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_5_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GL_4_5_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GL_4_5_AUTOGEN_H_ 12 13 #define ANGLE_GL_4_5_CONTEXT_API \ 14 void bindTextureUnit(GLuint unit, TextureID texturePacked); \ 15 void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, \ 16 GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, \ 17 GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ 18 GLenum checkNamedFramebufferStatus(FramebufferID framebufferPacked, GLenum target); \ 19 void clearNamedBufferData(BufferID bufferPacked, GLenum internalformat, GLenum format, \ 20 GLenum type, const void *data); \ 21 void clearNamedBufferSubData(BufferID bufferPacked, GLenum internalformat, GLintptr offset, \ 22 GLsizeiptr size, GLenum format, GLenum type, const void *data); \ 23 void clearNamedFramebufferfi(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 24 GLfloat depth, GLint stencil); \ 25 void clearNamedFramebufferfv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 26 const GLfloat *value); \ 27 void clearNamedFramebufferiv(FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, \ 28 const GLint *value); \ 29 void clearNamedFramebufferuiv(FramebufferID framebufferPacked, GLenum buffer, \ 30 GLint drawbuffer, const GLuint *value); \ 31 void clipControl(GLenum origin, GLenum depth); \ 32 void compressedTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, \ 33 GLsizei width, GLenum format, GLsizei imageSize, \ 34 const void *data); \ 35 void compressedTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, \ 36 GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ 37 GLsizei imageSize, const void *data); \ 38 void compressedTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, \ 39 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 40 GLsizei depth, GLenum format, GLsizei imageSize, \ 41 const void *data); \ 42 void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, \ 43 GLintptr writeOffset, GLsizeiptr size); \ 44 void copyTextureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLint x, \ 45 GLint y, GLsizei width); \ 46 void copyTextureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 47 GLint x, GLint y, GLsizei width, GLsizei height); \ 48 void copyTextureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 49 GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ 50 void createBuffers(GLsizei n, BufferID *buffersPacked); \ 51 void createFramebuffers(GLsizei n, GLuint *framebuffers); \ 52 void createProgramPipelines(GLsizei n, GLuint *pipelines); \ 53 void createQueries(GLenum target, GLsizei n, GLuint *ids); \ 54 void createRenderbuffers(GLsizei n, RenderbufferID *renderbuffersPacked); \ 55 void createSamplers(GLsizei n, GLuint *samplers); \ 56 void createTextures(GLenum target, GLsizei n, GLuint *textures); \ 57 void createTransformFeedbacks(GLsizei n, GLuint *ids); \ 58 void createVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ 59 void disableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ 60 void enableVertexArrayAttrib(VertexArrayID vaobjPacked, GLuint index); \ 61 void flushMappedNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length); \ 62 void generateTextureMipmap(TextureID texturePacked); \ 63 void getCompressedTextureImage(TextureID texturePacked, GLint level, GLsizei bufSize, \ 64 void *pixels); \ 65 void getCompressedTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, \ 66 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 67 GLsizei depth, GLsizei bufSize, void *pixels); \ 68 void getNamedBufferParameteri64v(BufferID bufferPacked, GLenum pname, GLint64 *params); \ 69 void getNamedBufferParameteriv(BufferID bufferPacked, GLenum pname, GLint *params); \ 70 void getNamedBufferPointerv(BufferID bufferPacked, GLenum pname, void **params); \ 71 void getNamedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ 72 void *data); \ 73 void getNamedFramebufferAttachmentParameteriv(FramebufferID framebufferPacked, \ 74 GLenum attachment, GLenum pname, GLint *params); \ 75 void getNamedFramebufferParameteriv(FramebufferID framebufferPacked, GLenum pname, \ 76 GLint *param); \ 77 void getNamedRenderbufferParameteriv(RenderbufferID renderbufferPacked, GLenum pname, \ 78 GLint *params); \ 79 void getQueryBufferObjecti64v(GLuint id, BufferID bufferPacked, GLenum pname, \ 80 GLintptr offset); \ 81 void getQueryBufferObjectiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ 82 void getQueryBufferObjectui64v(GLuint id, BufferID bufferPacked, GLenum pname, \ 83 GLintptr offset); \ 84 void getQueryBufferObjectuiv(GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); \ 85 void getTextureImage(TextureID texturePacked, GLint level, GLenum format, GLenum type, \ 86 GLsizei bufSize, void *pixels); \ 87 void getTextureLevelParameterfv(TextureID texturePacked, GLint level, GLenum pname, \ 88 GLfloat *params); \ 89 void getTextureLevelParameteriv(TextureID texturePacked, GLint level, GLenum pname, \ 90 GLint *params); \ 91 void getTextureParameterIiv(TextureID texturePacked, GLenum pname, GLint *params); \ 92 void getTextureParameterIuiv(TextureID texturePacked, GLenum pname, GLuint *params); \ 93 void getTextureParameterfv(TextureID texturePacked, GLenum pname, GLfloat *params); \ 94 void getTextureParameteriv(TextureID texturePacked, GLenum pname, GLint *params); \ 95 void getTextureSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 96 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 97 GLenum format, GLenum type, GLsizei bufSize, void *pixels); \ 98 void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); \ 99 void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); \ 100 void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); \ 101 void getVertexArrayIndexed64iv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ 102 GLint64 *param); \ 103 void getVertexArrayIndexediv(VertexArrayID vaobjPacked, GLuint index, GLenum pname, \ 104 GLint *param); \ 105 void getVertexArrayiv(VertexArrayID vaobjPacked, GLenum pname, GLint *param); \ 106 void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); \ 107 void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); \ 108 void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, \ 109 void *image); \ 110 void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, \ 111 GLsizei bufSize, void *values); \ 112 void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); \ 113 void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); \ 114 void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); \ 115 void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, \ 116 void *values); \ 117 void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); \ 118 void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); \ 119 void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); \ 120 void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern); \ 121 void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, \ 122 void *row, GLsizei columnBufSize, void *column, void *span); \ 123 void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, \ 124 void *pixels); \ 125 void getnUniformdv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 126 GLsizei bufSize, GLdouble *params); \ 127 void invalidateNamedFramebufferData(FramebufferID framebufferPacked, GLsizei numAttachments, \ 128 const GLenum *attachments); \ 129 void invalidateNamedFramebufferSubData(FramebufferID framebufferPacked, \ 130 GLsizei numAttachments, const GLenum *attachments, \ 131 GLint x, GLint y, GLsizei width, GLsizei height); \ 132 void *mapNamedBuffer(BufferID bufferPacked, GLenum access); \ 133 void *mapNamedBufferRange(BufferID bufferPacked, GLintptr offset, GLsizeiptr length, \ 134 GLbitfield access); \ 135 void namedBufferData(BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage); \ 136 void namedBufferStorage(BufferID bufferPacked, GLsizeiptr size, const void *data, \ 137 GLbitfield flags); \ 138 void namedBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr size, \ 139 const void *data); \ 140 void namedFramebufferDrawBuffer(FramebufferID framebufferPacked, GLenum buf); \ 141 void namedFramebufferDrawBuffers(FramebufferID framebufferPacked, GLsizei n, \ 142 const GLenum *bufs); \ 143 void namedFramebufferParameteri(FramebufferID framebufferPacked, GLenum pname, GLint param); \ 144 void namedFramebufferReadBuffer(FramebufferID framebufferPacked, GLenum src); \ 145 void namedFramebufferRenderbuffer(FramebufferID framebufferPacked, GLenum attachment, \ 146 GLenum renderbuffertarget, \ 147 RenderbufferID renderbufferPacked); \ 148 void namedFramebufferTexture(FramebufferID framebufferPacked, GLenum attachment, \ 149 TextureID texturePacked, GLint level); \ 150 void namedFramebufferTextureLayer(FramebufferID framebufferPacked, GLenum attachment, \ 151 TextureID texturePacked, GLint level, GLint layer); \ 152 void namedRenderbufferStorage(RenderbufferID renderbufferPacked, GLenum internalformat, \ 153 GLsizei width, GLsizei height); \ 154 void namedRenderbufferStorageMultisample(RenderbufferID renderbufferPacked, GLsizei samples, \ 155 GLenum internalformat, GLsizei width, \ 156 GLsizei height); \ 157 void textureBarrier(); \ 158 void textureBuffer(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked); \ 159 void textureBufferRange(TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, \ 160 GLintptr offset, GLsizeiptr size); \ 161 void textureParameterIiv(TextureID texturePacked, GLenum pname, const GLint *params); \ 162 void textureParameterIuiv(TextureID texturePacked, GLenum pname, const GLuint *params); \ 163 void textureParameterf(TextureID texturePacked, GLenum pname, GLfloat param); \ 164 void textureParameterfv(TextureID texturePacked, GLenum pname, const GLfloat *param); \ 165 void textureParameteri(TextureID texturePacked, GLenum pname, GLint param); \ 166 void textureParameteriv(TextureID texturePacked, GLenum pname, const GLint *param); \ 167 void textureStorage1D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 168 GLsizei width); \ 169 void textureStorage2D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 170 GLsizei width, GLsizei height); \ 171 void textureStorage2DMultisample(TextureID texturePacked, GLsizei samples, \ 172 GLenum internalformat, GLsizei width, GLsizei height, \ 173 GLboolean fixedsamplelocations); \ 174 void textureStorage3D(TextureID texturePacked, GLsizei levels, GLenum internalformat, \ 175 GLsizei width, GLsizei height, GLsizei depth); \ 176 void textureStorage3DMultisample(TextureID texturePacked, GLsizei samples, \ 177 GLenum internalformat, GLsizei width, GLsizei height, \ 178 GLsizei depth, GLboolean fixedsamplelocations); \ 179 void textureSubImage1D(TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, \ 180 GLenum format, GLenum type, const void *pixels); \ 181 void textureSubImage2D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 182 GLsizei width, GLsizei height, GLenum format, GLenum type, \ 183 const void *pixels); \ 184 void textureSubImage3D(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \ 185 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ 186 GLenum format, GLenum type, const void *pixels); \ 187 void transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID bufferPacked); \ 188 void transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID bufferPacked, \ 189 GLintptr offset, GLsizeiptr size); \ 190 GLboolean unmapNamedBuffer(BufferID bufferPacked); \ 191 void vertexArrayAttribBinding(VertexArrayID vaobjPacked, GLuint attribindex, \ 192 GLuint bindingindex); \ 193 void vertexArrayAttribFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 194 GLenum type, GLboolean normalized, GLuint relativeoffset); \ 195 void vertexArrayAttribIFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 196 GLenum type, GLuint relativeoffset); \ 197 void vertexArrayAttribLFormat(VertexArrayID vaobjPacked, GLuint attribindex, GLint size, \ 198 GLenum type, GLuint relativeoffset); \ 199 void vertexArrayBindingDivisor(VertexArrayID vaobjPacked, GLuint bindingindex, \ 200 GLuint divisor); \ 201 void vertexArrayElementBuffer(VertexArrayID vaobjPacked, BufferID bufferPacked); \ 202 void vertexArrayVertexBuffer(VertexArrayID vaobjPacked, GLuint bindingindex, \ 203 BufferID bufferPacked, GLintptr offset, GLsizei stride); \ 204 void vertexArrayVertexBuffers(VertexArrayID vaobjPacked, GLuint first, GLsizei count, \ 205 const BufferID *buffersPacked, const GLintptr *offsets, \ 206 const GLsizei *strides); 207 208 #endif // ANGLE_CONTEXT_API_4_5_AUTOGEN_H_ 209