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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