зеркало из https://github.com/mozilla/gecko-dev.git
454 строки
22 KiB
C++
454 строки
22 KiB
C++
/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 4; -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GLCONTEXTSYMBOLS_H_
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#define GLCONTEXTSYMBOLS_H_
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#include "GLDefs.h"
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/*
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* This file should only be included by GLContext.h, and should be
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* autogenerated in the future.
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*/
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#ifndef GLAPIENTRY
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# ifdef XP_WIN
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# define GLAPIENTRY __stdcall
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# else
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# define GLAPIENTRY
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# endif
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# define GLAPI
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#endif
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namespace mozilla {
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namespace gl {
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struct GLContextSymbols final {
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void(GLAPIENTRY* fActiveTexture)(GLenum);
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void(GLAPIENTRY* fAttachShader)(GLuint, GLuint);
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void(GLAPIENTRY* fBeginQuery)(GLenum, GLuint);
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void(GLAPIENTRY* fBindAttribLocation)(GLuint, GLuint, const GLchar*);
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void(GLAPIENTRY* fBindBuffer)(GLenum, GLuint);
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void(GLAPIENTRY* fBindTexture)(GLenum, GLuint);
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void(GLAPIENTRY* fBindVertexArray)(GLuint);
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void(GLAPIENTRY* fBlendColor)(GLfloat, GLfloat, GLfloat, GLfloat);
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void(GLAPIENTRY* fBlendEquation)(GLenum);
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void(GLAPIENTRY* fBlendEquationSeparate)(GLenum, GLenum);
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void(GLAPIENTRY* fBlendFunc)(GLenum, GLenum);
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void(GLAPIENTRY* fBlendFuncSeparate)(GLenum, GLenum, GLenum, GLenum);
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void(GLAPIENTRY* fBufferData)(GLenum, GLsizeiptr, const GLvoid*, GLenum);
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void(GLAPIENTRY* fBufferSubData)(GLenum, GLintptr, GLsizeiptr, const GLvoid*);
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void(GLAPIENTRY* fClear)(GLbitfield);
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void(GLAPIENTRY* fClearBufferfi)(GLenum, GLint, GLfloat, GLint);
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void(GLAPIENTRY* fClearBufferfv)(GLenum, GLint, const GLfloat*);
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void(GLAPIENTRY* fClearBufferiv)(GLenum, GLint, const GLint*);
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void(GLAPIENTRY* fClearBufferuiv)(GLenum, GLint, const GLuint*);
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void(GLAPIENTRY* fClearColor)(GLfloat, GLfloat, GLfloat, GLfloat);
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void(GLAPIENTRY* fClearStencil)(GLint);
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void(GLAPIENTRY* fColorMask)(realGLboolean, realGLboolean, realGLboolean,
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realGLboolean);
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void(GLAPIENTRY* fCompressedTexImage2D)(GLenum, GLint, GLenum, GLsizei,
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GLsizei, GLint, GLsizei,
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const GLvoid*);
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void(GLAPIENTRY* fCompressedTexSubImage2D)(GLenum, GLint, GLint, GLint,
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GLsizei, GLsizei, GLenum, GLsizei,
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const GLvoid*);
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void(GLAPIENTRY* fCullFace)(GLenum);
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void(GLAPIENTRY* fDetachShader)(GLuint, GLuint);
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void(GLAPIENTRY* fDepthFunc)(GLenum);
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void(GLAPIENTRY* fDepthMask)(realGLboolean);
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void(GLAPIENTRY* fDisable)(GLenum);
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void(GLAPIENTRY* fDisableVertexAttribArray)(GLuint);
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void(GLAPIENTRY* fDrawArrays)(GLenum, GLint, GLsizei);
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void(GLAPIENTRY* fDrawBuffer)(GLenum);
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void(GLAPIENTRY* fDrawBuffers)(GLsizei, const GLenum*);
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void(GLAPIENTRY* fDrawElements)(GLenum, GLsizei, GLenum, const GLvoid*);
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void(GLAPIENTRY* fEnable)(GLenum);
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void(GLAPIENTRY* fEnableVertexAttribArray)(GLuint);
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void(GLAPIENTRY* fFinish)(void);
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void(GLAPIENTRY* fEndQuery)(GLenum);
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void(GLAPIENTRY* fFlush)(void);
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void(GLAPIENTRY* fFrontFace)(GLenum);
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void(GLAPIENTRY* fGetActiveAttrib)(GLuint, GLuint, GLsizei, GLsizei*, GLint*,
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GLenum*, GLchar*);
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void(GLAPIENTRY* fGetActiveUniform)(GLuint, GLuint, GLsizei, GLsizei*, GLint*,
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GLenum*, GLchar*);
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void(GLAPIENTRY* fGetAttachedShaders)(GLuint, GLsizei, GLsizei*, GLuint*);
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GLint(GLAPIENTRY* fGetAttribLocation)(GLuint, const GLchar*);
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void(GLAPIENTRY* fGetIntegerv)(GLenum, GLint*);
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void(GLAPIENTRY* fGetFloatv)(GLenum, GLfloat*);
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void(GLAPIENTRY* fGetBooleanv)(GLenum, realGLboolean*);
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void(GLAPIENTRY* fGetBufferParameteriv)(GLenum, GLenum, GLint*);
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void(GLAPIENTRY* fGenerateMipmap)(GLenum);
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GLenum(GLAPIENTRY* fGetError)(void);
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void(GLAPIENTRY* fGetProgramiv)(GLuint, GLenum, GLint*);
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void(GLAPIENTRY* fGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*);
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void(GLAPIENTRY* fGetQueryiv)(GLenum, GLenum, GLint*);
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void(GLAPIENTRY* fGetQueryObjectiv)(GLuint, GLenum, GLint*);
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void(GLAPIENTRY* fGetQueryObjectuiv)(GLuint, GLenum, GLuint*);
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void(GLAPIENTRY* fGetQueryObjecti64v)(GLuint, GLenum, GLint64*);
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void(GLAPIENTRY* fGetQueryObjectui64v)(GLuint, GLenum, GLuint64*);
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void(GLAPIENTRY* fQueryCounter)(GLuint, GLenum);
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void(GLAPIENTRY* fTexParameteri)(GLenum, GLenum, GLint);
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void(GLAPIENTRY* fTexParameteriv)(GLenum, GLenum, const GLint*);
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void(GLAPIENTRY* fTexParameterf)(GLenum, GLenum, GLfloat);
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GLubyte*(GLAPIENTRY* fGetString)(GLenum);
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void(GLAPIENTRY* fGetTexImage)(GLenum, GLint, GLenum, GLenum, GLvoid*);
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void(GLAPIENTRY* fGetTexLevelParameteriv)(GLenum, GLint, GLenum, GLint*);
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void(GLAPIENTRY* fGetTexParameterfv)(GLenum, GLenum, GLfloat*);
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void(GLAPIENTRY* fGetTexParameteriv)(GLenum, GLenum, GLint*);
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void(GLAPIENTRY* fGetUniformfv)(GLuint, GLint, GLfloat*);
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void(GLAPIENTRY* fGetUniformiv)(GLuint, GLint, GLint*);
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void(GLAPIENTRY* fGetUniformuiv)(GLuint, GLint, GLuint*);
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GLint(GLAPIENTRY* fGetUniformLocation)(GLuint, const GLchar*);
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void(GLAPIENTRY* fGetVertexAttribfv)(GLuint, GLenum, GLfloat*);
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void(GLAPIENTRY* fGetVertexAttribiv)(GLuint, GLenum, GLint*);
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void(GLAPIENTRY* fGetVertexAttribPointerv)(GLuint, GLenum, GLvoid**);
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void(GLAPIENTRY* fHint)(GLenum, GLenum);
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realGLboolean(GLAPIENTRY* fIsBuffer)(GLuint);
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realGLboolean(GLAPIENTRY* fIsEnabled)(GLenum);
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realGLboolean(GLAPIENTRY* fIsProgram)(GLuint);
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realGLboolean(GLAPIENTRY* fIsQuery)(GLuint);
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realGLboolean(GLAPIENTRY* fIsShader)(GLuint);
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realGLboolean(GLAPIENTRY* fIsTexture)(GLuint);
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void(GLAPIENTRY* fLineWidth)(GLfloat);
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void(GLAPIENTRY* fLinkProgram)(GLuint);
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void(GLAPIENTRY* fPixelStorei)(GLenum, GLint);
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void(GLAPIENTRY* fPointParameterf)(GLenum, GLfloat);
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void(GLAPIENTRY* fPolygonMode)(GLenum, GLenum);
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void(GLAPIENTRY* fPolygonOffset)(GLfloat, GLfloat);
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void(GLAPIENTRY* fReadBuffer)(GLenum);
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void(GLAPIENTRY* fReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum,
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GLvoid*);
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void(GLAPIENTRY* fSampleCoverage)(GLclampf, realGLboolean);
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void(GLAPIENTRY* fStencilFunc)(GLenum, GLint, GLuint);
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void(GLAPIENTRY* fStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint);
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void(GLAPIENTRY* fStencilMask)(GLuint);
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void(GLAPIENTRY* fStencilMaskSeparate)(GLenum, GLuint);
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void(GLAPIENTRY* fStencilOp)(GLenum, GLenum, GLenum);
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void(GLAPIENTRY* fStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum);
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void(GLAPIENTRY* fTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint,
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GLenum, GLenum, const GLvoid*);
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void(GLAPIENTRY* fTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei,
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GLsizei, GLenum, GLenum, const void*);
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void(GLAPIENTRY* fTextureRangeAPPLE)(GLenum, GLsizei, GLvoid*);
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void(GLAPIENTRY* fFinishObjectAPPLE)(GLenum, GLint);
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realGLboolean(GLAPIENTRY* fTestObjectAPPLE)(GLenum, GLint);
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void(GLAPIENTRY* fUniform1f)(GLint, GLfloat);
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void(GLAPIENTRY* fUniform1fv)(GLint, GLsizei, const GLfloat*);
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void(GLAPIENTRY* fUniform1i)(GLint, GLint);
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void(GLAPIENTRY* fUniform1iv)(GLint, GLsizei, const GLint*);
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void(GLAPIENTRY* fUniform2f)(GLint, GLfloat, GLfloat);
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void(GLAPIENTRY* fUniform2fv)(GLint, GLsizei, const GLfloat*);
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void(GLAPIENTRY* fUniform2i)(GLint, GLint, GLint);
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void(GLAPIENTRY* fUniform2iv)(GLint, GLsizei, const GLint*);
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void(GLAPIENTRY* fUniform3f)(GLint, GLfloat, GLfloat, GLfloat);
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void(GLAPIENTRY* fUniform3fv)(GLint, GLsizei, const GLfloat*);
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void(GLAPIENTRY* fUniform3i)(GLint, GLint, GLint, GLint);
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void(GLAPIENTRY* fUniform3iv)(GLint, GLsizei, const GLint*);
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void(GLAPIENTRY* fUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
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void(GLAPIENTRY* fUniform4fv)(GLint, GLsizei, const GLfloat*);
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void(GLAPIENTRY* fUniform4i)(GLint, GLint, GLint, GLint, GLint);
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void(GLAPIENTRY* fUniform4iv)(GLint, GLsizei, const GLint*);
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void(GLAPIENTRY* fUniformMatrix2fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUniformMatrix2x3fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUniformMatrix2x4fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUniformMatrix3fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUniformMatrix3x2fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUniformMatrix3x4fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUniformMatrix4fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUniformMatrix4x2fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUniformMatrix4x3fv)(GLint, GLsizei, realGLboolean,
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const GLfloat*);
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void(GLAPIENTRY* fUseProgram)(GLuint);
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void(GLAPIENTRY* fValidateProgram)(GLuint);
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void(GLAPIENTRY* fVertexAttribPointer)(GLuint, GLint, GLenum, realGLboolean,
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GLsizei, const GLvoid*);
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void(GLAPIENTRY* fVertexAttrib1f)(GLuint, GLfloat);
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void(GLAPIENTRY* fVertexAttrib2f)(GLuint, GLfloat, GLfloat);
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void(GLAPIENTRY* fVertexAttrib3f)(GLuint, GLfloat, GLfloat, GLfloat);
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void(GLAPIENTRY* fVertexAttrib4f)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
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void(GLAPIENTRY* fVertexAttrib1fv)(GLuint, const GLfloat*);
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void(GLAPIENTRY* fVertexAttrib2fv)(GLuint, const GLfloat*);
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void(GLAPIENTRY* fVertexAttrib3fv)(GLuint, const GLfloat*);
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void(GLAPIENTRY* fVertexAttrib4fv)(GLuint, const GLfloat*);
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void(GLAPIENTRY* fCompileShader)(GLuint);
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void(GLAPIENTRY* fCopyTexImage2D)(GLenum, GLint, GLenum, GLint, GLint,
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GLsizei, GLsizei, GLint);
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void(GLAPIENTRY* fCopyTexSubImage2D)(GLenum, GLint, GLint, GLint, GLint,
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GLint, GLsizei, GLsizei);
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void(GLAPIENTRY* fGetShaderiv)(GLuint, GLenum, GLint*);
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void(GLAPIENTRY* fGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*);
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void(GLAPIENTRY* fGetShaderPrecisionFormat)(GLenum, GLenum, GLint*, GLint*);
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void(GLAPIENTRY* fGetShaderSource)(GLint, GLsizei, GLsizei*, GLchar*);
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void(GLAPIENTRY* fShaderSource)(GLuint, GLsizei, const GLchar* const*,
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const GLint*);
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void(GLAPIENTRY* fBindFramebuffer)(GLenum, GLuint);
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void(GLAPIENTRY* fBindRenderbuffer)(GLenum, GLuint);
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GLenum(GLAPIENTRY* fCheckFramebufferStatus)(GLenum);
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void(GLAPIENTRY* fFramebufferRenderbuffer)(GLenum, GLenum, GLenum, GLuint);
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void(GLAPIENTRY* fFramebufferTexture2D)(GLenum, GLenum, GLenum, GLuint,
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GLint);
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void(GLAPIENTRY* fFramebufferTextureLayer)(GLenum, GLenum, GLuint, GLint,
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GLint);
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void(GLAPIENTRY* fGetFramebufferAttachmentParameteriv)(GLenum, GLenum, GLenum,
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GLint*);
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void(GLAPIENTRY* fGetRenderbufferParameteriv)(GLenum, GLenum, GLint*);
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realGLboolean(GLAPIENTRY* fIsFramebuffer)(GLuint);
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realGLboolean(GLAPIENTRY* fIsRenderbuffer)(GLuint);
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realGLboolean(GLAPIENTRY* fIsVertexArray)(GLuint);
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void(GLAPIENTRY* fRenderbufferStorage)(GLenum, GLenum, GLsizei, GLsizei);
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void(GLAPIENTRY* fInvalidateFramebuffer)(GLenum, GLsizei, const GLenum*);
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void(GLAPIENTRY* fInvalidateSubFramebuffer)(GLenum, GLsizei, const GLenum*,
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GLint, GLint, GLsizei, GLsizei);
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// These functions are only used by Skia/GL in desktop mode.
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// Other parts of Gecko should avoid using these
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void(GLAPIENTRY* fClientActiveTexture)(GLenum);
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void(GLAPIENTRY* fDisableClientState)(GLenum);
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void(GLAPIENTRY* fEnableClientState)(GLenum);
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void(GLAPIENTRY* fLoadIdentity)(void);
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void(GLAPIENTRY* fLoadMatrixd)(const GLdouble*);
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void(GLAPIENTRY* fLoadMatrixf)(const GLfloat*);
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void(GLAPIENTRY* fMatrixMode)(GLenum);
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void(GLAPIENTRY* fTexGeni)(GLenum, GLenum, GLint);
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void(GLAPIENTRY* fTexGenf)(GLenum, GLenum, GLfloat);
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void(GLAPIENTRY* fTexGenfv)(GLenum, GLenum, const GLfloat*);
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void(GLAPIENTRY* fVertexPointer)(GLint, GLenum, GLsizei, const GLvoid*);
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void(GLAPIENTRY* fBlitFramebuffer)(GLint, GLint, GLint, GLint, GLint, GLint,
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GLint, GLint, GLbitfield, GLenum);
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void(GLAPIENTRY* fRenderbufferStorageMultisample)(GLenum, GLsizei, GLenum,
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GLsizei, GLsizei);
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/* These are different between GLES2 and desktop GL; we hide those
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* differences, use the GL names, but the most limited data type.
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*/
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void(GLAPIENTRY* fDepthRangef)(GLclampf, GLclampf);
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void(GLAPIENTRY* fClearDepthf)(GLclampf);
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void(GLAPIENTRY* fDepthRange)(GLclampd, GLclampd);
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void(GLAPIENTRY* fClearDepth)(GLclampd);
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/* These are special because we end up tracking these so that we don't
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* have to query the values from GL.
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*/
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void(GLAPIENTRY* fViewport)(GLint, GLint, GLsizei, GLsizei);
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void(GLAPIENTRY* fScissor)(GLint, GLint, GLsizei, GLsizei);
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/* These are special -- they create or delete GL resources that can live
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* in a shared namespace. In DEBUG, we wrap these calls so that we can
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* check when we have something that failed to do cleanup at the time the
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* final context is destroyed.
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*/
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GLuint(GLAPIENTRY* fCreateProgram)();
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GLuint(GLAPIENTRY* fCreateShader)(GLenum);
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void(GLAPIENTRY* fGenBuffers)(GLsizei, GLuint*);
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void(GLAPIENTRY* fGenQueries)(GLsizei, GLuint*);
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void(GLAPIENTRY* fGenTextures)(GLsizei, GLuint*);
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void(GLAPIENTRY* fGenFramebuffers)(GLsizei, GLuint*);
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void(GLAPIENTRY* fGenRenderbuffers)(GLsizei, GLuint*);
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void(GLAPIENTRY* fGenVertexArrays)(GLsizei, GLuint*);
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void(GLAPIENTRY* fDeleteProgram)(GLuint);
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void(GLAPIENTRY* fDeleteShader)(GLuint);
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void(GLAPIENTRY* fDeleteBuffers)(GLsizei, const GLuint*);
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void(GLAPIENTRY* fDeleteQueries)(GLsizei, const GLuint*);
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void(GLAPIENTRY* fDeleteTextures)(GLsizei, const GLuint*);
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void(GLAPIENTRY* fDeleteFramebuffers)(GLsizei, const GLuint*);
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void(GLAPIENTRY* fDeleteRenderbuffers)(GLsizei, const GLuint*);
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void(GLAPIENTRY* fDeleteVertexArrays)(GLsizei, const GLuint*);
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void*(GLAPIENTRY* fMapBuffer)(GLenum, GLenum);
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realGLboolean(GLAPIENTRY* fUnmapBuffer)(GLenum);
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// ARB_copy_buffer / OpenGL 3.1 / OpenGL ES 3.0
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void(GLAPIENTRY* fCopyBufferSubData)(GLenum, GLenum, GLintptr, GLintptr,
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GLsizeiptr);
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GLenum(GLAPIENTRY* fGetGraphicsResetStatus)();
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// ARB_sync
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GLsync(GLAPIENTRY* fFenceSync)(GLenum, GLbitfield);
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realGLboolean(GLAPIENTRY* fIsSync)(GLsync);
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void(GLAPIENTRY* fDeleteSync)(GLsync);
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GLenum(GLAPIENTRY* fClientWaitSync)(GLsync, GLbitfield, GLuint64);
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void(GLAPIENTRY* fWaitSync)(GLsync, GLbitfield, GLuint64);
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void(GLAPIENTRY* fGetInteger64v)(GLenum, GLint64*);
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void(GLAPIENTRY* fGetSynciv)(GLsync, GLenum, GLsizei, GLsizei*, GLint*);
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// OES_egl_image
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void(GLAPIENTRY* fEGLImageTargetTexture2D)(GLenum, GLeglImage);
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void(GLAPIENTRY* fEGLImageTargetRenderbufferStorage)(GLenum, GLeglImage);
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// ARB_draw_instanced
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void(GLAPIENTRY* fDrawArraysInstanced)(GLenum, GLint, GLsizei, GLsizei);
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void(GLAPIENTRY* fDrawElementsInstanced)(GLenum, GLsizei, GLenum,
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const GLvoid*, GLsizei);
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// ARB_instanced_array
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void(GLAPIENTRY* fVertexAttribDivisor)(GLuint, GLuint);
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// ARB_internalformat_query
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void(GLAPIENTRY* fGetInternalformativ)(GLenum, GLenum, GLenum, GLsizei,
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GLint*);
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// ARB_transform_feedback2 / OpenGL 4.0 / OpenGL ES 3.0
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void(GLAPIENTRY* fBindBufferBase)(GLenum, GLuint, GLuint);
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void(GLAPIENTRY* fBindBufferRange)(GLenum, GLuint, GLuint, GLintptr,
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GLsizeiptr);
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void(GLAPIENTRY* fGenTransformFeedbacks)(GLsizei, GLuint*);
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void(GLAPIENTRY* fDeleteTransformFeedbacks)(GLsizei, const GLuint*);
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realGLboolean(GLAPIENTRY* fIsTransformFeedback)(GLuint);
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void(GLAPIENTRY* fBindTransformFeedback)(GLenum, GLuint);
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void(GLAPIENTRY* fTransformFeedbackVaryings)(GLuint, GLsizei,
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const GLchar* const*, GLenum);
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void(GLAPIENTRY* fGetTransformFeedbackVarying)(GLuint, GLuint, GLsizei,
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GLsizei*, GLsizei*, GLenum*,
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GLchar*);
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void(GLAPIENTRY* fBeginTransformFeedback)(GLenum);
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void(GLAPIENTRY* fEndTransformFeedback)(void);
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void(GLAPIENTRY* fPauseTransformFeedback)(void);
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void(GLAPIENTRY* fResumeTransformFeedback)(void);
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void(GLAPIENTRY* fGetIntegeri_v)(GLenum, GLuint, GLint*);
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void(GLAPIENTRY* fGetInteger64i_v)(GLenum, GLuint, GLint64*);
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// EXT_transform_feedback only
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void(GLAPIENTRY* fBindBufferOffset)(GLenum, GLuint, GLuint, GLintptr);
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// KHR_debug
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void(GLAPIENTRY* fDebugMessageControl)(GLenum, GLenum, GLenum, GLsizei,
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const GLuint*, realGLboolean);
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void(GLAPIENTRY* fDebugMessageInsert)(GLenum, GLenum, GLuint, GLenum, GLsizei,
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const GLchar*);
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void(GLAPIENTRY* fDebugMessageCallback)(GLDEBUGPROC, const GLvoid*);
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GLuint(GLAPIENTRY* fGetDebugMessageLog)(GLuint, GLsizei, GLenum*, GLenum*,
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GLuint*, GLenum*, GLsizei*, GLchar*);
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void(GLAPIENTRY* fGetPointerv)(GLenum, GLvoid**);
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void(GLAPIENTRY* fPushDebugGroup)(GLenum, GLuint, GLsizei, const GLchar*);
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void(GLAPIENTRY* fPopDebugGroup)(void);
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void(GLAPIENTRY* fObjectLabel)(GLenum, GLuint, GLsizei, const GLchar*);
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void(GLAPIENTRY* fGetObjectLabel)(GLenum, GLuint, GLsizei, GLsizei*, GLchar*);
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void(GLAPIENTRY* fObjectPtrLabel)(const GLvoid*, GLsizei, const GLchar*);
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void(GLAPIENTRY* fGetObjectPtrLabel)(const GLvoid*, GLsizei, GLsizei*,
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GLchar*);
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// draw_range_elements
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void(GLAPIENTRY* fDrawRangeElements)(GLenum, GLuint, GLuint, GLsizei, GLenum,
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const GLvoid*);
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// NV_fence
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void(GLAPIENTRY* fGenFences)(GLsizei, GLuint*);
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void(GLAPIENTRY* fDeleteFences)(GLsizei, const GLuint*);
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void(GLAPIENTRY* fSetFence)(GLuint, GLenum);
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realGLboolean(GLAPIENTRY* fTestFence)(GLuint);
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void(GLAPIENTRY* fFinishFence)(GLuint);
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realGLboolean(GLAPIENTRY* fIsFence)(GLuint);
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void(GLAPIENTRY* fGetFenceiv)(GLuint, GLenum, GLint*);
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// map_buffer_range
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void*(GLAPIENTRY* fMapBufferRange)(GLenum, GLintptr, GLsizeiptr, GLbitfield);
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void(GLAPIENTRY* fFlushMappedBufferRange)(GLenum, GLintptr, GLsizeiptr);
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// sampler_object
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void(GLAPIENTRY* fGenSamplers)(GLsizei, GLuint*);
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void(GLAPIENTRY* fDeleteSamplers)(GLsizei, const GLuint*);
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realGLboolean(GLAPIENTRY* fIsSampler)(GLuint);
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void(GLAPIENTRY* fBindSampler)(GLuint, GLuint);
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void(GLAPIENTRY* fSamplerParameteri)(GLuint, GLenum, GLint);
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void(GLAPIENTRY* fSamplerParameteriv)(GLuint, GLenum, const GLint*);
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void(GLAPIENTRY* fSamplerParameterf)(GLuint, GLenum, GLfloat);
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void(GLAPIENTRY* fSamplerParameterfv)(GLuint, GLenum, const GLfloat*);
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void(GLAPIENTRY* fGetSamplerParameteriv)(GLuint, GLenum, GLint*);
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void(GLAPIENTRY* fGetSamplerParameterfv)(GLuint, GLenum, GLfloat*);
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// texture_storage
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void(GLAPIENTRY* fTexStorage2D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei);
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void(GLAPIENTRY* fTexStorage3D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei,
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GLsizei);
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// uniform_buffer_object
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void(GLAPIENTRY* fGetUniformIndices)(GLuint, GLsizei, const GLchar* const*,
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GLuint*);
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void(GLAPIENTRY* fGetActiveUniformsiv)(GLuint, GLsizei, const GLuint*, GLenum,
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|
GLint*);
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|
GLuint(GLAPIENTRY* fGetUniformBlockIndex)(GLuint, const GLchar*);
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void(GLAPIENTRY* fGetActiveUniformBlockiv)(GLuint, GLuint, GLenum, GLint*);
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void(GLAPIENTRY* fGetActiveUniformBlockName)(GLuint, GLuint, GLsizei,
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|
GLsizei*, GLchar*);
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void(GLAPIENTRY* fUniformBlockBinding)(GLuint, GLuint, GLuint);
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|
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// EXT_gpu_shader4
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void(GLAPIENTRY* fGetVertexAttribIiv)(GLuint, GLenum, GLint*);
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void(GLAPIENTRY* fGetVertexAttribIuiv)(GLuint, GLenum, GLuint*);
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void(GLAPIENTRY* fVertexAttribI4i)(GLuint, GLint, GLint, GLint, GLint);
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|
void(GLAPIENTRY* fVertexAttribI4iv)(GLuint, const GLint*);
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|
void(GLAPIENTRY* fVertexAttribI4ui)(GLuint, GLuint, GLuint, GLuint, GLuint);
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|
void(GLAPIENTRY* fVertexAttribI4uiv)(GLuint, const GLuint*);
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|
void(GLAPIENTRY* fVertexAttribIPointer)(GLuint, GLint, GLenum, GLsizei,
|
|
const GLvoid*);
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|
void(GLAPIENTRY* fUniform1ui)(GLint, GLuint);
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|
void(GLAPIENTRY* fUniform2ui)(GLint, GLuint, GLuint);
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|
void(GLAPIENTRY* fUniform3ui)(GLint, GLuint, GLuint, GLuint);
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|
void(GLAPIENTRY* fUniform4ui)(GLint, GLuint, GLuint, GLuint, GLuint);
|
|
void(GLAPIENTRY* fUniform1uiv)(GLint, GLsizei, const GLuint*);
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|
void(GLAPIENTRY* fUniform2uiv)(GLint, GLsizei, const GLuint*);
|
|
void(GLAPIENTRY* fUniform3uiv)(GLint, GLsizei, const GLuint*);
|
|
void(GLAPIENTRY* fUniform4uiv)(GLint, GLsizei, const GLuint*);
|
|
GLint(GLAPIENTRY* fGetFragDataLocation)(GLuint, const GLchar*);
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|
|
|
// 3D Textures
|
|
void(GLAPIENTRY* fTexImage3D)(GLenum, GLint, GLenum, GLenum, GLsizei, GLsizei,
|
|
GLint, GLenum, GLenum, const GLvoid*);
|
|
|
|
void(GLAPIENTRY* fTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLsizei,
|
|
GLsizei, GLsizei, GLenum, GLenum,
|
|
const GLvoid*);
|
|
|
|
void(GLAPIENTRY* fCopyTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint,
|
|
GLint, GLint, GLsizei, GLsizei);
|
|
|
|
void(GLAPIENTRY* fCompressedTexImage3D)(GLenum, GLint, GLenum, GLsizei,
|
|
GLsizei, GLsizei, GLint, GLsizei,
|
|
const GLvoid*);
|
|
|
|
void(GLAPIENTRY* fCompressedTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint,
|
|
GLsizei, GLsizei, GLsizei, GLenum,
|
|
GLsizei, const GLvoid*);
|
|
|
|
// get_string_indexed
|
|
const GLubyte*(GLAPIENTRY* fGetStringi)(GLenum, GLuint);
|
|
|
|
// APPLE_framebuffer_multisample
|
|
void(GLAPIENTRY* fResolveMultisampleFramebufferAPPLE)(void);
|
|
|
|
// NV_texture_barrier
|
|
void(GLAPIENTRY* fTextureBarrier)(void);
|
|
|
|
// NV_primitive_restart
|
|
void(GLAPIENTRY* fPrimitiveRestartIndex)(GLuint);
|
|
};
|
|
|
|
} // namespace gl
|
|
} // namespace mozilla
|
|
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|
#endif /* GLCONTEXTSYMBOLS_H_ */
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