1 // GENERATED FILE - DO NOT EDIT. 2 // Generated by generate_entry_points.py using data from gl.xml. 3 // 4 // Copyright 2020 The ANGLE Project Authors. All rights reserved. 5 // Use of this source code is governed by a BSD-style license that can be 6 // found in the LICENSE file. 7 // 8 // Context_gl_4_0_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GL_4_0_AUTOGEN_H_ 12 13 #define ANGLE_GL_4_0_CONTEXT_API \ 14 void beginQueryIndexed(GLenum target, GLuint index, QueryID idPacked); \ 15 void drawTransformFeedback(GLenum mode, TransformFeedbackID idPacked); \ 16 void drawTransformFeedbackStream(GLenum mode, TransformFeedbackID idPacked, GLuint stream); \ 17 void endQueryIndexed(GLenum target, GLuint index); \ 18 void getActiveSubroutineName(ShaderProgramID programPacked, GLenum shadertype, GLuint index, \ 19 GLsizei bufsize, GLsizei *length, GLchar *name); \ 20 void getActiveSubroutineUniformName(ShaderProgramID programPacked, GLenum shadertype, \ 21 GLuint index, GLsizei bufsize, GLsizei *length, \ 22 GLchar *name); \ 23 void getActiveSubroutineUniformiv(ShaderProgramID programPacked, GLenum shadertype, \ 24 GLuint index, GLenum pname, GLint *values); \ 25 void getProgramStageiv(ShaderProgramID programPacked, GLenum shadertype, GLenum pname, \ 26 GLint *values); \ 27 void getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); \ 28 GLuint getSubroutineIndex(ShaderProgramID programPacked, GLenum shadertype, \ 29 const GLchar *name); \ 30 GLint getSubroutineUniformLocation(ShaderProgramID programPacked, GLenum shadertype, \ 31 const GLchar *name); \ 32 void getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); \ 33 void getUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 34 GLdouble *params); \ 35 void patchParameterfv(GLenum pname, const GLfloat *values); \ 36 void uniform1d(UniformLocation locationPacked, GLdouble x); \ 37 void uniform1dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ 38 void uniform2d(UniformLocation locationPacked, GLdouble x, GLdouble y); \ 39 void uniform2dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ 40 void uniform3d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); \ 41 void uniform3dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ 42 void uniform4d(UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, \ 43 GLdouble w); \ 44 void uniform4dv(UniformLocation locationPacked, GLsizei count, const GLdouble *value); \ 45 void uniformMatrix2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 46 const GLdouble *value); \ 47 void uniformMatrix2x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 48 const GLdouble *value); \ 49 void uniformMatrix2x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 50 const GLdouble *value); \ 51 void uniformMatrix3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 52 const GLdouble *value); \ 53 void uniformMatrix3x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 54 const GLdouble *value); \ 55 void uniformMatrix3x4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 56 const GLdouble *value); \ 57 void uniformMatrix4dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 58 const GLdouble *value); \ 59 void uniformMatrix4x2dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 60 const GLdouble *value); \ 61 void uniformMatrix4x3dv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 62 const GLdouble *value); \ 63 void uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices); 64 65 #endif // ANGLE_CONTEXT_API_4_0_AUTOGEN_H_ 66