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 // entry_points_gl_4_0_autogen.h: 9 // Defines the GL 4.0 entry points. 10 11 #ifndef LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_ 12 #define LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_ 13 14 #include <export.h> 15 #include "angle_gl.h" 16 17 namespace gl 18 { 19 ANGLE_EXPORT void GL_APIENTRY BeginQueryIndexed(GLenum target, GLuint index, GLuint id); 20 ANGLE_EXPORT void GL_APIENTRY BindTransformFeedback(GLenum target, GLuint id); 21 ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha); 22 ANGLE_EXPORT void GL_APIENTRY BlendEquationi(GLuint buf, GLenum mode); 23 ANGLE_EXPORT void GL_APIENTRY 24 BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); 25 ANGLE_EXPORT void GL_APIENTRY BlendFunci(GLuint buf, GLenum src, GLenum dst); 26 ANGLE_EXPORT void GL_APIENTRY DeleteTransformFeedbacks(GLsizei n, const GLuint *ids); 27 ANGLE_EXPORT void GL_APIENTRY DrawArraysIndirect(GLenum mode, const void *indirect); 28 ANGLE_EXPORT void GL_APIENTRY DrawElementsIndirect(GLenum mode, GLenum type, const void *indirect); 29 ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedback(GLenum mode, GLuint id); 30 ANGLE_EXPORT void GL_APIENTRY DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); 31 ANGLE_EXPORT void GL_APIENTRY EndQueryIndexed(GLenum target, GLuint index); 32 ANGLE_EXPORT void GL_APIENTRY GenTransformFeedbacks(GLsizei n, GLuint *ids); 33 ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineName(GLuint program, 34 GLenum shadertype, 35 GLuint index, 36 GLsizei bufsize, 37 GLsizei *length, 38 GLchar *name); 39 ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformName(GLuint program, 40 GLenum shadertype, 41 GLuint index, 42 GLsizei bufsize, 43 GLsizei *length, 44 GLchar *name); 45 ANGLE_EXPORT void GL_APIENTRY GetActiveSubroutineUniformiv(GLuint program, 46 GLenum shadertype, 47 GLuint index, 48 GLenum pname, 49 GLint *values); 50 ANGLE_EXPORT void GL_APIENTRY GetProgramStageiv(GLuint program, 51 GLenum shadertype, 52 GLenum pname, 53 GLint *values); 54 ANGLE_EXPORT void GL_APIENTRY GetQueryIndexediv(GLenum target, 55 GLuint index, 56 GLenum pname, 57 GLint *params); 58 ANGLE_EXPORT GLuint GL_APIENTRY GetSubroutineIndex(GLuint program, 59 GLenum shadertype, 60 const GLchar *name); 61 ANGLE_EXPORT GLint GL_APIENTRY GetSubroutineUniformLocation(GLuint program, 62 GLenum shadertype, 63 const GLchar *name); 64 ANGLE_EXPORT void GL_APIENTRY GetUniformSubroutineuiv(GLenum shadertype, 65 GLint location, 66 GLuint *params); 67 ANGLE_EXPORT void GL_APIENTRY GetUniformdv(GLuint program, GLint location, GLdouble *params); 68 ANGLE_EXPORT GLboolean GL_APIENTRY IsTransformFeedback(GLuint id); 69 ANGLE_EXPORT void GL_APIENTRY MinSampleShading(GLfloat value); 70 ANGLE_EXPORT void GL_APIENTRY PatchParameterfv(GLenum pname, const GLfloat *values); 71 ANGLE_EXPORT void GL_APIENTRY PatchParameteri(GLenum pname, GLint value); 72 ANGLE_EXPORT void GL_APIENTRY PauseTransformFeedback(); 73 ANGLE_EXPORT void GL_APIENTRY ResumeTransformFeedback(); 74 ANGLE_EXPORT void GL_APIENTRY Uniform1d(GLint location, GLdouble x); 75 ANGLE_EXPORT void GL_APIENTRY Uniform1dv(GLint location, GLsizei count, const GLdouble *value); 76 ANGLE_EXPORT void GL_APIENTRY Uniform2d(GLint location, GLdouble x, GLdouble y); 77 ANGLE_EXPORT void GL_APIENTRY Uniform2dv(GLint location, GLsizei count, const GLdouble *value); 78 ANGLE_EXPORT void GL_APIENTRY Uniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); 79 ANGLE_EXPORT void GL_APIENTRY Uniform3dv(GLint location, GLsizei count, const GLdouble *value); 80 ANGLE_EXPORT void GL_APIENTRY 81 Uniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); 82 ANGLE_EXPORT void GL_APIENTRY Uniform4dv(GLint location, GLsizei count, const GLdouble *value); 83 ANGLE_EXPORT void GL_APIENTRY UniformMatrix2dv(GLint location, 84 GLsizei count, 85 GLboolean transpose, 86 const GLdouble *value); 87 ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x3dv(GLint location, 88 GLsizei count, 89 GLboolean transpose, 90 const GLdouble *value); 91 ANGLE_EXPORT void GL_APIENTRY UniformMatrix2x4dv(GLint location, 92 GLsizei count, 93 GLboolean transpose, 94 const GLdouble *value); 95 ANGLE_EXPORT void GL_APIENTRY UniformMatrix3dv(GLint location, 96 GLsizei count, 97 GLboolean transpose, 98 const GLdouble *value); 99 ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x2dv(GLint location, 100 GLsizei count, 101 GLboolean transpose, 102 const GLdouble *value); 103 ANGLE_EXPORT void GL_APIENTRY UniformMatrix3x4dv(GLint location, 104 GLsizei count, 105 GLboolean transpose, 106 const GLdouble *value); 107 ANGLE_EXPORT void GL_APIENTRY UniformMatrix4dv(GLint location, 108 GLsizei count, 109 GLboolean transpose, 110 const GLdouble *value); 111 ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x2dv(GLint location, 112 GLsizei count, 113 GLboolean transpose, 114 const GLdouble *value); 115 ANGLE_EXPORT void GL_APIENTRY UniformMatrix4x3dv(GLint location, 116 GLsizei count, 117 GLboolean transpose, 118 const GLdouble *value); 119 ANGLE_EXPORT void GL_APIENTRY UniformSubroutinesuiv(GLenum shadertype, 120 GLsizei count, 121 const GLuint *indices); 122 } // namespace gl 123 124 #endif // LIBGL_ENTRY_POINTS_GL_4_0_AUTOGEN_H_ 125