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_1_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_ 12 13 #define ANGLE_GL_4_1_CONTEXT_API \ 14 void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); \ 15 void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f); \ 16 void getDoublei_v(GLenum target, GLuint index, GLdouble *data); \ 17 void getFloati_v(GLenum target, GLuint index, GLfloat *data); \ 18 void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); \ 19 void programUniform1d(ShaderProgramID programPacked, UniformLocation locationPacked, \ 20 GLdouble v0); \ 21 void programUniform1dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 22 GLsizei count, const GLdouble *value); \ 23 void programUniform2d(ShaderProgramID programPacked, UniformLocation locationPacked, \ 24 GLdouble v0, GLdouble v1); \ 25 void programUniform2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 26 GLsizei count, const GLdouble *value); \ 27 void programUniform3d(ShaderProgramID programPacked, UniformLocation locationPacked, \ 28 GLdouble v0, GLdouble v1, GLdouble v2); \ 29 void programUniform3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 30 GLsizei count, const GLdouble *value); \ 31 void programUniform4d(ShaderProgramID programPacked, UniformLocation locationPacked, \ 32 GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); \ 33 void programUniform4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 34 GLsizei count, const GLdouble *value); \ 35 void programUniformMatrix2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 36 GLsizei count, GLboolean transpose, const GLdouble *value); \ 37 void programUniformMatrix2x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 38 GLsizei count, GLboolean transpose, const GLdouble *value); \ 39 void programUniformMatrix2x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 40 GLsizei count, GLboolean transpose, const GLdouble *value); \ 41 void programUniformMatrix3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 42 GLsizei count, GLboolean transpose, const GLdouble *value); \ 43 void programUniformMatrix3x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 44 GLsizei count, GLboolean transpose, const GLdouble *value); \ 45 void programUniformMatrix3x4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 46 GLsizei count, GLboolean transpose, const GLdouble *value); \ 47 void programUniformMatrix4dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 48 GLsizei count, GLboolean transpose, const GLdouble *value); \ 49 void programUniformMatrix4x2dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 50 GLsizei count, GLboolean transpose, const GLdouble *value); \ 51 void programUniformMatrix4x3dv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 52 GLsizei count, GLboolean transpose, const GLdouble *value); \ 53 void scissorArrayv(GLuint first, GLsizei count, const GLint *v); \ 54 void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); \ 55 void scissorIndexedv(GLuint index, const GLint *v); \ 56 void vertexAttribL1d(GLuint index, GLdouble x); \ 57 void vertexAttribL1dv(GLuint index, const GLdouble *v); \ 58 void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y); \ 59 void vertexAttribL2dv(GLuint index, const GLdouble *v); \ 60 void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \ 61 void vertexAttribL3dv(GLuint index, const GLdouble *v); \ 62 void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ 63 void vertexAttribL4dv(GLuint index, const GLdouble *v); \ 64 void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, \ 65 const void *pointer); \ 66 void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v); \ 67 void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); \ 68 void viewportIndexedfv(GLuint index, const GLfloat *v); 69 70 #endif // ANGLE_CONTEXT_API_4_1_AUTOGEN_H_ 71