diff options
Diffstat (limited to 'host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries')
-rw-r--r-- | host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries b/host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries new file mode 100644 index 000000000..6cab5f8fa --- /dev/null +++ b/host/libs/virglrenderer/OpenGLESDispatch/gles2_core.entries @@ -0,0 +1,146 @@ +!gles2_core + +%#include <GLES3/gl31.h> + +void glActiveTexture(GLenum texture); +void glAttachShader(GLuint program, GLuint shader); +void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name); +void glBindBuffer(GLenum target, GLuint buffer); +void glBindFramebuffer(GLenum target, GLuint framebuffer); +void glBindRenderbuffer(GLenum target, GLuint renderbuffer); +void glBindTexture(GLenum target, GLuint texture); +void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +void glBlendEquation(GLenum mode); +void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); +void glBlendFunc(GLenum sfactor, GLenum dfactor); +void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage); +void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLenum glCheckFramebufferStatus(GLenum target); +void glClear(GLbitfield mask); +void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +void glClearDepthf(GLfloat d); +void glClearStencil(GLint s); +void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +void glCompileShader(GLuint shader); +void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLuint glCreateProgram(void); +GLuint glCreateShader(GLenum type); +void glCullFace(GLenum mode); +void glDeleteBuffers(GLsizei n, const GLuint *buffers); +void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers); +void glDeleteProgram(GLuint program); +void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); +void glDeleteShader(GLuint shader); +void glDeleteTextures(GLsizei n, const GLuint *textures); +void glDepthFunc(GLenum func); +void glDepthMask(GLboolean flag); +void glDepthRangef(GLfloat n, GLfloat f); +void glDetachShader(GLuint program, GLuint shader); +void glDisable(GLenum cap); +void glDisableVertexAttribArray(GLuint index); +void glDrawArrays(GLenum mode, GLint first, GLsizei count); +void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices); +void glEnable(GLenum cap); +void glEnableVertexAttribArray(GLuint index); +void glFinish(void); +void glFlush(void); +void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +void glFrontFace(GLenum mode); +void glGenBuffers(GLsizei n, GLuint *buffers); +void glGenerateMipmap(GLenum target); +void glGenFramebuffers(GLsizei n, GLuint *framebuffers); +void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); +void glGenTextures(GLsizei n, GLuint *textures); +void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLint glGetAttribLocation(GLuint program, const GLchar *name); +void glGetBooleanv(GLenum pname, GLboolean *data); +void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params); +GLenum glGetError(void); +void glGetFloatv(GLenum pname, GLfloat *data); +void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); +void glGetIntegerv(GLenum pname, GLint *data); +void glGetProgramiv(GLuint program, GLenum pname, GLint *params); +void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); +void glGetShaderiv(GLuint shader, GLenum pname, GLint *params); +void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +const GLubyte *glGetString(GLenum name); +void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); +void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params); +void glGetUniformfv(GLuint program, GLint location, GLfloat *params); +void glGetUniformiv(GLuint program, GLint location, GLint *params); +GLint glGetUniformLocation(GLuint program, const GLchar *name); +void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); +void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params); +void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); +void glHint(GLenum target, GLenum mode); +GLboolean glIsBuffer(GLuint buffer); +GLboolean glIsEnabled(GLenum cap); +GLboolean glIsFramebuffer(GLuint framebuffer); +GLboolean glIsProgram(GLuint program); +GLboolean glIsRenderbuffer(GLuint renderbuffer); +GLboolean glIsShader(GLuint shader); +GLboolean glIsTexture(GLuint texture); +void glLineWidth(GLfloat width); +void glLinkProgram(GLuint program); +void glPixelStorei(GLenum pname, GLint param); +void glPolygonOffset(GLfloat factor, GLfloat units); +void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +void glReleaseShaderCompiler(void); +void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +void glSampleCoverage(GLfloat value, GLboolean invert); +void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); +void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length); +void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +void glStencilFunc(GLenum func, GLint ref, GLuint mask); +void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); +void glStencilMask(GLuint mask); +void glStencilMaskSeparate(GLenum face, GLuint mask); +void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); +void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +void glTexParameterf(GLenum target, GLenum pname, GLfloat param); +void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params); +void glTexParameteri(GLenum target, GLenum pname, GLint param); +void glTexParameteriv(GLenum target, GLenum pname, const GLint *params); +void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +void glUniform1f(GLint location, GLfloat v0); +void glUniform1fv(GLint location, GLsizei count, const GLfloat *value); +void glUniform1i(GLint location, GLint v0); +void glUniform1iv(GLint location, GLsizei count, const GLint *value); +void glUniform2f(GLint location, GLfloat v0, GLfloat v1); +void glUniform2fv(GLint location, GLsizei count, const GLfloat *value); +void glUniform2i(GLint location, GLint v0, GLint v1); +void glUniform2iv(GLint location, GLsizei count, const GLint *value); +void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +void glUniform3fv(GLint location, GLsizei count, const GLfloat *value); +void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2); +void glUniform3iv(GLint location, GLsizei count, const GLint *value); +void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +void glUniform4fv(GLint location, GLsizei count, const GLfloat *value); +void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +void glUniform4iv(GLint location, GLsizei count, const GLint *value); +void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +void glUseProgram(GLuint program); +void glValidateProgram(GLuint program); +void glVertexAttrib1f(GLuint index, GLfloat x); +void glVertexAttrib1fv(GLuint index, const GLfloat *v); +void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y); +void glVertexAttrib2fv(GLuint index, const GLfloat *v); +void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); +void glVertexAttrib3fv(GLuint index, const GLfloat *v); +void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +void glVertexAttrib4fv(GLuint index, const GLfloat *v); +void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); |