// 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_