// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.xml. // // Copyright 2019 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Context_gl_4_1_autogen.h: Creates a macro for interfaces in Context. #ifndef ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_ #define ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_ #define ANGLE_GL_4_1_CONTEXT_API \ void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); \ void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f); \ void getDoublei_v(GLenum target, GLuint index, GLdouble *data); \ void getFloati_v(GLenum target, GLuint index, GLfloat *data); \ void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); \ void programUniform1d(GLuint program, GLint location, GLdouble v0); \ void programUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); \ void programUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1); \ void programUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); \ void programUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); \ void programUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); \ void programUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, \ GLdouble v3); \ void programUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); \ void programUniformMatrix2dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void programUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void programUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void programUniformMatrix3dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void programUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void programUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void programUniformMatrix4dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void programUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void programUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, \ GLboolean transpose, const GLdouble *value); \ void scissorArrayv(GLuint first, GLsizei count, const GLint *v); \ void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); \ void scissorIndexedv(GLuint index, const GLint *v); \ void vertexAttribL1d(GLuint index, GLdouble x); \ void vertexAttribL1dv(GLuint index, const GLdouble *v); \ void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y); \ void vertexAttribL2dv(GLuint index, const GLdouble *v); \ void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \ void vertexAttribL3dv(GLuint index, const GLdouble *v); \ void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ void vertexAttribL4dv(GLuint index, const GLdouble *v); \ void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, \ const void *pointer); \ void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v); \ void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); \ void viewportIndexedfv(GLuint index, const GLfloat *v); #endif // ANGLE_CONTEXT_API_4_1_AUTOGEN_H_