| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.xml. |
| // |
| // Copyright 2020 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_gles_3_0_autogen.h: Creates a macro for interfaces in Context. |
| |
| #ifndef ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_ |
| #define ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_ |
| |
| #define ANGLE_GLES_3_0_CONTEXT_API \ |
| void beginQuery(QueryType targetPacked, QueryID idPacked); \ |
| void beginTransformFeedback(PrimitiveMode primitiveModePacked); \ |
| void bindBufferBase(BufferBinding targetPacked, GLuint index, BufferID bufferPacked); \ |
| void bindBufferRange(BufferBinding targetPacked, GLuint index, BufferID bufferPacked, \ |
| GLintptr offset, GLsizeiptr size); \ |
| void bindSampler(GLuint unit, SamplerID samplerPacked); \ |
| void bindTransformFeedback(GLenum target, TransformFeedbackID idPacked); \ |
| void bindVertexArray(VertexArrayID arrayPacked); \ |
| void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, \ |
| GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ |
| void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); \ |
| void clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); \ |
| void clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); \ |
| void clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); \ |
| GLenum clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); \ |
| void compressedTexImage3D(TextureTarget targetPacked, GLint level, GLenum internalformat, \ |
| GLsizei width, GLsizei height, GLsizei depth, GLint border, \ |
| GLsizei imageSize, const void *data); \ |
| void compressedTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, \ |
| GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ |
| GLsizei depth, GLenum format, GLsizei imageSize, \ |
| const void *data); \ |
| void copyBufferSubData(BufferBinding readTargetPacked, BufferBinding writeTargetPacked, \ |
| GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); \ |
| void copyTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ |
| void deleteQueries(GLsizei n, const QueryID *idsPacked); \ |
| void deleteSamplers(GLsizei count, const SamplerID *samplersPacked); \ |
| void deleteSync(GLsync sync); \ |
| void deleteTransformFeedbacks(GLsizei n, const TransformFeedbackID *idsPacked); \ |
| void deleteVertexArrays(GLsizei n, const VertexArrayID *arraysPacked); \ |
| void drawArraysInstanced(PrimitiveMode modePacked, GLint first, GLsizei count, \ |
| GLsizei instancecount); \ |
| void drawBuffers(GLsizei n, const GLenum *bufs); \ |
| void drawElementsInstanced(PrimitiveMode modePacked, GLsizei count, \ |
| DrawElementsType typePacked, const void *indices, \ |
| GLsizei instancecount); \ |
| void drawRangeElements(PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count, \ |
| DrawElementsType typePacked, const void *indices); \ |
| void endQuery(QueryType targetPacked); \ |
| void endTransformFeedback(); \ |
| GLsync fenceSync(GLenum condition, GLbitfield flags); \ |
| void flushMappedBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length); \ |
| void framebufferTextureLayer(GLenum target, GLenum attachment, TextureID texturePacked, \ |
| GLint level, GLint layer); \ |
| void genQueries(GLsizei n, QueryID *idsPacked); \ |
| void genSamplers(GLsizei count, SamplerID *samplersPacked); \ |
| void genTransformFeedbacks(GLsizei n, TransformFeedbackID *idsPacked); \ |
| void genVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ |
| void getActiveUniformBlockName(ShaderProgramID programPacked, \ |
| UniformBlockIndex uniformBlockIndexPacked, GLsizei bufSize, \ |
| GLsizei *length, GLchar *uniformBlockName); \ |
| void getActiveUniformBlockiv(ShaderProgramID programPacked, \ |
| UniformBlockIndex uniformBlockIndexPacked, GLenum pname, \ |
| GLint *params); \ |
| void getActiveUniformsiv(ShaderProgramID programPacked, GLsizei uniformCount, \ |
| const GLuint *uniformIndices, GLenum pname, GLint *params); \ |
| void getBufferParameteri64v(BufferBinding targetPacked, GLenum pname, GLint64 *params); \ |
| void getBufferPointerv(BufferBinding targetPacked, GLenum pname, void **params); \ |
| GLint getFragDataLocation(ShaderProgramID programPacked, const GLchar *name); \ |
| void getInteger64i_v(GLenum target, GLuint index, GLint64 *data); \ |
| void getInteger64v(GLenum pname, GLint64 *data); \ |
| void getIntegeri_v(GLenum target, GLuint index, GLint *data); \ |
| void getInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, \ |
| GLint *params); \ |
| void getProgramBinary(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, \ |
| GLenum *binaryFormat, void *binary); \ |
| void getQueryObjectuiv(QueryID idPacked, GLenum pname, GLuint *params); \ |
| void getQueryiv(QueryType targetPacked, GLenum pname, GLint *params); \ |
| void getSamplerParameterfv(SamplerID samplerPacked, GLenum pname, GLfloat *params); \ |
| void getSamplerParameteriv(SamplerID samplerPacked, GLenum pname, GLint *params); \ |
| const GLubyte *getStringi(GLenum name, GLuint index); \ |
| void getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); \ |
| void getTransformFeedbackVarying(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \ |
| GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); \ |
| GLuint getUniformBlockIndex(ShaderProgramID programPacked, const GLchar *uniformBlockName); \ |
| void getUniformIndices(ShaderProgramID programPacked, GLsizei uniformCount, \ |
| const GLchar *const *uniformNames, GLuint *uniformIndices); \ |
| void getUniformuiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ |
| GLuint *params); \ |
| void getVertexAttribIiv(GLuint index, GLenum pname, GLint *params); \ |
| void getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); \ |
| void invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); \ |
| void invalidateSubFramebuffer(GLenum target, GLsizei numAttachments, \ |
| const GLenum *attachments, GLint x, GLint y, GLsizei width, \ |
| GLsizei height); \ |
| GLboolean isQuery(QueryID idPacked) const; \ |
| GLboolean isSampler(SamplerID samplerPacked) const; \ |
| GLboolean isSync(GLsync sync) const; \ |
| GLboolean isTransformFeedback(TransformFeedbackID idPacked) const; \ |
| GLboolean isVertexArray(VertexArrayID arrayPacked) const; \ |
| void *mapBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length, \ |
| GLbitfield access); \ |
| void pauseTransformFeedback(); \ |
| void programBinary(ShaderProgramID programPacked, GLenum binaryFormat, const void *binary, \ |
| GLsizei length); \ |
| void programParameteri(ShaderProgramID programPacked, GLenum pname, GLint value); \ |
| void readBuffer(GLenum src); \ |
| void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, \ |
| GLsizei width, GLsizei height); \ |
| void resumeTransformFeedback(); \ |
| void samplerParameterf(SamplerID samplerPacked, GLenum pname, GLfloat param); \ |
| void samplerParameterfv(SamplerID samplerPacked, GLenum pname, const GLfloat *param); \ |
| void samplerParameteri(SamplerID samplerPacked, GLenum pname, GLint param); \ |
| void samplerParameteriv(SamplerID samplerPacked, GLenum pname, const GLint *param); \ |
| void texImage3D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, \ |
| GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, \ |
| const void *pixels); \ |
| void texStorage2D(TextureType targetPacked, GLsizei levels, GLenum internalformat, \ |
| GLsizei width, GLsizei height); \ |
| void texStorage3D(TextureType targetPacked, GLsizei levels, GLenum internalformat, \ |
| GLsizei width, GLsizei height, GLsizei depth); \ |
| void texSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ |
| GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, \ |
| GLenum type, const void *pixels); \ |
| void transformFeedbackVaryings(ShaderProgramID programPacked, GLsizei count, \ |
| const GLchar *const *varyings, GLenum bufferMode); \ |
| void uniform1ui(UniformLocation locationPacked, GLuint v0); \ |
| void uniform1uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ |
| void uniform2ui(UniformLocation locationPacked, GLuint v0, GLuint v1); \ |
| void uniform2uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ |
| void uniform3ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2); \ |
| void uniform3uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ |
| void uniform4ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3); \ |
| void uniform4uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ |
| void uniformBlockBinding(ShaderProgramID programPacked, \ |
| UniformBlockIndex uniformBlockIndexPacked, \ |
| GLuint uniformBlockBinding); \ |
| void uniformMatrix2x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| void uniformMatrix2x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| void uniformMatrix3x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| void uniformMatrix3x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| void uniformMatrix4x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| void uniformMatrix4x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ |
| const GLfloat *value); \ |
| GLboolean unmapBuffer(BufferBinding targetPacked); \ |
| void vertexAttribDivisor(GLuint index, GLuint divisor); \ |
| void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); \ |
| void vertexAttribI4iv(GLuint index, const GLint *v); \ |
| void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); \ |
| void vertexAttribI4uiv(GLuint index, const GLuint *v); \ |
| void vertexAttribIPointer(GLuint index, GLint size, VertexAttribType typePacked, \ |
| GLsizei stride, const void *pointer); \ |
| void waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); |
| |
| #endif // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_ |