| // 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_3_autogen.h: Creates a macro for interfaces in Context. |
| |
| #ifndef ANGLE_CONTEXT_GL_3_AUTOGEN_H_ |
| #define ANGLE_CONTEXT_GL_3_AUTOGEN_H_ |
| |
| #define ANGLE_GL_3_CONTEXT_API \ |
| void beginConditionalRender(GLuint id, GLenum mode); \ |
| void clampColor(GLenum target, GLenum clamp); \ |
| void endConditionalRender(); \ |
| void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \ |
| TextureID texturePacked, GLint level); \ |
| void vertexAttribI1i(GLuint index, GLint x); \ |
| void vertexAttribI1iv(GLuint index, const GLint *v); \ |
| void vertexAttribI1ui(GLuint index, GLuint x); \ |
| void vertexAttribI1uiv(GLuint index, const GLuint *v); \ |
| void vertexAttribI2i(GLuint index, GLint x, GLint y); \ |
| void vertexAttribI2iv(GLuint index, const GLint *v); \ |
| void vertexAttribI2ui(GLuint index, GLuint x, GLuint y); \ |
| void vertexAttribI2uiv(GLuint index, const GLuint *v); \ |
| void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); \ |
| void vertexAttribI3iv(GLuint index, const GLint *v); \ |
| void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); \ |
| void vertexAttribI3uiv(GLuint index, const GLuint *v); \ |
| void vertexAttribI4bv(GLuint index, const GLbyte *v); \ |
| void vertexAttribI4sv(GLuint index, const GLshort *v); \ |
| void vertexAttribI4ubv(GLuint index, const GLubyte *v); \ |
| void vertexAttribI4usv(GLuint index, const GLushort *v); \ |
| void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \ |
| GLsizei *length, GLchar *uniformName); \ |
| void primitiveRestartIndex(GLuint index); \ |
| void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \ |
| GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \ |
| void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \ |
| GLsizei width, GLsizei height, GLsizei depth, \ |
| GLboolean fixedsamplelocations); \ |
| void colorP3ui(GLenum type, GLuint color); \ |
| void colorP3uiv(GLenum type, const GLuint *color); \ |
| void colorP4ui(GLenum type, GLuint color); \ |
| void colorP4uiv(GLenum type, const GLuint *color); \ |
| void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); \ |
| void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); \ |
| void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); \ |
| void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); \ |
| void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); \ |
| void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); \ |
| void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); \ |
| void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); \ |
| void normalP3ui(GLenum type, GLuint coords); \ |
| void normalP3uiv(GLenum type, const GLuint *coords); \ |
| void secondaryColorP3ui(GLenum type, GLuint color); \ |
| void secondaryColorP3uiv(GLenum type, const GLuint *color); \ |
| void texCoordP1ui(GLenum type, GLuint coords); \ |
| void texCoordP1uiv(GLenum type, const GLuint *coords); \ |
| void texCoordP2ui(GLenum type, GLuint coords); \ |
| void texCoordP2uiv(GLenum type, const GLuint *coords); \ |
| void texCoordP3ui(GLenum type, GLuint coords); \ |
| void texCoordP3uiv(GLenum type, const GLuint *coords); \ |
| void texCoordP4ui(GLenum type, GLuint coords); \ |
| void texCoordP4uiv(GLenum type, const GLuint *coords); \ |
| void vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \ |
| void vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \ |
| void vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \ |
| void vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \ |
| void vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \ |
| void vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \ |
| void vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \ |
| void vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \ |
| void vertexP2ui(GLenum type, GLuint value); \ |
| void vertexP2uiv(GLenum type, const GLuint *value); \ |
| void vertexP3ui(GLenum type, GLuint value); \ |
| void vertexP3uiv(GLenum type, const GLuint *value); \ |
| void vertexP4ui(GLenum type, GLuint value); \ |
| void vertexP4uiv(GLenum type, const GLuint *value); |
| |
| #endif // ANGLE_CONTEXT_API_3_AUTOGEN_H_ |