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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, QueryID idPacked); \
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, TransformFeedbackID idPacked); \
void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream); \
void endQueryIndexed(GLenum target, GLuint index); \
void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \
GLsizei bufsize, GLsizei *length, GLchar *name); \
void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype, \
GLuint index, GLsizei bufsize, GLsizei *length, \
GLchar *name); \
void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype, \
GLuint index, GLenum pname, GLint *values); \
void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname, \
GLint *values); \
void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \
GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype, \
const GLchar *name); \
GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype, \
const GLchar *name); \
void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \
void getUniformdv(ShaderProgramID programPacked, 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_