// 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_5_autogen.h: Creates a macro for interfaces in Context. #ifndef ANGLE_CONTEXT_GL_4_5_AUTOGEN_H_ #define ANGLE_CONTEXT_GL_4_5_AUTOGEN_H_ #define ANGLE_GL_4_5_CONTEXT_API \ void bindTextureUnit(GLuint unit, GLuint texture); \ void blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, \ GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, \ GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); \ GLenum checkNamedFramebufferStatus(GLuint framebuffer, GLenum target); \ void clearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, \ const void *data); \ void clearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, \ GLsizeiptr size, GLenum format, GLenum type, const void *data); \ void clearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLint drawbuffer, \ GLfloat depth, GLint stencil); \ void clearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, \ const GLfloat *value); \ void clearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, \ const GLint *value); \ void clearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, \ const GLuint *value); \ void clipControl(GLenum origin, GLenum depth); \ void compressedTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, \ GLenum format, GLsizei imageSize, const void *data); \ void compressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \ GLsizei width, GLsizei height, GLenum format, \ GLsizei imageSize, const void *data); \ void compressedTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \ GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ GLenum format, GLsizei imageSize, const void *data); \ void copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, \ GLintptr writeOffset, GLsizeiptr size); \ void copyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, \ GLsizei width); \ void copyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, \ GLint y, GLsizei width, GLsizei height); \ void copyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \ GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); \ void createBuffers(GLsizei n, GLuint *buffers); \ void createFramebuffers(GLsizei n, GLuint *framebuffers); \ void createProgramPipelines(GLsizei n, GLuint *pipelines); \ void createQueries(GLenum target, GLsizei n, GLuint *ids); \ void createRenderbuffers(GLsizei n, GLuint *renderbuffers); \ void createSamplers(GLsizei n, GLuint *samplers); \ void createTextures(GLenum target, GLsizei n, GLuint *textures); \ void createTransformFeedbacks(GLsizei n, GLuint *ids); \ void createVertexArrays(GLsizei n, GLuint *arrays); \ void disableVertexArrayAttrib(GLuint vaobj, GLuint index); \ void enableVertexArrayAttrib(GLuint vaobj, GLuint index); \ void flushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length); \ void generateTextureMipmap(GLuint texture); \ void getCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void *pixels); \ void getCompressedTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \ GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ GLsizei bufSize, void *pixels); \ void getNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params); \ void getNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params); \ void getNamedBufferPointerv(GLuint buffer, GLenum pname, void **params); \ void getNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); \ void getNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, \ GLenum pname, GLint *params); \ void getNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param); \ void getNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params); \ void getQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); \ void getQueryBufferObjectiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); \ void getQueryBufferObjectui64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); \ void getQueryBufferObjectuiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); \ void getTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, \ void *pixels); \ void getTextureLevelParameterfv(GLuint texture, GLint level, GLenum pname, GLfloat *params); \ void getTextureLevelParameteriv(GLuint texture, GLint level, GLenum pname, GLint *params); \ void getTextureParameterIiv(GLuint texture, GLenum pname, GLint *params); \ void getTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params); \ void getTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params); \ void getTextureParameteriv(GLuint texture, GLenum pname, GLint *params); \ void getTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \ GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ GLenum format, GLenum type, GLsizei bufSize, void *pixels); \ void getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); \ void getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param); \ void getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param); \ void getVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); \ void getVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param); \ void getVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param); \ void getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); \ void getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels); \ void getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, \ void *image); \ void getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, \ GLsizei bufSize, void *values); \ void getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); \ void getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); \ void getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v); \ void getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, \ void *values); \ void getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values); \ void getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values); \ void getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values); \ void getnPolygonStipple(GLsizei bufSize, GLubyte *pattern); \ void getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, \ void *row, GLsizei columnBufSize, void *column, void *span); \ void getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, \ void *pixels); \ void getnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params); \ void getnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params); \ void invalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, \ const GLenum *attachments); \ void invalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, \ const GLenum *attachments, GLint x, GLint y, \ GLsizei width, GLsizei height); \ void *mapNamedBuffer(GLuint buffer, GLenum access); \ void *mapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length, \ GLbitfield access); \ void namedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); \ void namedBufferStorage(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); \ void namedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); \ void namedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf); \ void namedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs); \ void namedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param); \ void namedFramebufferReadBuffer(GLuint framebuffer, GLenum src); \ void namedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, \ GLenum renderbuffertarget, GLuint renderbuffer); \ void namedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, \ GLint level); \ void namedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, \ GLint level, GLint layer); \ void namedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, \ GLsizei height); \ void namedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, \ GLenum internalformat, GLsizei width, \ GLsizei height); \ void textureBarrier(); \ void textureBuffer(GLuint texture, GLenum internalformat, GLuint buffer); \ void textureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, \ GLsizeiptr size); \ void textureParameterIiv(GLuint texture, GLenum pname, const GLint *params); \ void textureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params); \ void textureParameterf(GLuint texture, GLenum pname, GLfloat param); \ void textureParameterfv(GLuint texture, GLenum pname, const GLfloat *param); \ void textureParameteri(GLuint texture, GLenum pname, GLint param); \ void textureParameteriv(GLuint texture, GLenum pname, const GLint *param); \ void textureStorage1D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); \ void textureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, \ GLsizei height); \ void textureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, \ GLsizei width, GLsizei height, \ GLboolean fixedsamplelocations); \ void textureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, \ GLsizei height, GLsizei depth); \ void textureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, \ GLsizei width, GLsizei height, GLsizei depth, \ GLboolean fixedsamplelocations); \ void textureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, \ GLenum format, GLenum type, const void *pixels); \ void textureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \ GLsizei width, GLsizei height, GLenum format, GLenum type, \ const void *pixels); \ void textureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, \ GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, \ GLenum format, GLenum type, const void *pixels); \ void transformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer); \ void transformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, \ GLsizeiptr size); \ GLboolean unmapNamedBuffer(GLuint buffer); \ void vertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex); \ void vertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, \ GLboolean normalized, GLuint relativeoffset); \ void vertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, \ GLuint relativeoffset); \ void vertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, \ GLuint relativeoffset); \ void vertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor); \ void vertexArrayElementBuffer(GLuint vaobj, GLuint buffer); \ void vertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, \ GLintptr offset, GLsizei stride); \ void vertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, \ const GLuint *buffers, const GLintptr *offsets, \ const GLsizei *strides); #endif // ANGLE_CONTEXT_API_4_5_AUTOGEN_H_