// 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_2_0_autogen.h: Creates a macro for interfaces in Context. #ifndef ANGLE_CONTEXT_GL_2_0_AUTOGEN_H_ #define ANGLE_CONTEXT_GL_2_0_AUTOGEN_H_ #define ANGLE_GL_2_0_CONTEXT_API \ void getVertexAttribdv(GLuint index, GLenum pname, GLdouble *params); \ void vertexAttrib1d(GLuint index, GLdouble x); \ void vertexAttrib1dv(GLuint index, const GLdouble *v); \ void vertexAttrib1s(GLuint index, GLshort x); \ void vertexAttrib1sv(GLuint index, const GLshort *v); \ void vertexAttrib2d(GLuint index, GLdouble x, GLdouble y); \ void vertexAttrib2dv(GLuint index, const GLdouble *v); \ void vertexAttrib2s(GLuint index, GLshort x, GLshort y); \ void vertexAttrib2sv(GLuint index, const GLshort *v); \ void vertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \ void vertexAttrib3dv(GLuint index, const GLdouble *v); \ void vertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z); \ void vertexAttrib3sv(GLuint index, const GLshort *v); \ void vertexAttrib4Nbv(GLuint index, const GLbyte *v); \ void vertexAttrib4Niv(GLuint index, const GLint *v); \ void vertexAttrib4Nsv(GLuint index, const GLshort *v); \ void vertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); \ void vertexAttrib4Nubv(GLuint index, const GLubyte *v); \ void vertexAttrib4Nuiv(GLuint index, const GLuint *v); \ void vertexAttrib4Nusv(GLuint index, const GLushort *v); \ void vertexAttrib4bv(GLuint index, const GLbyte *v); \ void vertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ void vertexAttrib4dv(GLuint index, const GLdouble *v); \ void vertexAttrib4iv(GLuint index, const GLint *v); \ void vertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); \ void vertexAttrib4sv(GLuint index, const GLshort *v); \ void vertexAttrib4ubv(GLuint index, const GLubyte *v); \ void vertexAttrib4uiv(GLuint index, const GLuint *v); \ void vertexAttrib4usv(GLuint index, const GLushort *v); #endif // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_