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// 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_gl_4_3_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_4_3_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_4_3_AUTOGEN_H_
#define ANGLE_GL_4_3_CONTEXT_API \
void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, \
const void *data); \
void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, \
GLsizeiptr size, GLenum format, GLenum type, const void *data); \
void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, \
GLsizei bufSize, GLint64 *params); \
void invalidateBufferData(BufferID bufferPacked); \
void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \
void invalidateTexImage(TextureID texturePacked, GLint level); \
void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); \
void multiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, \
GLsizei stride); \
void multiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, \
GLsizei drawcount, GLsizei stride); \
void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex, \
GLuint storageBlockBinding); \
void textureView(TextureID texturePacked, GLenum target, GLuint origtexture, \
GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, \
GLuint numlayers); \
void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
#endif // ANGLE_CONTEXT_API_4_3_AUTOGEN_H_