glPopAttrib", P(gl::PopAttrib)},
{"glPopClientAttrib", P(gl::PopClientAttrib)},
{"glPopDebugGroup", P(gl::PopDebugGroup)},
{"glPopMatrix", P(gl::PopMatrix)},
{"glPopName", P(gl::PopName)},
{"glPrimitiveRestartIndex", P(gl::PrimitiveRestartIndex)},
{"glPrioritizeTextures", P(gl::PrioritizeTextures)},
{"glProgramBinary", P(gl::ProgramBinary)},
{"glProgramParameteri", P(gl::ProgramParameteri)},
{"glProgramUniform1d", P(gl::ProgramUniform1d)},
{"glProgramUniform1dv", P(gl::ProgramUniform1dv)},
{"glProgramUniform1f", P(gl::ProgramUniform1f)},
{"glProgramUniform1fv", P(gl::ProgramUniform1fv)},
{"glProgramUniform1i", P(gl::ProgramUniform1i)},
{"glProgramUniform1iv", P(gl::ProgramUniform1iv)},
{"glProgramUniform1ui", P(gl::ProgramUniform1ui)},
{"glProgramUniform1uiv", P(gl::ProgramUniform1uiv)},
{"glProgramUniform2d", P(gl::ProgramUniform2d)},
{"glProgramUniform2dv", P(gl::ProgramUniform2dv)},
{"glProgramUniform2f", P(gl::ProgramUniform2f)},
{"glProgramUniform2fv", P(gl::ProgramUniform2fv)},
{"glProgramUniform2i", P(gl::ProgramUniform2i)},
{"glProgramUniform2iv", P(gl::ProgramUniform2iv)},
{"glProgramUniform2ui", P(gl::ProgramUniform2ui)},
{"glProgramUniform2uiv", P(gl::ProgramUniform2uiv)},
{"glProgramUniform3d", P(gl::ProgramUniform3d)},
{"glProgramUniform3dv", P(gl::ProgramUniform3dv)},
{"glProgramUniform3f", P(gl::ProgramUniform3f)},
{"glProgramUniform3fv", P(gl::ProgramUniform3fv)},
{"glProgramUniform3i", P(gl::ProgramUniform3i)},
{"glProgramUniform3iv", P(gl::ProgramUniform3iv)},
{"glProgramUniform3ui", P(gl::ProgramUniform3ui)},
{"glProgramUniform3uiv", P(gl::ProgramUniform3uiv)},
{"glProgramUniform4d", P(gl::ProgramUniform4d)},
{"glProgramUniform4dv", P(gl::ProgramUniform4dv)},
{"glProgramUniform4f", P(gl::ProgramUniform4f)},
{"glProgramUniform4fv", P(gl::ProgramUniform4fv)},
{"glProgramUniform4i", P(gl::ProgramUniform4i)},
{"glProgramUniform4iv", P(gl::ProgramUniform4iv)},
{"glProgramUniform4ui", P(gl::ProgramUniform4ui)},
{"glProgramUniform4uiv", P(gl::ProgramUniform4uiv)},
{"glProgramUniformMatrix2dv", P(gl::ProgramUniformMatrix2dv)},
{"glProgramUniformMatrix2fv", P(gl::ProgramUniformMatrix2fv)},
{"glProgramUniformMatrix2x3dv", P(gl::ProgramUniformMatrix2x3dv)},
{"glProgramUniformMatrix2x3fv", P(gl::ProgramUniformMatrix2x3fv)},
{"glProgramUniformMatrix2x4dv", P(gl::ProgramUniformMatrix2x4dv)},
{"glProgramUniformMatrix2x4fv", P(gl::ProgramUniformMatrix2x4fv)},
{"glProgramUniformMatrix3dv", P(gl::ProgramUniformMatrix3dv)},
{"glProgramUniformMatrix3fv", P(gl::ProgramUniformMatrix3fv)},
{"glProgramUniformMatrix3x2dv", P(gl::ProgramUniformMatrix3x2dv)},
{"glProgramUniformMatrix3x2fv", P(gl::ProgramUniformMatrix3x2fv)},
{"glProgramUniformMatrix3x4dv", P(gl::ProgramUniformMatrix3x4dv)},
{"glProgramUniformMatrix3x4fv", P(gl::ProgramUniformMatrix3x4fv)},
{"glProgramUniformMatrix4dv", P(gl::ProgramUniformMatrix4dv)},
{"glProgramUniformMatrix4fv", P(gl::ProgramUniformMatrix4fv)},
{"glProgramUniformMatrix4x2dv", P(gl::ProgramUniformMatrix4x2dv)},
{"glProgramUniformMatrix4x2fv", P(gl::ProgramUniformMatrix4x2fv)},
{"glProgramUniformMatrix4x3dv", P(gl::ProgramUniformMatrix4x3dv)},
{"glProgramUniformMatrix4x3fv", P(gl::ProgramUniformMatrix4x3fv)},
{"glProvokingVertex", P(gl::ProvokingVertex)},
{"glPushAttrib", P(gl::PushAttrib)},
{"glPushClientAttrib", P(gl::PushClientAttrib)},
{"glPushDebugGroup", P(gl::PushDebugGroup)},
{"glPushMatrix", P(gl::PushMatrix)},
{"glPushName", P(gl::PushName)},
{"glQueryCounter", P(gl::QueryCounter)},
{"glRasterPos2d", P(gl::RasterPos2d)},
{"glRasterPos2dv", P(gl::RasterPos2dv)},
{"glRasterPos2f", P(gl::RasterPos2f)},
@ -437,6 +732,7 @@ ProcEntry g_procTable[] = {
{"glRasterPos4sv", P(gl::RasterPos4sv)},
{"glReadBuffer", P(gl::ReadBuffer)},
{"glReadPixels", P(gl::ReadPixels)},
{"glReadnPixels", P(gl::ReadnPixels)},
{"glRectd", P(gl::Rectd)},
{"glRectdv", P(gl::Rectdv)},
{"glRectf", P(gl::Rectf)},
@ -445,15 +741,27 @@ ProcEntry g_procTable[] = {
{"glRectiv", P(gl::Rectiv)},
{"glRects", P(gl::Rects)},
{"glRectsv", P(gl::Rectsv)},
{"glReleaseShaderCompiler", P(gl::ReleaseShaderCompiler)},
{"glRenderMode", P(gl::RenderMode)},
{"glRenderbufferStorage", P(gl::RenderbufferStorage)},
{"glRenderbufferStorageMultisample", P(gl::RenderbufferStorageMultisample)},
{"glResumeTransformFeedback", P(gl::ResumeTransformFeedback)},
{"glRotated", P(gl::Rotated)},
{"glRotatef", P(gl::Rotatef)},
{"glSampleCoverage", P(gl::SampleCoverage)},
{"glSampleMaski", P(gl::SampleMaski)},
{"glSamplerParameterIiv", P(gl::SamplerParameterIiv)},
{"glSamplerParameterIuiv", P(gl::SamplerParameterIuiv)},
{"glSamplerParameterf", P(gl::SamplerParameterf)},
{"glSamplerParameterfv", P(gl::SamplerParameterfv)},
{"glSamplerParameteri", P(gl::SamplerParameteri)},
{"glSamplerParameteriv", P(gl::SamplerParameteriv)},
{"glScaled", P(gl::Scaled)},
{"glScalef", P(gl::Scalef)},
{"glScissor", P(gl::Scissor)},
{"glScissorArrayv", P(gl::ScissorArrayv)},
{"glScissorIndexed", P(gl::ScissorIndexed)},
{"glScissorIndexedv", P(gl::ScissorIndexedv)},
{"glSecondaryColor3b", P(gl::SecondaryColor3b)},
{"glSecondaryColor3bv", P(gl::SecondaryColor3bv)},
{"glSecondaryColor3d", P(gl::SecondaryColor3d)},
@ -470,10 +778,15 @@ ProcEntry g_procTable[] = {
{"glSecondaryColor3uiv", P(gl::SecondaryColor3uiv)},
{"glSecondaryColor3us", P(gl::SecondaryColor3us)},
{"glSecondaryColor3usv", P(gl::SecondaryColor3usv)},
{"glSecondaryColorP3ui", P(gl::SecondaryColorP3ui)},
{"glSecondaryColorP3uiv", P(gl::SecondaryColorP3uiv)},
{"glSecondaryColorPointer", P(gl::SecondaryColorPointer)},
{"glSelectBuffer", P(gl::SelectBuffer)},
{"glShadeModel", P(gl::ShadeModel)},
{"glShaderBinary", P(gl::ShaderBinary)},
{"glShaderSource", P(gl::ShaderSource)},
{"glShaderStorageBlockBinding", P(gl::ShaderStorageBlockBinding)},
{"glSpecializeShader", P(gl::SpecializeShader)},
{"glStencilFunc", P(gl::StencilFunc)},
{"glStencilFuncSeparate", P(gl::StencilFuncSeparate)},
{"glStencilMask", P(gl::StencilMask)},
@ -481,6 +794,7 @@ ProcEntry g_procTable[] = {
{"glStencilOp", P(gl::StencilOp)},
{"glStencilOpSeparate", P(gl::StencilOpSeparate)},
{"glTexBuffer", P(gl::TexBuffer)},
{"glTexBufferRange", P(gl::TexBufferRange)},
{"glTexCoord1d", P(gl::TexCoord1d)},
{"glTexCoord1dv", P(gl::TexCoord1dv)},
{"glTexCoord1f", P(gl::TexCoord1f)},
@ -513,6 +827,14 @@ ProcEntry g_procTable[] = {
{"glTexCoord4iv", P(gl::TexCoord4iv)},
{"glTexCoord4s", P(gl::TexCoord4s)},
{"glTexCoord4sv", P(gl::TexCoord4sv)},
{"glTexCoordP1ui", P(gl::TexCoordP1ui)},
{"glTexCoordP1uiv", P(gl::TexCoordP1uiv)},
{"glTexCoordP2ui", P(gl::TexCoordP2ui)},
{"glTexCoordP2uiv", P(gl::TexCoordP2uiv)},
{"glTexCoordP3ui", P(gl::TexCoordP3ui)},
{"glTexCoordP3uiv", P(gl::TexCoordP3uiv)},
{"glTexCoordP4ui", P(gl::TexCoordP4ui)},
{"glTexCoordP4uiv", P(gl::TexCoordP4uiv)},
{"glTexCoordPointer", P(gl::TexCoordPointer)},
{"glTexEnvf", P(gl::TexEnvf)},
{"glTexEnvfv", P(gl::TexEnvfv)},
@ -526,37 +848,72 @@ ProcEntry g_procTable[] = {
{"glTexGeniv", P(gl::TexGeniv)},
{"glTexImage1D", P(gl::TexImage1D)},
{"glTexImage2D", P(gl::TexImage2D)},
{"glTexImage2DMultisample", P(gl::TexImage2DMultisample)},
{"glTexImage3D", P(gl::TexImage3D)},
{"glTexImage3DMultisample", P(gl::TexImage3DMultisample)},
{"glTexParameterIiv", P(gl::TexParameterIiv)},
{"glTexParameterIuiv", P(gl::TexParameterIuiv)},
{"glTexParameterf", P(gl::TexParameterf)},
{"glTexParameterfv", P(gl::TexParameterfv)},
{"glTexParameteri", P(gl::TexParameteri)},
{"glTexParameteriv", P(gl::TexParameteriv)},
{"glTexStorage1D", P(gl::TexStorage1D)},
{"glTexStorage2D", P(gl::TexStorage2D)},
{"glTexStorage2DMultisample", P(gl::TexStorage2DMultisample)},
{"glTexStorage3D", P(gl::TexStorage3D)},
{"glTexStorage3DMultisample", P(gl::TexStorage3DMultisample)},
{"glTexSubImage1D", P(gl::TexSubImage1D)},
{"glTexSubImage2D", P(gl::TexSubImage2D)},
{"glTexSubImage3D", P(gl::TexSubImage3D)},
{"glTextureBarrier", P(gl::TextureBarrier)},
{"glTextureBuffer", P(gl::TextureBuffer)},
{"glTextureBufferRange", P(gl::TextureBufferRange)},
{"glTextureParameterIiv", P(gl::TextureParameterIiv)},
{"glTextureParameterIuiv", P(gl::TextureParameterIuiv)},
{"glTextureParameterf", P(gl::TextureParameterf)},
{"glTextureParameterfv", P(gl::TextureParameterfv)},
{"glTextureParameteri", P(gl::TextureParameteri)},
{"glTextureParameteriv", P(gl::TextureParameteriv)},
{"glTextureStorage1D", P(gl::TextureStorage1D)},
{"glTextureStorage2D", P(gl::TextureStorage2D)},
{"glTextureStorage2DMultisample", P(gl::TextureStorage2DMultisample)},
{"glTextureStorage3D", P(gl::TextureStorage3D)},
{"glTextureStorage3DMultisample", P(gl::TextureStorage3DMultisample)},
{"glTextureSubImage1D", P(gl::TextureSubImage1D)},
{"glTextureSubImage2D", P(gl::TextureSubImage2D)},
{"glTextureSubImage3D", P(gl::TextureSubImage3D)},
{"glTextureView", P(gl::TextureView)},
{"glTransformFeedbackBufferBase", P(gl::TransformFeedbackBufferBase)},
{"glTransformFeedbackBufferRange", P(gl::TransformFeedbackBufferRange)},
{"glTransformFeedbackVaryings", P(gl::TransformFeedbackVaryings)},
{"glTranslated", P(gl::Translated)},
{"glTranslatef", P(gl::Translatef)},
{"glUniform1d", P(gl::Uniform1d)},
{"glUniform1dv", P(gl::Uniform1dv)},
{"glUniform1f", P(gl::Uniform1f)},
{"glUniform1fv", P(gl::Uniform1fv)},
{"glUniform1i", P(gl::Uniform1i)},
{"glUniform1iv", P(gl::Uniform1iv)},
{"glUniform1ui", P(gl::Uniform1ui)},
{"glUniform1uiv", P(gl::Uniform1uiv)},
{"glUniform2d", P(gl::Uniform2d)},
{"glUniform2dv", P(gl::Uniform2dv)},
{"glUniform2f", P(gl::Uniform2f)},
{"glUniform2fv", P(gl::Uniform2fv)},
{"glUniform2i", P(gl::Uniform2i)},
{"glUniform2iv", P(gl::Uniform2iv)},
{"glUniform2ui", P(gl::Uniform2ui)},
{"glUniform2uiv", P(gl::Uniform2uiv)},
{"glUniform3d", P(gl::Uniform3d)},
{"glUniform3dv", P(gl::Uniform3dv)},
{"glUniform3f", P(gl::Uniform3f)},
{"glUniform3fv", P(gl::Uniform3fv)},
{"glUniform3i", P(gl::Uniform3i)},
{"glUniform3iv", P(gl::Uniform3iv)},
{"glUniform3ui", P(gl::Uniform3ui)},
{"glUniform3uiv", P(gl::Uniform3uiv)},
{"glUniform4d", P(gl::Uniform4d)},
{"glUniform4dv", P(gl::Uniform4dv)},
{"glUniform4f", P(gl::Uniform4f)},
{"glUniform4fv", P(gl::Uniform4fv)},
{"glUniform4i", P(gl::Uniform4i)},
@ -564,18 +921,31 @@ ProcEntry g_procTable[] = {
{"glUniform4ui", P(gl::Uniform4ui)},
{"glUniform4uiv", P(gl::Uniform4uiv)},
{"glUniformBlockBinding", P(gl::UniformBlockBinding)},
{"glUniformMatrix2dv", P(gl::UniformMatrix2dv)},
{"glUniformMatrix2fv", P(gl::UniformMatrix2fv)},
{"glUniformMatrix2x3dv", P(gl::UniformMatrix2x3dv)},
{"glUniformMatrix2x3fv", P(gl::UniformMatrix2x3fv)},
{"glUniformMatrix2x4dv", P(gl::UniformMatrix2x4dv)},
{"glUniformMatrix2x4fv", P(gl::UniformMatrix2x4fv)},
{"glUniformMatrix3dv", P(gl::UniformMatrix3dv)},
{"glUniformMatrix3fv", P(gl::UniformMatrix3fv)},
{"glUniformMatrix3x2dv", P(gl::UniformMatrix3x2dv)},
{"glUniformMatrix3x2fv", P(gl::UniformMatrix3x2fv)},
{"glUniformMatrix3x4dv", P(gl::UniformMatrix3x4dv)},
{"glUniformMatrix3x4fv", P(gl::UniformMatrix3x4fv)},
{"glUniformMatrix4dv", P(gl::UniformMatrix4dv)},
{"glUniformMatrix4fv", P(gl::UniformMatrix4fv)},
{"glUniformMatrix4x2dv", P(gl::UniformMatrix4x2dv)},
{"glUniformMatrix4x2fv", P(gl::UniformMatrix4x2fv)},
{"glUniformMatrix4x3dv", P(gl::UniformMatrix4x3dv)},
{"glUniformMatrix4x3fv", P(gl::UniformMatrix4x3fv)},
{"glUniformSubroutinesuiv", P(gl::UniformSubroutinesuiv)},
{"glUnmapBuffer", P(gl::UnmapBuffer)},
{"glUnmapNamedBuffer", P(gl::UnmapNamedBuffer)},
{"glUseProgram", P(gl::UseProgram)},
{"glUseProgramStages", P(gl::UseProgramStages)},
{"glValidateProgram", P(gl::ValidateProgram)},
{"glValidateProgramPipeline", P(gl::ValidateProgramPipeline)},
{"glVertex2d", P(gl::Vertex2d)},
{"glVertex2dv", P(gl::Vertex2dv)},
{"glVertex2f", P(gl::Vertex2f)},
@ -600,6 +970,14 @@ ProcEntry g_procTable[] = {
{"glVertex4iv", P(gl::Vertex4iv)},
{"glVertex4s", P(gl::Vertex4s)},
{"glVertex4sv", P(gl::Vertex4sv)},
{"glVertexArrayAttribBinding", P(gl::VertexArrayAttribBinding)},
{"glVertexArrayAttribFormat", P(gl::VertexArrayAttribFormat)},
{"glVertexArrayAttribIFormat", P(gl::VertexArrayAttribIFormat)},
{"glVertexArrayAttribLFormat", P(gl::VertexArrayAttribLFormat)},
{"glVertexArrayBindingDivisor", P(gl::VertexArrayBindingDivisor)},
{"glVertexArrayElementBuffer", P(gl::VertexArrayElementBuffer)},
{"glVertexArrayVertexBuffer", P(gl::VertexArrayVertexBuffer)},
{"glVertexArrayVertexBuffers", P(gl::VertexArrayVertexBuffers)},
{"glVertexAttrib1d", P(gl::VertexAttrib1d)},
{"glVertexAttrib1dv", P(gl::VertexAttrib1dv)},
{"glVertexAttrib1f", P(gl::VertexAttrib1f)},
@ -636,6 +1014,9 @@ ProcEntry g_procTable[] = {
{"glVertexAttrib4ubv", P(gl::VertexAttrib4ubv)},
{"glVertexAttrib4uiv", P(gl::VertexAttrib4uiv)},
{"glVertexAttrib4usv", P(gl::VertexAttrib4usv)},
{"glVertexAttribBinding", P(gl::VertexAttribBinding)},
{"glVertexAttribDivisor", P(gl::VertexAttribDivisor)},
{"glVertexAttribFormat", P(gl::VertexAttribFormat)},
{"glVertexAttribI1i", P(gl::VertexAttribI1i)},
{"glVertexAttribI1iv", P(gl::VertexAttribI1iv)},
{"glVertexAttribI1ui", P(gl::VertexAttribI1ui)},
@ -656,10 +1037,40 @@ ProcEntry g_procTable[] = {
{"glVertexAttribI4ui", P(gl::VertexAttribI4ui)},
{"glVertexAttribI4uiv", P(gl::VertexAttribI4uiv)},
{"glVertexAttribI4usv", P(gl::VertexAttribI4usv)},
{"glVertexAttribIFormat", P(gl::VertexAttribIFormat)},
{"glVertexAttribIPointer", P(gl::VertexAttribIPointer)},
{"glVertexAttribL1d", P(gl::VertexAttribL1d)},
{"glVertexAttribL1dv", P(gl::VertexAttribL1dv)},
{"glVertexAttribL2d", P(gl::VertexAttribL2d)},
{"glVertexAttribL2dv", P(gl::VertexAttribL2dv)},
{"glVertexAttribL3d", P(gl::VertexAttribL3d)},
{"glVertexAttribL3dv", P(gl::VertexAttribL3dv)},
{"glVertexAttribL4d", P(gl::VertexAttribL4d)},
{"glVertexAttribL4dv", P(gl::VertexAttribL4dv)},
{"glVertexAttribLFormat", P(gl::VertexAttribLFormat)},
{"glVertexAttribLPointer", P(gl::VertexAttribLPointer)},
{"glVertexAttribP1ui", P(gl::VertexAttribP1ui)},
{"glVertexAttribP1uiv", P(gl::VertexAttribP1uiv)},
{"glVertexAttribP2ui", P(gl::VertexAttribP2ui)},
{"glVertexAttribP2uiv", P(gl::VertexAttribP2uiv)},
{"glVertexAttribP3ui", P(gl::VertexAttribP3ui)},
{"glVertexAttribP3uiv", P(gl::VertexAttribP3uiv)},
{"glVertexAttribP4ui", P(gl::VertexAttribP4ui)},
{"glVertexAttribP4uiv", P(gl::VertexAttribP4uiv)},
{"glVertexAttribPointer", P(gl::VertexAttribPointer)},
{"glVertexBindingDivisor", P(gl::VertexBindingDivisor)},
{"glVertexP2ui", P(gl::VertexP2ui)},
{"glVertexP2uiv", P(gl::VertexP2uiv)},
{"glVertexP3ui", P(gl::VertexP3ui)},
{"glVertexP3uiv", P(gl::VertexP3uiv)},
{"glVertexP4ui", P(gl::VertexP4ui)},
{"glVertexP4uiv", P(gl::VertexP4uiv)},
{"glVertexPointer", P(gl::VertexPointer)},
{"glViewport", P(gl::Viewport)},
{"glViewportArrayv", P(gl::ViewportArrayv)},
{"glViewportIndexedf", P(gl::ViewportIndexedf)},
{"glViewportIndexedfv", P(gl::ViewportIndexedfv)},
{"glWaitSync", P(gl::WaitSync)},
{"glWindowPos2d", P(gl::WindowPos2d)},
{"glWindowPos2dv", P(gl::WindowPos2dv)},
{"glWindowPos2f", P(gl::WindowPos2f)},
@ -703,5 +1114,5 @@ ProcEntry g_procTable[] = {
{"wglUseFontOutlinesA", P(wglUseFontOutlinesA)},
{"wglUseFontOutlinesW", P(wglUseFontOutlinesW)}};
size_t g_numProcs = 673;
size_t g_numProcs = 1074;
} // namespace wgl

Просмотреть файл

@ -185,6 +185,15 @@ libangle_sources = [
"src/libANGLE/Context_gl_2_1_autogen.h",
"src/libANGLE/Context_gl_3_0_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_2_0_autogen.h",
"src/libANGLE/Context_gles_3_0_autogen.h",
@ -366,6 +375,8 @@ libangle_sources = [
"src/libANGLE/validationGL2_autogen.h",
"src/libANGLE/validationGL3.cpp",
"src/libANGLE/validationGL3_autogen.h",
"src/libANGLE/validationGL4.cpp",
"src/libANGLE/validationGL4_autogen.h",
"src/libANGLE/validationGL11.cpp",
"src/libANGLE/validationGL11_autogen.h",
"src/libANGLE/validationGL12.cpp",
@ -380,6 +391,22 @@ libangle_sources = [
"src/libANGLE/validationGL21_autogen.h",
"src/libANGLE/validationGL31.cpp",
"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",
]
@ -1002,6 +1029,24 @@ libgl_sources = [
"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.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.h",
"src/libGL/libGL_autogen.cpp",