// 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_2_autogen.h: Creates a macro for interfaces in Context. #ifndef ANGLE_CONTEXT_GLES_3_2_AUTOGEN_H_ #define ANGLE_CONTEXT_GLES_3_2_AUTOGEN_H_ #define ANGLE_GLES_3_2_CONTEXT_API \ void blendBarrier(); \ void blendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha); \ void blendEquationi(GLuint buf, GLenum mode); \ void blendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, \ GLenum dstAlpha); \ void blendFunci(GLuint buf, GLenum src, GLenum dst); \ void colorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); \ void copyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, \ GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, \ GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, \ GLsizei srcHeight, GLsizei srcDepth); \ void debugMessageCallback(GLDEBUGPROC callback, const void *userParam); \ void debugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, \ const GLuint *ids, GLboolean enabled); \ void debugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, \ GLsizei length, const GLchar *buf); \ void disablei(GLenum target, GLuint index); \ void drawElementsBaseVertex(PrimitiveMode modePacked, GLsizei count, \ DrawElementsType typePacked, const void *indices, \ GLint basevertex); \ void drawElementsInstancedBaseVertex(PrimitiveMode modePacked, GLsizei count, \ DrawElementsType typePacked, const void *indices, \ GLsizei instancecount, GLint basevertex); \ void drawRangeElementsBaseVertex(PrimitiveMode modePacked, GLuint start, GLuint end, \ GLsizei count, DrawElementsType typePacked, \ const void *indices, GLint basevertex); \ void enablei(GLenum target, GLuint index); \ void framebufferTexture(GLenum target, GLenum attachment, TextureID texturePacked, \ GLint level); \ GLuint getDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, \ GLuint *ids, GLenum *severities, GLsizei *lengths, \ GLchar *messageLog); \ GLenum getGraphicsResetStatus(); \ void getObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, \ GLchar *label); \ void getObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); \ void getPointerv(GLenum pname, void **params); \ void getSamplerParameterIiv(SamplerID samplerPacked, GLenum pname, GLint *params); \ void getSamplerParameterIuiv(SamplerID samplerPacked, GLenum pname, GLuint *params); \ void getTexParameterIiv(TextureType targetPacked, GLenum pname, GLint *params); \ void getTexParameterIuiv(TextureType targetPacked, GLenum pname, GLuint *params); \ void getnUniformfv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei bufSize, GLfloat *params); \ void getnUniformiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei bufSize, GLint *params); \ void getnUniformuiv(ShaderProgramID programPacked, UniformLocation locationPacked, \ GLsizei bufSize, GLuint *params); \ GLboolean isEnabledi(GLenum target, GLuint index) const; \ void minSampleShading(GLfloat value); \ void objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); \ void objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label); \ void patchParameteri(GLenum pname, GLint value); \ void popDebugGroup(); \ void primitiveBoundingBox(GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, \ GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); \ void pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message); \ void readnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, \ GLsizei bufSize, void *data); \ void samplerParameterIiv(SamplerID samplerPacked, GLenum pname, const GLint *param); \ void samplerParameterIuiv(SamplerID samplerPacked, GLenum pname, const GLuint *param); \ void texBuffer(TextureType targetPacked, GLenum internalformat, BufferID bufferPacked); \ void texBufferRange(TextureType targetPacked, GLenum internalformat, BufferID bufferPacked, \ GLintptr offset, GLsizeiptr size); \ void texParameterIiv(TextureType targetPacked, GLenum pname, const GLint *params); \ void texParameterIuiv(TextureType targetPacked, GLenum pname, const GLuint *params); \ void texStorage3DMultisample(TextureType targetPacked, GLsizei samples, GLenum internalformat, \ GLsizei width, GLsizei height, GLsizei depth, \ GLboolean fixedsamplelocations); #endif // ANGLE_CONTEXT_API_3_2_AUTOGEN_H_