| // 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_1_autogen.h: Creates a macro for interfaces in Context. |
| |
| #ifndef ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_ |
| #define ANGLE_CONTEXT_GL_4_1_AUTOGEN_H_ |
| |
| #define ANGLE_GL_4_1_CONTEXT_API \ |
| void depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); \ |
| void depthRangeIndexed(GLuint index, GLdouble n, GLdouble f); \ |
| void getDoublei_v(GLenum target, GLuint index, GLdouble *data); \ |
| void getFloati_v(GLenum target, GLuint index, GLfloat *data); \ |
| void getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); \ |
| void programUniform1d(ShaderProgramID programPacked, GLint location, GLdouble v0); \ |
| void programUniform1dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| const GLdouble *value); \ |
| void programUniform2d(ShaderProgramID programPacked, GLint location, GLdouble v0, \ |
| GLdouble v1); \ |
| void programUniform2dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| const GLdouble *value); \ |
| void programUniform3d(ShaderProgramID programPacked, GLint location, GLdouble v0, GLdouble v1, \ |
| GLdouble v2); \ |
| void programUniform3dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| const GLdouble *value); \ |
| void programUniform4d(ShaderProgramID programPacked, GLint location, GLdouble v0, GLdouble v1, \ |
| GLdouble v2, GLdouble v3); \ |
| void programUniform4dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| const GLdouble *value); \ |
| void programUniformMatrix2dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix2x3dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix2x4dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix3dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix3x2dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix3x4dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix4dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix4x2dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void programUniformMatrix4x3dv(ShaderProgramID programPacked, GLint location, GLsizei count, \ |
| GLboolean transpose, const GLdouble *value); \ |
| void scissorArrayv(GLuint first, GLsizei count, const GLint *v); \ |
| void scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); \ |
| void scissorIndexedv(GLuint index, const GLint *v); \ |
| void vertexAttribL1d(GLuint index, GLdouble x); \ |
| void vertexAttribL1dv(GLuint index, const GLdouble *v); \ |
| void vertexAttribL2d(GLuint index, GLdouble x, GLdouble y); \ |
| void vertexAttribL2dv(GLuint index, const GLdouble *v); \ |
| void vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); \ |
| void vertexAttribL3dv(GLuint index, const GLdouble *v); \ |
| void vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ |
| void vertexAttribL4dv(GLuint index, const GLdouble *v); \ |
| void vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, \ |
| const void *pointer); \ |
| void viewportArrayv(GLuint first, GLsizei count, const GLfloat *v); \ |
| void viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); \ |
| void viewportIndexedfv(GLuint index, const GLfloat *v); |
| |
| #endif // ANGLE_CONTEXT_API_4_1_AUTOGEN_H_ |