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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_3_autogen.h: Creates a macro for interfaces in Context.
9 
10 #ifndef ANGLE_CONTEXT_GL_4_3_AUTOGEN_H_
11 #define ANGLE_CONTEXT_GL_4_3_AUTOGEN_H_
12 
13 #define ANGLE_GL_4_3_CONTEXT_API                                                                   \
14     void clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type,         \
15                          const void *data);                                                        \
16     void clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset,                 \
17                             GLsizeiptr size, GLenum format, GLenum type, const void *data);        \
18     void getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname,                 \
19                                GLsizei bufSize, GLint64 *params);                                  \
20     void invalidateBufferData(BufferID bufferPacked);                                              \
21     void invalidateBufferSubData(BufferID bufferPacked, GLintptr offset, GLsizeiptr length);       \
22     void invalidateTexImage(TextureID texturePacked, GLint level);                                 \
23     void invalidateTexSubImage(TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, \
24                                GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);       \
25     void multiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount,             \
26                                  GLsizei stride);                                                  \
27     void multiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect,                 \
28                                    GLsizei drawcount, GLsizei stride);                             \
29     void shaderStorageBlockBinding(ShaderProgramID programPacked, GLuint storageBlockIndex,        \
30                                    GLuint storageBlockBinding);                                    \
31     void textureView(TextureID texturePacked, GLenum target, GLuint origtexture,                   \
32                      GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer,    \
33                      GLuint numlayers);                                                            \
34     void vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
35 
36 #endif  // ANGLE_CONTEXT_API_4_3_AUTOGEN_H_
37