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