// 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_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 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, UniformLocation locationPacked, \ GLdouble *params); \ void patchParameterfv(GLenum pname, const GLfloat *values); \ void uniform1d(UniformLocation locationPacked, GLdouble x); \ void uniform1dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ void uniform2d(UniformLocation locationPacked, GLdouble x, GLdouble y); \ void uniform2dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ void uniform3d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); \ void uniform3dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ void uniform4d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, \ GLdouble w); \ void uniform4dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ void uniformMatrix2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformMatrix2x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformMatrix2x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformMatrix3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformMatrix3x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformMatrix3x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformMatrix4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformMatrix4x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformMatrix4x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLdouble *value); \ void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices); #endif // ANGLE_CONTEXT_API_4_0_AUTOGEN_H_