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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_3_0_autogen.h: Creates a macro for interfaces in Context.
9 
10 #ifndef ANGLE_CONTEXT_GL_3_0_AUTOGEN_H_
11 #define ANGLE_CONTEXT_GL_3_0_AUTOGEN_H_
12 
13 #define ANGLE_GL_3_0_CONTEXT_API                                                               \
14     void beginConditionalRender(GLuint id, GLenum mode);                                       \
15     void clampColor(GLenum target, GLenum clamp);                                              \
16     void endConditionalRender();                                                               \
17     void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
18                               TextureID texturePacked, GLint level);                           \
19     void vertexAttribI1i(GLuint index, GLint x);                                               \
20     void vertexAttribI1iv(GLuint index, const GLint *v);                                       \
21     void vertexAttribI1ui(GLuint index, GLuint x);                                             \
22     void vertexAttribI1uiv(GLuint index, const GLuint *v);                                     \
23     void vertexAttribI2i(GLuint index, GLint x, GLint y);                                      \
24     void vertexAttribI2iv(GLuint index, const GLint *v);                                       \
25     void vertexAttribI2ui(GLuint index, GLuint x, GLuint y);                                   \
26     void vertexAttribI2uiv(GLuint index, const GLuint *v);                                     \
27     void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);                             \
28     void vertexAttribI3iv(GLuint index, const GLint *v);                                       \
29     void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);                         \
30     void vertexAttribI3uiv(GLuint index, const GLuint *v);                                     \
31     void vertexAttribI4bv(GLuint index, const GLbyte *v);                                      \
32     void vertexAttribI4sv(GLuint index, const GLshort *v);                                     \
33     void vertexAttribI4ubv(GLuint index, const GLubyte *v);                                    \
34     void vertexAttribI4usv(GLuint index, const GLushort *v);
35 
36 #endif  // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_
37