blob: cf7114744a365954d92a398a8047fb9df3e6d0a0 [file] [log] [blame]
// 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_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, GLuint uniformBlockIndex, \
GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); \
void getActiveUniformBlockiv(ShaderProgramID programPacked, GLuint uniformBlockIndex, \
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, GLint location, 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); \
GLboolean isSampler(SamplerID samplerPacked); \
GLboolean isSync(GLsync sync); \
GLboolean isTransformFeedback(TransformFeedbackID idPacked); \
GLboolean isVertexArray(VertexArrayID arrayPacked); \
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(GLint location, GLuint v0); \
void uniform1uiv(GLint location, GLsizei count, const GLuint *value); \
void uniform2ui(GLint location, GLuint v0, GLuint v1); \
void uniform2uiv(GLint location, GLsizei count, const GLuint *value); \
void uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); \
void uniform3uiv(GLint location, GLsizei count, const GLuint *value); \
void uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); \
void uniform4uiv(GLint location, GLsizei count, const GLuint *value); \
void uniformBlockBinding(ShaderProgramID programPacked, GLuint uniformBlockIndex, \
GLuint uniformBlockBinding); \
void uniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, \
const GLfloat *value); \
void uniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, \
const GLfloat *value); \
void uniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, \
const GLfloat *value); \
void uniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, \
const GLfloat *value); \
void uniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, \
const GLfloat *value); \
void uniformMatrix4x3fv(GLint location, 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_