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// 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_