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diff --git a/gfx/angle/checkout/src/libANGLE/Context_gl_3_autogen.h b/gfx/angle/checkout/src/libANGLE/Context_gl_3_autogen.h
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+// GENERATED FILE - DO NOT EDIT.
+// Generated by generate_entry_points.py using data from gl.xml.
+//
+// Copyright 2020 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_3_autogen.h: Creates a macro for interfaces in Context.
+
+#ifndef ANGLE_CONTEXT_GL_3_AUTOGEN_H_
+#define ANGLE_CONTEXT_GL_3_AUTOGEN_H_
+
+#define ANGLE_GL_3_CONTEXT_API \
+ void beginConditionalRender(GLuint id, GLenum mode); \
+ void clampColor(GLenum target, GLenum clamp); \
+ void endConditionalRender(); \
+ void framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textargetPacked, \
+ TextureID texturePacked, GLint level); \
+ void vertexAttribI1i(GLuint index, GLint x); \
+ void vertexAttribI1iv(GLuint index, const GLint *v); \
+ void vertexAttribI1ui(GLuint index, GLuint x); \
+ void vertexAttribI1uiv(GLuint index, const GLuint *v); \
+ void vertexAttribI2i(GLuint index, GLint x, GLint y); \
+ void vertexAttribI2iv(GLuint index, const GLint *v); \
+ void vertexAttribI2ui(GLuint index, GLuint x, GLuint y); \
+ void vertexAttribI2uiv(GLuint index, const GLuint *v); \
+ void vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); \
+ void vertexAttribI3iv(GLuint index, const GLint *v); \
+ void vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); \
+ void vertexAttribI3uiv(GLuint index, const GLuint *v); \
+ void vertexAttribI4bv(GLuint index, const GLbyte *v); \
+ void vertexAttribI4sv(GLuint index, const GLshort *v); \
+ void vertexAttribI4ubv(GLuint index, const GLubyte *v); \
+ void vertexAttribI4usv(GLuint index, const GLushort *v); \
+ void getActiveUniformName(ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, \
+ GLsizei *length, GLchar *uniformName); \
+ void primitiveRestartIndex(GLuint index); \
+ void texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \
+ GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \
+ void texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, \
+ GLsizei width, GLsizei height, GLsizei depth, \
+ GLboolean fixedsamplelocations); \
+ void colorP3ui(GLenum type, GLuint color); \
+ void colorP3uiv(GLenum type, const GLuint *color); \
+ void colorP4ui(GLenum type, GLuint color); \
+ void colorP4uiv(GLenum type, const GLuint *color); \
+ void multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); \
+ void multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); \
+ void multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); \
+ void multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); \
+ void multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); \
+ void multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); \
+ void multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); \
+ void multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); \
+ void normalP3ui(GLenum type, GLuint coords); \
+ void normalP3uiv(GLenum type, const GLuint *coords); \
+ void secondaryColorP3ui(GLenum type, GLuint color); \
+ void secondaryColorP3uiv(GLenum type, const GLuint *color); \
+ void texCoordP1ui(GLenum type, GLuint coords); \
+ void texCoordP1uiv(GLenum type, const GLuint *coords); \
+ void texCoordP2ui(GLenum type, GLuint coords); \
+ void texCoordP2uiv(GLenum type, const GLuint *coords); \
+ void texCoordP3ui(GLenum type, GLuint coords); \
+ void texCoordP3uiv(GLenum type, const GLuint *coords); \
+ void texCoordP4ui(GLenum type, GLuint coords); \
+ void texCoordP4uiv(GLenum type, const GLuint *coords); \
+ void vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
+ void vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
+ void vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
+ void vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
+ void vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
+ void vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
+ void vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); \
+ void vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); \
+ void vertexP2ui(GLenum type, GLuint value); \
+ void vertexP2uiv(GLenum type, const GLuint *value); \
+ void vertexP3ui(GLenum type, GLuint value); \
+ void vertexP3uiv(GLenum type, const GLuint *value); \
+ void vertexP4ui(GLenum type, GLuint value); \
+ void vertexP4uiv(GLenum type, const GLuint *value);
+
+#endif // ANGLE_CONTEXT_API_3_AUTOGEN_H_