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// 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_
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