X-Git-Url: https://gerrit.akraino.org/r/gitweb?a=blobdiff_plain;f=src%2Ftype3_AndroidCloud%2Fanbox-master%2Fexternal%2Fandroid-emugl%2Fhost%2Flibs%2FlibOpenGLESDispatch%2Fgles2_only.entries;fp=src%2Ftype3_AndroidCloud%2Fanbox-master%2Fexternal%2Fandroid-emugl%2Fhost%2Flibs%2FlibOpenGLESDispatch%2Fgles2_only.entries;h=cecc4474c8e4807fde94a60be9435c895ec16c38;hb=e26c1ec581be598521517829adba8c8dd23a768f;hp=0000000000000000000000000000000000000000;hpb=6699c1aea74eeb0eb400e6299079f0c7576f716f;p=iec.git diff --git a/src/type3_AndroidCloud/anbox-master/external/android-emugl/host/libs/libOpenGLESDispatch/gles2_only.entries b/src/type3_AndroidCloud/anbox-master/external/android-emugl/host/libs/libOpenGLESDispatch/gles2_only.entries new file mode 100644 index 0000000..cecc447 --- /dev/null +++ b/src/type3_AndroidCloud/anbox-master/external/android-emugl/host/libs/libOpenGLESDispatch/gles2_only.entries @@ -0,0 +1,81 @@ +!gles2_only + +# OpenGL functions which are needed ONLY for implementing GLES 2.0 +void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); +void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); +void glStencilMaskSeparate(GLenum face, GLuint mask); +void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); +GLboolean glIsProgram(GLuint program); +GLboolean glIsShader(GLuint shader); +void glVertexAttrib1f(GLuint indx, GLfloat x); +void glVertexAttrib1fv(GLuint indx, const GLfloat* values); +void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); +void glVertexAttrib2fv(GLuint indx, const GLfloat* values); +void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); +void glVertexAttrib3fv(GLuint indx, const GLfloat* values); +void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +void glVertexAttrib4fv(GLuint indx, const GLfloat* values); +void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); +void glDisableVertexAttribArray(GLuint index); +void glEnableVertexAttribArray(GLuint index); +void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); +void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); +void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); +void glUniform1f(GLint location, GLfloat x); +void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); +void glUniform1i(GLint location, GLint x); +void glUniform1iv(GLint location, GLsizei count, const GLint* v); +void glUniform2f(GLint location, GLfloat x, GLfloat y); +void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); +void glUniform2i(GLint location, GLint x, GLint y); +void glUniform2iv(GLint location, GLsizei count, const GLint* v); +void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); +void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); +void glUniform3i(GLint location, GLint x, GLint y, GLint z); +void glUniform3iv(GLint location, GLsizei count, const GLint* v); +void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); +void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); +void glUniform4iv(GLint location, GLsizei count, const GLint* v); +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 glAttachShader(GLuint program, GLuint shader); +void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name); +void glCompileShader(GLuint shader); +GLuint glCreateProgram(void); +GLuint glCreateShader(GLenum type); +void glDeleteProgram(GLuint program); +void glDeleteShader(GLuint shader); +void glDetachShader(GLuint program, GLuint shader); +void glLinkProgram(GLuint program); +void glUseProgram(GLuint program); +void glValidateProgram(GLuint program); +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); +int glGetAttribLocation(GLuint program, const GLchar* name); +void glGetProgramiv(GLuint program, GLenum pname, GLint* params); +void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); +void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); +void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); +void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); +void glGetUniformfv(GLuint program, GLint location, GLfloat* params); +void glGetUniformiv(GLuint program, GLint location, GLint* params); +int glGetUniformLocation(GLuint program, const GLchar* name); +void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); + +# The following are not used by GLDispatch but by GLESv2Dispatch +void glBindFramebuffer(GLenum target, GLuint framebuffer); +void glGenFramebuffers(GLsizei n, GLuint* framebuffers); +void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLenum glCheckFramebufferStatus(GLenum target); +void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); + +GLboolean glIsRenderbuffer(GLuint renderbuffer); +void glBindRenderbuffer(GLenum target, GLuint renderbuffer); +void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); +void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); +void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); +void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);