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_gles_3_0_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_ 12 13 #define ANGLE_GLES_3_0_CONTEXT_API \ 14 void beginQuery(QueryType targetPacked, QueryID idPacked); \ 15 void beginTransformFeedback(PrimitiveMode primitiveModePacked); \ 16 void bindBufferBase(BufferBinding targetPacked, GLuint index, BufferID bufferPacked); \ 17 void bindBufferRange(BufferBinding targetPacked, GLuint index, BufferID bufferPacked, \ 18 GLintptr offset, GLsizeiptr size); \ 19 void bindSampler(GLuint unit, SamplerID samplerPacked); \ 20 void bindTransformFeedback(GLenum target, TransformFeedbackID idPacked); \ 21 void bindVertexArray(VertexArrayID arrayPacked); \ 22 void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, \ 23 GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ 24 void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); \ 25 void clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); \ 26 void clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); \ 27 void clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); \ 28 GLenum clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); \ 29 void compressedTexImage3D(TextureTarget targetPacked, GLint level, GLenum internalformat, \ 30 GLsizei width, GLsizei height, GLsizei depth, GLint border, \ 31 GLsizei imageSize, const void *data); \ 32 void compressedTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, \ 33 GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ 34 GLsizei depth, GLenum format, GLsizei imageSize, \ 35 const void *data); \ 36 void copyBufferSubData(BufferBinding readTargetPacked, BufferBinding writeTargetPacked, \ 37 GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); \ 38 void copyTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ 39 GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ 40 void deleteQueries(GLsizei n, const QueryID *idsPacked); \ 41 void deleteSamplers(GLsizei count, const SamplerID *samplersPacked); \ 42 void deleteSync(GLsync sync); \ 43 void deleteTransformFeedbacks(GLsizei n, const TransformFeedbackID *idsPacked); \ 44 void deleteVertexArrays(GLsizei n, const VertexArrayID *arraysPacked); \ 45 void drawArraysInstanced(PrimitiveMode modePacked, GLint first, GLsizei count, \ 46 GLsizei instancecount); \ 47 void drawBuffers(GLsizei n, const GLenum *bufs); \ 48 void drawElementsInstanced(PrimitiveMode modePacked, GLsizei count, \ 49 DrawElementsType typePacked, const void *indices, \ 50 GLsizei instancecount); \ 51 void drawRangeElements(PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count, \ 52 DrawElementsType typePacked, const void *indices); \ 53 void endQuery(QueryType targetPacked); \ 54 void endTransformFeedback(); \ 55 GLsync fenceSync(GLenum condition, GLbitfield flags); \ 56 void flushMappedBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length); \ 57 void framebufferTextureLayer(GLenum target, GLenum attachment, TextureID texturePacked, \ 58 GLint level, GLint layer); \ 59 void genQueries(GLsizei n, QueryID *idsPacked); \ 60 void genSamplers(GLsizei count, SamplerID *samplersPacked); \ 61 void genTransformFeedbacks(GLsizei n, TransformFeedbackID *idsPacked); \ 62 void genVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ 63 void getActiveUniformBlockName(ShaderProgramID programPacked, GLuint uniformBlockIndex, \ 64 GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); \ 65 void getActiveUniformBlockiv(ShaderProgramID programPacked, GLuint uniformBlockIndex, \ 66 GLenum pname, GLint *params); \ 67 void getActiveUniformsiv(ShaderProgramID programPacked, GLsizei uniformCount, \ 68 const GLuint *uniformIndices, GLenum pname, GLint *params); \ 69 void getBufferParameteri64v(BufferBinding targetPacked, GLenum pname, GLint64 *params); \ 70 void getBufferPointerv(BufferBinding targetPacked, GLenum pname, void **params); \ 71 GLint getFragDataLocation(ShaderProgramID programPacked, const GLchar *name); \ 72 void getInteger64i_v(GLenum target, GLuint index, GLint64 *data); \ 73 void getInteger64v(GLenum pname, GLint64 *data); \ 74 void getIntegeri_v(GLenum target, GLuint index, GLint *data); \ 75 void getInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, \ 76 GLint *params); \ 77 void getProgramBinary(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, \ 78 GLenum *binaryFormat, void *binary); \ 79 void getQueryObjectuiv(QueryID idPacked, GLenum pname, GLuint *params); \ 80 void getQueryiv(QueryType targetPacked, GLenum pname, GLint *params); \ 81 void getSamplerParameterfv(SamplerID samplerPacked, GLenum pname, GLfloat *params); \ 82 void getSamplerParameteriv(SamplerID samplerPacked, GLenum pname, GLint *params); \ 83 const GLubyte *getStringi(GLenum name, GLuint index); \ 84 void getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); \ 85 void getTransformFeedbackVarying(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \ 86 GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); \ 87 GLuint getUniformBlockIndex(ShaderProgramID programPacked, const GLchar *uniformBlockName); \ 88 void getUniformIndices(ShaderProgramID programPacked, GLsizei uniformCount, \ 89 const GLchar *const *uniformNames, GLuint *uniformIndices); \ 90 void getUniformuiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 91 GLuint *params); \ 92 void getVertexAttribIiv(GLuint index, GLenum pname, GLint *params); \ 93 void getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); \ 94 void invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); \ 95 void invalidateSubFramebuffer(GLenum target, GLsizei numAttachments, \ 96 const GLenum *attachments, GLint x, GLint y, GLsizei width, \ 97 GLsizei height); \ 98 GLboolean isQuery(QueryID idPacked) const; \ 99 GLboolean isSampler(SamplerID samplerPacked) const; \ 100 GLboolean isSync(GLsync sync) const; \ 101 GLboolean isTransformFeedback(TransformFeedbackID idPacked) const; \ 102 GLboolean isVertexArray(VertexArrayID arrayPacked) const; \ 103 void *mapBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length, \ 104 GLbitfield access); \ 105 void pauseTransformFeedback(); \ 106 void programBinary(ShaderProgramID programPacked, GLenum binaryFormat, const void *binary, \ 107 GLsizei length); \ 108 void programParameteri(ShaderProgramID programPacked, GLenum pname, GLint value); \ 109 void readBuffer(GLenum src); \ 110 void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, \ 111 GLsizei width, GLsizei height); \ 112 void resumeTransformFeedback(); \ 113 void samplerParameterf(SamplerID samplerPacked, GLenum pname, GLfloat param); \ 114 void samplerParameterfv(SamplerID samplerPacked, GLenum pname, const GLfloat *param); \ 115 void samplerParameteri(SamplerID samplerPacked, GLenum pname, GLint param); \ 116 void samplerParameteriv(SamplerID samplerPacked, GLenum pname, const GLint *param); \ 117 void texImage3D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, \ 118 GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, \ 119 const void *pixels); \ 120 void texStorage2D(TextureType targetPacked, GLsizei levels, GLenum internalformat, \ 121 GLsizei width, GLsizei height); \ 122 void texStorage3D(TextureType targetPacked, GLsizei levels, GLenum internalformat, \ 123 GLsizei width, GLsizei height, GLsizei depth); \ 124 void texSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ 125 GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, \ 126 GLenum type, const void *pixels); \ 127 void transformFeedbackVaryings(ShaderProgramID programPacked, GLsizei count, \ 128 const GLchar *const *varyings, GLenum bufferMode); \ 129 void uniform1ui(UniformLocation locationPacked, GLuint v0); \ 130 void uniform1uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ 131 void uniform2ui(UniformLocation locationPacked, GLuint v0, GLuint v1); \ 132 void uniform2uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ 133 void uniform3ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2); \ 134 void uniform3uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ 135 void uniform4ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3); \ 136 void uniform4uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ 137 void uniformBlockBinding(ShaderProgramID programPacked, GLuint uniformBlockIndex, \ 138 GLuint uniformBlockBinding); \ 139 void uniformMatrix2x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 140 const GLfloat *value); \ 141 void uniformMatrix2x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 142 const GLfloat *value); \ 143 void uniformMatrix3x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 144 const GLfloat *value); \ 145 void uniformMatrix3x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 146 const GLfloat *value); \ 147 void uniformMatrix4x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 148 const GLfloat *value); \ 149 void uniformMatrix4x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ 150 const GLfloat *value); \ 151 GLboolean unmapBuffer(BufferBinding targetPacked); \ 152 void vertexAttribDivisor(GLuint index, GLuint divisor); \ 153 void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); \ 154 void vertexAttribI4iv(GLuint index, const GLint *v); \ 155 void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); \ 156 void vertexAttribI4uiv(GLuint index, const GLuint *v); \ 157 void vertexAttribIPointer(GLuint index, GLint size, VertexAttribType typePacked, \ 158 GLsizei stride, const void *pointer); \ 159 void waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); 160 161 #endif // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_ 162