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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_3_autogen.h: Creates a macro for interfaces in Context.
9 
10 #ifndef ANGLE_CONTEXT_GL_3_AUTOGEN_H_
11 #define ANGLE_CONTEXT_GL_3_AUTOGEN_H_
12 
13 #define ANGLE_GL_3_CONTEXT_API                                                                     \
14     void beginConditionalRender(GLuint id, GLenum mode);                                           \
15     void clampColor(GLenum target, GLenum clamp);                                                  \
16     void endConditionalRender();                                                                   \
17     void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked,     \
18                               TextureID texturePacked, GLint level);                               \
19     void vertexAttribI1i(GLuint index, GLint x);                                                   \
20     void vertexAttribI1iv(GLuint index, const GLint *v);                                           \
21     void vertexAttribI1ui(GLuint index, GLuint x);                                                 \
22     void vertexAttribI1uiv(GLuint index, const GLuint *v);                                         \
23     void vertexAttribI2i(GLuint index, GLint x, GLint y);                                          \
24     void vertexAttribI2iv(GLuint index, const GLint *v);                                           \
25     void vertexAttribI2ui(GLuint index, GLuint x, GLuint y);                                       \
26     void vertexAttribI2uiv(GLuint index, const GLuint *v);                                         \
27     void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);                                 \
28     void vertexAttribI3iv(GLuint index, const GLint *v);                                           \
29     void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);                             \
30     void vertexAttribI3uiv(GLuint index, const GLuint *v);                                         \
31     void vertexAttribI4bv(GLuint index, const GLbyte *v);                                          \
32     void vertexAttribI4sv(GLuint index, const GLshort *v);                                         \
33     void vertexAttribI4ubv(GLuint index, const GLubyte *v);                                        \
34     void vertexAttribI4usv(GLuint index, const GLushort *v);                                       \
35     void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \
36                               GLsizei *length, GLchar *uniformName);                               \
37     void primitiveRestartIndex(GLuint index);                                                      \
38     void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat,              \
39                                GLsizei width, GLsizei height, GLboolean fixedsamplelocations);     \
40     void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat,              \
41                                GLsizei width, GLsizei height, GLsizei depth,                       \
42                                GLboolean fixedsamplelocations);                                    \
43     void colorP3ui(GLenum type, GLuint color);                                                     \
44     void colorP3uiv(GLenum type, const GLuint *color);                                             \
45     void colorP4ui(GLenum type, GLuint color);                                                     \
46     void colorP4uiv(GLenum type, const GLuint *color);                                             \
47     void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);                            \
48     void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
49     void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);                            \
50     void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
51     void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);                            \
52     void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
53     void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);                            \
54     void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords);                    \
55     void normalP3ui(GLenum type, GLuint coords);                                                   \
56     void normalP3uiv(GLenum type, const GLuint *coords);                                           \
57     void secondaryColorP3ui(GLenum type, GLuint color);                                            \
58     void secondaryColorP3uiv(GLenum type, const GLuint *color);                                    \
59     void texCoordP1ui(GLenum type, GLuint coords);                                                 \
60     void texCoordP1uiv(GLenum type, const GLuint *coords);                                         \
61     void texCoordP2ui(GLenum type, GLuint coords);                                                 \
62     void texCoordP2uiv(GLenum type, const GLuint *coords);                                         \
63     void texCoordP3ui(GLenum type, GLuint coords);                                                 \
64     void texCoordP3uiv(GLenum type, const GLuint *coords);                                         \
65     void texCoordP4ui(GLenum type, GLuint coords);                                                 \
66     void texCoordP4uiv(GLenum type, const GLuint *coords);                                         \
67     void vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
68     void vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
69     void vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
70     void vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
71     void vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
72     void vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
73     void vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);          \
74     void vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);  \
75     void vertexP2ui(GLenum type, GLuint value);                                                    \
76     void vertexP2uiv(GLenum type, const GLuint *value);                                            \
77     void vertexP3ui(GLenum type, GLuint value);                                                    \
78     void vertexP3uiv(GLenum type, const GLuint *value);                                            \
79     void vertexP4ui(GLenum type, GLuint value);                                                    \
80     void vertexP4uiv(GLenum type, const GLuint *value);
81 
82 #endif  // ANGLE_CONTEXT_API_3_AUTOGEN_H_
83