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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_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