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_gles_3_1_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_ 12 13 #define ANGLE_GLES_3_1_CONTEXT_API \ 14 void activeShaderProgram(ProgramPipelineID pipelinePacked, ShaderProgramID programPacked); \ 15 void bindImageTexture(GLuint unit, TextureID texturePacked, GLint level, GLboolean layered, \ 16 GLint layer, GLenum access, GLenum format); \ 17 void bindProgramPipeline(ProgramPipelineID pipelinePacked); \ 18 void bindVertexBuffer(GLuint bindingindex, BufferID bufferPacked, GLintptr offset, \ 19 GLsizei stride); \ 20 GLuint createShaderProgramv(ShaderType typePacked, GLsizei count, \ 21 const GLchar *const *strings); \ 22 void deleteProgramPipelines(GLsizei n, const ProgramPipelineID *pipelinesPacked); \ 23 void dispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); \ 24 void dispatchComputeIndirect(GLintptr indirect); \ 25 void drawArraysIndirect(PrimitiveMode modePacked, const void *indirect); \ 26 void drawElementsIndirect(PrimitiveMode modePacked, DrawElementsType typePacked, \ 27 const void *indirect); \ 28 void framebufferParameteri(GLenum target, GLenum pname, GLint param); \ 29 void genProgramPipelines(GLsizei n, ProgramPipelineID *pipelinesPacked); \ 30 void getBooleani_v(GLenum target, GLuint index, GLboolean *data); \ 31 void getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params); \ 32 void getMultisamplefv(GLenum pname, GLuint index, GLfloat *val); \ 33 void getProgramInterfaceiv(ShaderProgramID programPacked, GLenum programInterface, \ 34 GLenum pname, GLint *params); \ 35 void getProgramPipelineInfoLog(ProgramPipelineID pipelinePacked, GLsizei bufSize, \ 36 GLsizei *length, GLchar *infoLog); \ 37 void getProgramPipelineiv(ProgramPipelineID pipelinePacked, GLenum pname, GLint *params); \ 38 GLuint getProgramResourceIndex(ShaderProgramID programPacked, GLenum programInterface, \ 39 const GLchar *name); \ 40 GLint getProgramResourceLocation(ShaderProgramID programPacked, GLenum programInterface, \ 41 const GLchar *name); \ 42 void getProgramResourceName(ShaderProgramID programPacked, GLenum programInterface, \ 43 GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); \ 44 void getProgramResourceiv(ShaderProgramID programPacked, GLenum programInterface, \ 45 GLuint index, GLsizei propCount, const GLenum *props, \ 46 GLsizei bufSize, GLsizei *length, GLint *params); \ 47 void getTexLevelParameterfv(TextureTarget targetPacked, GLint level, GLenum pname, \ 48 GLfloat *params); \ 49 void getTexLevelParameteriv(TextureTarget targetPacked, GLint level, GLenum pname, \ 50 GLint *params); \ 51 GLboolean isProgramPipeline(ProgramPipelineID pipelinePacked) const; \ 52 void memoryBarrier(GLbitfield barriers); \ 53 void memoryBarrierByRegion(GLbitfield barriers); \ 54 void programUniform1f(ShaderProgramID programPacked, UniformLocation locationPacked, \ 55 GLfloat v0); \ 56 void programUniform1fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 57 GLsizei count, const GLfloat *value); \ 58 void programUniform1i(ShaderProgramID programPacked, UniformLocation locationPacked, \ 59 GLint v0); \ 60 void programUniform1iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 61 GLsizei count, const GLint *value); \ 62 void programUniform1ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ 63 GLuint v0); \ 64 void programUniform1uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 65 GLsizei count, const GLuint *value); \ 66 void programUniform2f(ShaderProgramID programPacked, UniformLocation locationPacked, \ 67 GLfloat v0, GLfloat v1); \ 68 void programUniform2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 69 GLsizei count, const GLfloat *value); \ 70 void programUniform2i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ 71 GLint v1); \ 72 void programUniform2iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 73 GLsizei count, const GLint *value); \ 74 void programUniform2ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ 75 GLuint v0, GLuint v1); \ 76 void programUniform2uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 77 GLsizei count, const GLuint *value); \ 78 void programUniform3f(ShaderProgramID programPacked, UniformLocation locationPacked, \ 79 GLfloat v0, GLfloat v1, GLfloat v2); \ 80 void programUniform3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 81 GLsizei count, const GLfloat *value); \ 82 void programUniform3i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ 83 GLint v1, GLint v2); \ 84 void programUniform3iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 85 GLsizei count, const GLint *value); \ 86 void programUniform3ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ 87 GLuint v0, GLuint v1, GLuint v2); \ 88 void programUniform3uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 89 GLsizei count, const GLuint *value); \ 90 void programUniform4f(ShaderProgramID programPacked, UniformLocation locationPacked, \ 91 GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); \ 92 void programUniform4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 93 GLsizei count, const GLfloat *value); \ 94 void programUniform4i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \ 95 GLint v1, GLint v2, GLint v3); \ 96 void programUniform4iv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 97 GLsizei count, const GLint *value); \ 98 void programUniform4ui(ShaderProgramID programPacked, UniformLocation locationPacked, \ 99 GLuint v0, GLuint v1, GLuint v2, GLuint v3); \ 100 void programUniform4uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 101 GLsizei count, const GLuint *value); \ 102 void programUniformMatrix2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 103 GLsizei count, GLboolean transpose, const GLfloat *value); \ 104 void programUniformMatrix2x3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 105 GLsizei count, GLboolean transpose, const GLfloat *value); \ 106 void programUniformMatrix2x4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 107 GLsizei count, GLboolean transpose, const GLfloat *value); \ 108 void programUniformMatrix3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 109 GLsizei count, GLboolean transpose, const GLfloat *value); \ 110 void programUniformMatrix3x2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 111 GLsizei count, GLboolean transpose, const GLfloat *value); \ 112 void programUniformMatrix3x4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 113 GLsizei count, GLboolean transpose, const GLfloat *value); \ 114 void programUniformMatrix4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 115 GLsizei count, GLboolean transpose, const GLfloat *value); \ 116 void programUniformMatrix4x2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 117 GLsizei count, GLboolean transpose, const GLfloat *value); \ 118 void programUniformMatrix4x3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \ 119 GLsizei count, GLboolean transpose, const GLfloat *value); \ 120 void sampleMaski(GLuint maskNumber, GLbitfield mask); \ 121 void texStorage2DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \ 122 GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \ 123 void useProgramStages(ProgramPipelineID pipelinePacked, GLbitfield stages, \ 124 ShaderProgramID programPacked); \ 125 void validateProgramPipeline(ProgramPipelineID pipelinePacked); \ 126 void vertexAttribBinding(GLuint attribindex, GLuint bindingindex); \ 127 void vertexAttribFormat(GLuint attribindex, GLint size, VertexAttribType typePacked, \ 128 GLboolean normalized, GLuint relativeoffset); \ 129 void vertexAttribIFormat(GLuint attribindex, GLint size, VertexAttribType typePacked, \ 130 GLuint relativeoffset); \ 131 void vertexBindingDivisor(GLuint bindingindex, GLuint divisor); 132 133 #endif // ANGLE_CONTEXT_API_3_1_AUTOGEN_H_ 134