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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_gles_3_1_autogen.h: Creates a macro for interfaces in Context.
+
+#ifndef ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_
+#define ANGLE_CONTEXT_GLES_3_1_AUTOGEN_H_
+
+#define ANGLE_GLES_3_1_CONTEXT_API \
+ void activeShaderProgram(ProgramPipelineID pipelinePacked, ShaderProgramID programPacked); \
+ void bindImageTexture(GLuint unit, TextureID texturePacked, GLint level, GLboolean layered, \
+ GLint layer, GLenum access, GLenum format); \
+ void bindProgramPipeline(ProgramPipelineID pipelinePacked); \
+ void bindVertexBuffer(GLuint bindingindex, BufferID bufferPacked, GLintptr offset, \
+ GLsizei stride); \
+ GLuint createShaderProgramv(ShaderType typePacked, GLsizei count, \
+ const GLchar *const *strings); \
+ void deleteProgramPipelines(GLsizei n, const ProgramPipelineID *pipelinesPacked); \
+ void dispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); \
+ void dispatchComputeIndirect(GLintptr indirect); \
+ void drawArraysIndirect(PrimitiveMode modePacked, const void *indirect); \
+ void drawElementsIndirect(PrimitiveMode modePacked, DrawElementsType typePacked, \
+ const void *indirect); \
+ void framebufferParameteri(GLenum target, GLenum pname, GLint param); \
+ void genProgramPipelines(GLsizei n, ProgramPipelineID *pipelinesPacked); \
+ void getBooleani_v(GLenum target, GLuint index, GLboolean *data); \
+ void getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params); \
+ void getMultisamplefv(GLenum pname, GLuint index, GLfloat *val); \
+ void getProgramInterfaceiv(ShaderProgramID programPacked, GLenum programInterface, \
+ GLenum pname, GLint *params); \
+ void getProgramPipelineInfoLog(ProgramPipelineID pipelinePacked, GLsizei bufSize, \
+ GLsizei *length, GLchar *infoLog); \
+ void getProgramPipelineiv(ProgramPipelineID pipelinePacked, GLenum pname, GLint *params); \
+ GLuint getProgramResourceIndex(ShaderProgramID programPacked, GLenum programInterface, \
+ const GLchar *name); \
+ GLint getProgramResourceLocation(ShaderProgramID programPacked, GLenum programInterface, \
+ const GLchar *name); \
+ void getProgramResourceName(ShaderProgramID programPacked, GLenum programInterface, \
+ GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); \
+ void getProgramResourceiv(ShaderProgramID programPacked, GLenum programInterface, \
+ GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, \
+ GLsizei *length, GLint *params); \
+ void getTexLevelParameterfv(TextureTarget targetPacked, GLint level, GLenum pname, \
+ GLfloat *params); \
+ void getTexLevelParameteriv(TextureTarget targetPacked, GLint level, GLenum pname, \
+ GLint *params); \
+ GLboolean isProgramPipeline(ProgramPipelineID pipelinePacked) const; \
+ void memoryBarrier(GLbitfield barriers); \
+ void memoryBarrierByRegion(GLbitfield barriers); \
+ void programUniform1f(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLfloat v0); \
+ void programUniform1fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLfloat *value); \
+ void programUniform1i(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLint v0); \
+ void programUniform1iv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLint *value); \
+ void programUniform1ui(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLuint v0); \
+ void programUniform1uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLuint *value); \
+ void programUniform2f(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLfloat v0, GLfloat v1); \
+ void programUniform2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLfloat *value); \
+ void programUniform2i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
+ GLint v1); \
+ void programUniform2iv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLint *value); \
+ void programUniform2ui(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLuint v0, GLuint v1); \
+ void programUniform2uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLuint *value); \
+ void programUniform3f(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLfloat v0, GLfloat v1, GLfloat v2); \
+ void programUniform3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLfloat *value); \
+ void programUniform3i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
+ GLint v1, GLint v2); \
+ void programUniform3iv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLint *value); \
+ void programUniform3ui(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLuint v0, GLuint v1, GLuint v2); \
+ void programUniform3uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLuint *value); \
+ void programUniform4f(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); \
+ void programUniform4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLfloat *value); \
+ void programUniform4i(ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, \
+ GLint v1, GLint v2, GLint v3); \
+ void programUniform4iv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLint *value); \
+ void programUniform4ui(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLuint v0, GLuint v1, GLuint v2, GLuint v3); \
+ void programUniform4uiv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, const GLuint *value); \
+ void programUniformMatrix2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void programUniformMatrix2x3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void programUniformMatrix2x4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void programUniformMatrix3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void programUniformMatrix3x2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void programUniformMatrix3x4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void programUniformMatrix4fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void programUniformMatrix4x2fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void programUniformMatrix4x3fv(ShaderProgramID programPacked, UniformLocation locationPacked, \
+ GLsizei count, GLboolean transpose, const GLfloat *value); \
+ void sampleMaski(GLuint maskNumber, GLbitfield mask); \
+ void texStorage2DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \
+ GLsizei width, GLsizei height, GLboolean fixedsamplelocations); \
+ void useProgramStages(ProgramPipelineID pipelinePacked, GLbitfield stages, \
+ ShaderProgramID programPacked); \
+ void validateProgramPipeline(ProgramPipelineID pipelinePacked); \
+ void vertexAttribBinding(GLuint attribindex, GLuint bindingindex); \
+ void vertexAttribFormat(GLuint attribindex, GLint size, VertexAttribType typePacked, \
+ GLboolean normalized, GLuint relativeoffset); \
+ void vertexAttribIFormat(GLuint attribindex, GLint size, VertexAttribType typePacked, \
+ GLuint relativeoffset); \
+ void vertexBindingDivisor(GLuint bindingindex, GLuint divisor);
+
+#endif // ANGLE_CONTEXT_API_3_1_AUTOGEN_H_