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