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