| // 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_ |