diff options
Diffstat (limited to 'src/gfxstream/include/OpenGLESDispatch/gles_common_for_gles2_static_translator_namespaced_header.h')
-rw-r--r-- | src/gfxstream/include/OpenGLESDispatch/gles_common_for_gles2_static_translator_namespaced_header.h | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/src/gfxstream/include/OpenGLESDispatch/gles_common_for_gles2_static_translator_namespaced_header.h b/src/gfxstream/include/OpenGLESDispatch/gles_common_for_gles2_static_translator_namespaced_header.h new file mode 100644 index 00000000000..eac87ae53ce --- /dev/null +++ b/src/gfxstream/include/OpenGLESDispatch/gles_common_for_gles2_static_translator_namespaced_header.h @@ -0,0 +1,83 @@ +// Auto-generated with: android/scripts/gen-entries.py --mode=static_translator_namespaced_header stream-servers/gl/OpenGLESDispatch/gles_common_for_gles2.entries --output=include/OpenGLESDispatch/gles_common_for_gles2_static_translator_namespaced_header.h +// DO NOT EDIT THIS FILE + +#pragma once + +#include <GLES/gl.h> +// Return types must be single words, see GLDispatch.cpp +typedef const GLubyte* GLconstubyteptr; +namespace translator { +namespace gles2 { +GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture); +GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer); +GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture); +GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor); +GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode); +GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); +GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage); +GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data); +GL_APICALL void GL_APIENTRY glClear(GLbitfield mask); +GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); +GL_APICALL void GL_APIENTRY glClearDepth(GLclampd depth); +GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth); +GL_APICALL void GL_APIENTRY glClearStencil(GLint s); +GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data); +GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data); +GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glCullFace(GLenum mode); +GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint * buffers); +GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint * textures); +GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func); +GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag); +GL_APICALL void GL_APIENTRY glDepthRange(GLclampd zNear, GLclampd zFar); +GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar); +GL_APICALL void GL_APIENTRY glDisable(GLenum cap); +GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count); +GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices); +GL_APICALL void GL_APIENTRY glEnable(GLenum cap); +GL_APICALL void GL_APIENTRY glFinish(); +GL_APICALL void GL_APIENTRY glFlush(); +GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode); +GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint * buffers); +GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint * textures); +GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean * params); +GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum buffer, GLenum parameter, GLint * value); +GL_APICALL GLenum GL_APIENTRY glGetError(); +GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat * params); +GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint * params); +GL_APICALL GLconstubyteptr GL_APIENTRY glGetString(GLenum name); +GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param); +GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params); +GL_APICALL void GL_APIENTRY glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels); +GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params); +GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint * params); +GL_APICALL void GL_APIENTRY glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params); +GL_APICALL void GL_APIENTRY glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params); +GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode); +GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer); +GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap); +GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture); +GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width); +GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units); +GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels); +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert); +GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask); +GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); +GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels); +GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint * params); +GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels); +GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glPushAttrib(GLbitfield mask); +GL_APICALL void GL_APIENTRY glPushClientAttrib(GLbitfield mask); +GL_APICALL void GL_APIENTRY glPopAttrib(); +GL_APICALL void GL_APIENTRY glPopClientAttrib(); +} // namespace translator +} // namespace gles2 |