// 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_gles_2_0_autogen.h: Creates a macro for interfaces in Context. #ifndef ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_ #define ANGLE_CONTEXT_GLES_2_0_AUTOGEN_H_ #define ANGLE_GLES_2_0_CONTEXT_API \ void activeTexture(GLenum texture); \ void attachShader(GLuint program, GLuint shader); \ void bindAttribLocation(GLuint program, GLuint index, const GLchar *name); \ void bindBuffer(BufferBinding targetPacked, GLuint buffer); \ void bindFramebuffer(GLenum target, GLuint framebuffer); \ void bindRenderbuffer(GLenum target, GLuint renderbuffer); \ void bindTexture(TextureType targetPacked, GLuint texture); \ void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ void blendEquation(GLenum mode); \ void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); \ void blendFunc(GLenum sfactor, GLenum dfactor); \ void blendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, \ GLenum dfactorAlpha); \ void bufferData(BufferBinding targetPacked, GLsizeiptr size, const void *data, \ BufferUsage usagePacked); \ void bufferSubData(BufferBinding targetPacked, GLintptr offset, GLsizeiptr size, \ const void *data); \ GLenum checkFramebufferStatus(GLenum target); \ void clear(GLbitfield mask); \ void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ void clearDepthf(GLfloat d); \ void clearStencil(GLint s); \ void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); \ void compileShader(GLuint shader); \ void compressedTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, \ GLsizei width, GLsizei height, GLint border, GLsizei imageSize, \ const void *data); \ void compressedTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, \ GLint yoffset, GLsizei width, GLsizei height, GLenum format, \ GLsizei imageSize, const void *data); \ void copyTexImage2D(TextureTarget targetPacked, GLint level, GLenum internalformat, GLint x, \ GLint y, GLsizei width, GLsizei height, GLint border); \ void copyTexSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ GLint x, GLint y, GLsizei width, GLsizei height); \ GLuint createProgram(); \ GLuint createShader(ShaderType typePacked); \ void cullFace(CullFaceMode modePacked); \ void deleteBuffers(GLsizei n, const GLuint *buffers); \ void deleteFramebuffers(GLsizei n, const GLuint *framebuffers); \ void deleteProgram(GLuint program); \ void deleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); \ void deleteShader(GLuint shader); \ void deleteTextures(GLsizei n, const GLuint *textures); \ void depthFunc(GLenum func); \ void depthMask(GLboolean flag); \ void depthRangef(GLfloat n, GLfloat f); \ void detachShader(GLuint program, GLuint shader); \ void disable(GLenum cap); \ void disableVertexAttribArray(GLuint index); \ void drawArrays(PrimitiveMode modePacked, GLint first, GLsizei count); \ void drawElements(PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, \ const void *indices); \ void enable(GLenum cap); \ void enableVertexAttribArray(GLuint index); \ void finish(); \ void flush(); \ void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, \ GLuint renderbuffer); \ void framebufferTexture2D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \ GLuint texture, GLint level); \ void frontFace(GLenum mode); \ void genBuffers(GLsizei n, GLuint *buffers); \ void genFramebuffers(GLsizei n, GLuint *framebuffers); \ void genRenderbuffers(GLsizei n, GLuint *renderbuffers); \ void genTextures(GLsizei n, GLuint *textures); \ void generateMipmap(TextureType targetPacked); \ void getActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, \ GLint *size, GLenum *type, GLchar *name); \ void getActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, \ GLint *size, GLenum *type, GLchar *name); \ void getAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); \ GLint getAttribLocation(GLuint program, const GLchar *name); \ void getBooleanv(GLenum pname, GLboolean *data); \ void getBufferParameteriv(BufferBinding targetPacked, GLenum pname, GLint *params); \ GLenum getError(); \ void getFloatv(GLenum pname, GLfloat *data); \ void getFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, \ GLint *params); \ void getIntegerv(GLenum pname, GLint *data); \ void getProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); \ void getProgramiv(GLuint program, GLenum pname, GLint *params); \ void getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); \ void getShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); \ void getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, \ GLint *precision); \ void getShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); \ void getShaderiv(GLuint shader, GLenum pname, GLint *params); \ const GLubyte *getString(GLenum name); \ void getTexParameterfv(TextureType targetPacked, GLenum pname, GLfloat *params); \ void getTexParameteriv(TextureType targetPacked, GLenum pname, GLint *params); \ GLint getUniformLocation(GLuint program, const GLchar *name); \ void getUniformfv(GLuint program, GLint location, GLfloat *params); \ void getUniformiv(GLuint program, GLint location, GLint *params); \ void getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer); \ void getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); \ void getVertexAttribiv(GLuint index, GLenum pname, GLint *params); \ void hint(GLenum target, GLenum mode); \ GLboolean isBuffer(GLuint buffer); \ GLboolean isEnabled(GLenum cap); \ GLboolean isFramebuffer(GLuint framebuffer); \ GLboolean isProgram(GLuint program); \ GLboolean isRenderbuffer(GLuint renderbuffer); \ GLboolean isShader(GLuint shader); \ GLboolean isTexture(GLuint texture); \ void lineWidth(GLfloat width); \ void linkProgram(GLuint program); \ void pixelStorei(GLenum pname, GLint param); \ void polygonOffset(GLfloat factor, GLfloat units); \ void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, \ void *pixels); \ void releaseShaderCompiler(); \ void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); \ void sampleCoverage(GLfloat value, GLboolean invert); \ void scissor(GLint x, GLint y, GLsizei width, GLsizei height); \ void shaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, \ const void *binary, GLsizei length); \ void shaderSource(GLuint shader, GLsizei count, const GLchar *const *string, \ const GLint *length); \ void stencilFunc(GLenum func, GLint ref, GLuint mask); \ void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); \ void stencilMask(GLuint mask); \ void stencilMaskSeparate(GLenum face, GLuint mask); \ void stencilOp(GLenum fail, GLenum zfail, GLenum zpass); \ void stencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); \ void texImage2D(TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, \ GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); \ void texParameterf(TextureType targetPacked, GLenum pname, GLfloat param); \ void texParameterfv(TextureType targetPacked, GLenum pname, const GLfloat *params); \ void texParameteri(TextureType targetPacked, GLenum pname, GLint param); \ void texParameteriv(TextureType targetPacked, GLenum pname, const GLint *params); \ void texSubImage2D(TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, \ GLsizei width, GLsizei height, GLenum format, GLenum type, \ const void *pixels); \ void uniform1f(GLint location, GLfloat v0); \ void uniform1fv(GLint location, GLsizei count, const GLfloat *value); \ void uniform1i(GLint location, GLint v0); \ void uniform1iv(GLint location, GLsizei count, const GLint *value); \ void uniform2f(GLint location, GLfloat v0, GLfloat v1); \ void uniform2fv(GLint location, GLsizei count, const GLfloat *value); \ void uniform2i(GLint location, GLint v0, GLint v1); \ void uniform2iv(GLint location, GLsizei count, const GLint *value); \ void uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); \ void uniform3fv(GLint location, GLsizei count, const GLfloat *value); \ void uniform3i(GLint location, GLint v0, GLint v1, GLint v2); \ void uniform3iv(GLint location, GLsizei count, const GLint *value); \ void uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); \ void uniform4fv(GLint location, GLsizei count, const GLfloat *value); \ void uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); \ void uniform4iv(GLint location, GLsizei count, const GLint *value); \ void uniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ void uniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ void uniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, \ const GLfloat *value); \ void useProgram(GLuint program); \ void validateProgram(GLuint program); \ void vertexAttrib1f(GLuint index, GLfloat x); \ void vertexAttrib1fv(GLuint index, const GLfloat *v); \ void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y); \ void vertexAttrib2fv(GLuint index, const GLfloat *v); \ void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); \ void vertexAttrib3fv(GLuint index, const GLfloat *v); \ void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ void vertexAttrib4fv(GLuint index, const GLfloat *v); \ void vertexAttribPointer(GLuint index, GLint size, VertexAttribType typePacked, \ GLboolean normalized, GLsizei stride, const void *pointer); \ void viewport(GLint x, GLint y, GLsizei width, GLsizei height); #endif // ANGLE_CONTEXT_API_2_0_AUTOGEN_H_