// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.xml. // // Copyright 2020 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Context_gles_3_0_autogen.h: Creates a macro for interfaces in Context. #ifndef ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_ #define ANGLE_CONTEXT_GLES_3_0_AUTOGEN_H_ #define ANGLE_GLES_3_0_CONTEXT_API \ void beginQuery(QueryType targetPacked, QueryID idPacked); \ void beginTransformFeedback(PrimitiveMode primitiveModePacked); \ void bindBufferBase(BufferBinding targetPacked, GLuint index, BufferID bufferPacked); \ void bindBufferRange(BufferBinding targetPacked, GLuint index, BufferID bufferPacked, \ GLintptr offset, GLsizeiptr size); \ void bindSampler(GLuint unit, SamplerID samplerPacked); \ void bindTransformFeedback(GLenum target, TransformFeedbackID idPacked); \ void bindVertexArray(VertexArrayID arrayPacked); \ void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, \ GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); \ void clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); \ void clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); \ void clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); \ GLenum clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); \ void compressedTexImage3D(TextureTarget targetPacked, GLint level, GLenum internalformat, \ GLsizei width, GLsizei height, GLsizei depth, GLint border, \ GLsizei imageSize, const void *data); \ void compressedTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, \ GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, \ GLsizei depth, GLenum format, GLsizei imageSize, \ const void *data); \ void copyBufferSubData(BufferBinding readTargetPacked, BufferBinding writeTargetPacked, \ GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); \ void copyTexSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ void deleteQueries(GLsizei n, const QueryID *idsPacked); \ void deleteSamplers(GLsizei count, const SamplerID *samplersPacked); \ void deleteSync(GLsync sync); \ void deleteTransformFeedbacks(GLsizei n, const TransformFeedbackID *idsPacked); \ void deleteVertexArrays(GLsizei n, const VertexArrayID *arraysPacked); \ void drawArraysInstanced(PrimitiveMode modePacked, GLint first, GLsizei count, \ GLsizei instancecount); \ void drawBuffers(GLsizei n, const GLenum *bufs); \ void drawElementsInstanced(PrimitiveMode modePacked, GLsizei count, \ DrawElementsType typePacked, const void *indices, \ GLsizei instancecount); \ void drawRangeElements(PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count, \ DrawElementsType typePacked, const void *indices); \ void endQuery(QueryType targetPacked); \ void endTransformFeedback(); \ GLsync fenceSync(GLenum condition, GLbitfield flags); \ void flushMappedBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length); \ void framebufferTextureLayer(GLenum target, GLenum attachment, TextureID texturePacked, \ GLint level, GLint layer); \ void genQueries(GLsizei n, QueryID *idsPacked); \ void genSamplers(GLsizei count, SamplerID *samplersPacked); \ void genTransformFeedbacks(GLsizei n, TransformFeedbackID *idsPacked); \ void genVertexArrays(GLsizei n, VertexArrayID *arraysPacked); \ void getActiveUniformBlockName(ShaderProgramID programPacked, \ UniformBlockIndex uniformBlockIndexPacked, GLsizei bufSize, \ GLsizei *length, GLchar *uniformBlockName); \ void getActiveUniformBlockiv(ShaderProgramID programPacked, \ UniformBlockIndex uniformBlockIndexPacked, GLenum pname, \ GLint *params); \ void getActiveUniformsiv(ShaderProgramID programPacked, GLsizei uniformCount, \ const GLuint *uniformIndices, GLenum pname, GLint *params); \ void getBufferParameteri64v(BufferBinding targetPacked, GLenum pname, GLint64 *params); \ void getBufferPointerv(BufferBinding targetPacked, GLenum pname, void **params); \ GLint getFragDataLocation(ShaderProgramID programPacked, const GLchar *name); \ void getInteger64i_v(GLenum target, GLuint index, GLint64 *data); \ void getInteger64v(GLenum pname, GLint64 *data); \ void getIntegeri_v(GLenum target, GLuint index, GLint *data); \ void getInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, \ GLint *params); \ void getProgramBinary(ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, \ GLenum *binaryFormat, void *binary); \ void getQueryObjectuiv(QueryID idPacked, GLenum pname, GLuint *params); \ void getQueryiv(QueryType targetPacked, GLenum pname, GLint *params); \ void getSamplerParameterfv(SamplerID samplerPacked, GLenum pname, GLfloat *params); \ void getSamplerParameteriv(SamplerID samplerPacked, GLenum pname, GLint *params); \ const GLubyte *getStringi(GLenum name, GLuint index); \ void getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); \ void getTransformFeedbackVarying(ShaderProgramID programPacked, GLuint index, GLsizei bufSize, \ GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); \ GLuint getUniformBlockIndex(ShaderProgramID programPacked, const GLchar *uniformBlockName); \ void getUniformIndices(ShaderProgramID programPacked, GLsizei uniformCount, \ const GLchar *const *uniformNames, GLuint *uniformIndices); \ void getUniformuiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLuint *params); \ void getVertexAttribIiv(GLuint index, GLenum pname, GLint *params); \ void getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); \ void invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); \ void invalidateSubFramebuffer(GLenum target, GLsizei numAttachments, \ const GLenum *attachments, GLint x, GLint y, GLsizei width, \ GLsizei height); \ GLboolean isQuery(QueryID idPacked) const; \ GLboolean isSampler(SamplerID samplerPacked) const; \ GLboolean isSync(GLsync sync) const; \ GLboolean isTransformFeedback(TransformFeedbackID idPacked) const; \ GLboolean isVertexArray(VertexArrayID arrayPacked) const; \ void *mapBufferRange(BufferBinding targetPacked, GLintptr offset, GLsizeiptr length, \ GLbitfield access); \ void pauseTransformFeedback(); \ void programBinary(ShaderProgramID programPacked, GLenum binaryFormat, const void *binary, \ GLsizei length); \ void programParameteri(ShaderProgramID programPacked, GLenum pname, GLint value); \ void readBuffer(GLenum src); \ void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, \ GLsizei width, GLsizei height); \ void resumeTransformFeedback(); \ void samplerParameterf(SamplerID samplerPacked, GLenum pname, GLfloat param); \ void samplerParameterfv(SamplerID samplerPacked, GLenum pname, const GLfloat *param); \ void samplerParameteri(SamplerID samplerPacked, GLenum pname, GLint param); \ void samplerParameteriv(SamplerID samplerPacked, GLenum pname, const GLint *param); \ void texImage3D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, \ GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, \ const void *pixels); \ void texStorage2D(TextureType targetPacked, GLsizei levels, GLenum internalformat, \ GLsizei width, GLsizei height); \ void texStorage3D(TextureType targetPacked, GLsizei levels, GLenum internalformat, \ GLsizei width, GLsizei height, GLsizei depth); \ void texSubImage3D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, \ GLenum type, const void *pixels); \ void transformFeedbackVaryings(ShaderProgramID programPacked, GLsizei count, \ const GLchar *const *varyings, GLenum bufferMode); \ void uniform1ui(UniformLocation locationPacked, GLuint v0); \ void uniform1uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ void uniform2ui(UniformLocation locationPacked, GLuint v0, GLuint v1); \ void uniform2uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ void uniform3ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2); \ void uniform3uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ void uniform4ui(UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3); \ void uniform4uiv(UniformLocation locationPacked, GLsizei count, const GLuint *value); \ void uniformBlockBinding(ShaderProgramID programPacked, \ UniformBlockIndex uniformBlockIndexPacked, \ GLuint uniformBlockBinding); \ void uniformMatrix2x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ void uniformMatrix2x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ void uniformMatrix3x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ void uniformMatrix3x4fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ void uniformMatrix4x2fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ void uniformMatrix4x3fv(UniformLocation locationPacked, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ GLboolean unmapBuffer(BufferBinding targetPacked); \ void vertexAttribDivisor(GLuint index, GLuint divisor); \ void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); \ void vertexAttribI4iv(GLuint index, const GLint *v); \ void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); \ void vertexAttribI4uiv(GLuint index, const GLuint *v); \ void vertexAttribIPointer(GLuint index, GLint size, VertexAttribType typePacked, \ GLsizei stride, const void *pointer); \ void waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); #endif // ANGLE_CONTEXT_API_3_0_AUTOGEN_H_