• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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