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 getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \ 20 GLsizei *length, GLchar *uniformName); \ 21 void primitiveRestartIndex(GLuint index); \ 22 void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \ 23 GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \ 24 void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \ 25 GLsizei width, GLsizei height, GLsizei depth, \ 26 GLboolean fixedsamplelocations); \ 27 void colorP3ui(GLenum type, GLuint color); \ 28 void colorP3uiv(GLenum type, const GLuint *color); \ 29 void colorP4ui(GLenum type, GLuint color); \ 30 void colorP4uiv(GLenum type, const GLuint *color); \ 31 void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); \ 32 void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); \ 33 void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); \ 34 void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); \ 35 void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); \ 36 void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); \ 37 void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); \ 38 void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); \ 39 void normalP3ui(GLenum type, GLuint coords); \ 40 void normalP3uiv(GLenum type, const GLuint *coords); \ 41 void secondaryColorP3ui(GLenum type, GLuint color); \ 42 void secondaryColorP3uiv(GLenum type, const GLuint *color); \ 43 void texCoordP1ui(GLenum type, GLuint coords); \ 44 void texCoordP1uiv(GLenum type, const GLuint *coords); \ 45 void texCoordP2ui(GLenum type, GLuint coords); \ 46 void texCoordP2uiv(GLenum type, const GLuint *coords); \ 47 void texCoordP3ui(GLenum type, GLuint coords); \ 48 void texCoordP3uiv(GLenum type, const GLuint *coords); \ 49 void texCoordP4ui(GLenum type, GLuint coords); \ 50 void texCoordP4uiv(GLenum type, const GLuint *coords); \ 51 void vertexP2ui(GLenum type, GLuint value); \ 52 void vertexP2uiv(GLenum type, const GLuint *value); \ 53 void vertexP3ui(GLenum type, GLuint value); \ 54 void vertexP3uiv(GLenum type, const GLuint *value); \ 55 void vertexP4ui(GLenum type, GLuint value); \ 56 void vertexP4uiv(GLenum type, const GLuint *value); 57 58 #endif // ANGLE_CONTEXT_API_3_AUTOGEN_H_ 59