// 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_1_autogen.h: Creates a macro for interfaces in Context. #ifndef ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_ #define ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_ #define ANGLE_GLES_3_1_CONTEXT_API \ void activeShaderProgram(ProgramPipelineID pipelinePacked, ShaderProgramID programPacked); \ void bindImageTexture(GLuint unit, TextureID texturePacked, GLint level, GLboolean layered, \ GLint layer, GLenum access, GLenum format); \ void bindProgramPipeline(ProgramPipelineID pipelinePacked); \ void bindVertexBuffer(GLuint bindingindex, BufferID bufferPacked, GLintptr offset, \ GLsizei stride); \ GLuint createShaderProgramv(ShaderType typePacked, GLsizei count, \ const GLchar *const *strings); \ void deleteProgramPipelines(GLsizei n, const ProgramPipelineID *pipelinesPacked); \ void dispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); \ void dispatchComputeIndirect(GLintptr indirect); \ void drawArraysIndirect(PrimitiveMode modePacked, const void *indirect); \ void drawElementsIndirect(PrimitiveMode modePacked, DrawElementsType typePacked, \ const void *indirect); \ void framebufferParameteri(GLenum target, GLenum pname, GLint param); \ void genProgramPipelines(GLsizei n, ProgramPipelineID *pipelinesPacked); \ void getBooleani_v(GLenum target, GLuint index, GLboolean *data); \ void getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params); \ void getMultisamplefv(GLenum pname, GLuint index, GLfloat *val); \ void getProgramInterfaceiv(ShaderProgramID programPacked, GLenum programInterface, \ GLenum pname, GLint *params); \ void getProgramPipelineInfoLog(ProgramPipelineID pipelinePacked, GLsizei bufSize, \ GLsizei *length, GLchar *infoLog); \ void getProgramPipelineiv(ProgramPipelineID pipelinePacked, GLenum pname, GLint *params); \ GLuint getProgramResourceIndex(ShaderProgramID programPacked, GLenum programInterface, \ const GLchar *name); \ GLint getProgramResourceLocation(ShaderProgramID programPacked, GLenum programInterface, \ const GLchar *name); \ void getProgramResourceName(ShaderProgramID programPacked, GLenum programInterface, \ GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); \ void getProgramResourceiv(ShaderProgramID programPacked, GLenum programInterface, \ GLuint index, GLsizei propCount, const GLenum *props, \ GLsizei bufSize, GLsizei *length, GLint *params); \ void getTexLevelParameterfv(TextureTarget targetPacked, GLint level, GLenum pname, \ GLfloat *params); \ void getTexLevelParameteriv(TextureTarget targetPacked, GLint level, GLenum pname, \ GLint *params); \ GLboolean isProgramPipeline(ProgramPipelineID pipelinePacked) const; \ void memoryBarrier(GLbitfield barriers); \ void memoryBarrierByRegion(GLbitfield barriers); \ void programUniform1f(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLfloat v0); \ void programUniform1fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLfloat *value); \ void programUniform1i(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLint v0); \ void programUniform1iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLint *value); \ void programUniform1ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLuint v0); \ void programUniform1uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLuint *value); \ void programUniform2f(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLfloat v0, GLfloat v1); \ void programUniform2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLfloat *value); \ void programUniform2i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ GLint v1); \ void programUniform2iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLint *value); \ void programUniform2ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLuint v0, GLuint v1); \ void programUniform2uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLuint *value); \ void programUniform3f(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLfloat v0, GLfloat v1, GLfloat v2); \ void programUniform3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLfloat *value); \ void programUniform3i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ GLint v1, GLint v2); \ void programUniform3iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLint *value); \ void programUniform3ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLuint v0, GLuint v1, GLuint v2); \ void programUniform3uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLuint *value); \ void programUniform4f(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); \ void programUniform4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLfloat *value); \ void programUniform4i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ GLint v1, GLint v2, GLint v3); \ void programUniform4iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLint *value); \ void programUniform4ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLuint v0, GLuint v1, GLuint v2, GLuint v3); \ void programUniform4uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, const GLuint *value); \ void programUniformMatrix2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void programUniformMatrix2x3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void programUniformMatrix2x4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void programUniformMatrix3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void programUniformMatrix3x2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void programUniformMatrix3x4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void programUniformMatrix4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void programUniformMatrix4x2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void programUniformMatrix4x3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei count, GLboolean transpose, const GLfloat *value); \ void sampleMaski(GLuint maskNumber, GLbitfield mask); \ void texStorage2DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \ GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \ void useProgramStages(ProgramPipelineID pipelinePacked, GLbitfield stages, \ ShaderProgramID programPacked); \ void validateProgramPipeline(ProgramPipelineID pipelinePacked); \ void vertexAttribBinding(GLuint attribindex, GLuint bindingindex); \ void vertexAttribFormat(GLuint attribindex, GLint size, VertexAttribType typePacked, \ GLboolean normalized, GLuint relativeoffset); \ void vertexAttribIFormat(GLuint attribindex, GLint size, VertexAttribType typePacked, \ GLuint relativeoffset); \ void vertexBindingDivisor(GLuint bindingindex, GLuint divisor); #endif // ANGLE_CONTEXT_API_3_1_AUTOGEN_H_